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View Full Version : Iron Chef E6 Appetizer Edition, Round XLV



Venger
2023-08-10, 12:36 PM
https://cdn.discordapp.com/attachments/647393639886094337/853704182153871380/rsz_transparent_version.png

Hello, all, from your new Chair. Welcome back to the Iron Chef Optimization Challenge E6 Appetizer Edition! It's time for round forty five: let's dig through our libraries for some offbeat weapons.

The form of this challenge is to take a particular D&D 3.5 game element (our "secret ingredient," or SI) and turn it into a functional E6 (https://esix.pbworks.com/f/E6v041.pdf) build, which must feature the SI as heavily as possible. (The only hard rule about this is that you must take at least one level—where applicable—in the SI, though judges are encouraged to look favorably on builds that take as many levels as possible in said SI or that otherwise use it as heavily as possible.) Your final build submission should consist of your 6 regular levels and your first 10 epic bonus feats, though providing a snapshot at earlier points through the progression is heartily encouraged. Entries are to be PM'd to the Chair (that would be me!), and they will be posted anonymously; our volunteer judges will then grade each build on a 1-5 point scale in four categories: Originality, Power, Elegance, and Use of the Secret Ingredient. The builds with the highest three scores will be awarded medals, with the Honorable Mention award going to the non-medaling build that the Chair likes best and/or that receives the most votes for HM in this thread. (HM may not always be awarded, particularly if the number of builds is very small.) And then we all have cake!*

*Note: You must provide your own cake.

This is basically like the regular Iron Chef, and let's be brutally honest with ourselves here: this isn't a gargantuan community, and we basically all know what we're talking about at this point. Make the builds, send 'em in, post some scores, and have fun. If you've got questions, lemme know. Still, let's lay out a few rules!

Cooking Time: Builds must be submitted via PM to the Chair by 4:59 PM GMT - 9 on Thursday, August 31, 2023. The reveal shall be on the first evening the Chair has free following the cooking deadline, which is hoped to be that evening or the immediately subsequent one—I'll do my best, anyway. Judging is then encouraged to go as quickly as possible; if multiple judges volunteer, we'll set about a two-week window, but if we only get one judge, we'll try to wrap up as soon as possible after that judge presents scores. (I will admit that the deadline time may not be an exact science, but don't hide from me and we'll probably be cool.)
Kitchen: Let's break this one down a bit.



ALLOWED: Almost all D&D 3.5 material published by WotC: Core, Completes, monster books, Races Of books, alternate power source books (Expanded Psionics Handbook, Magic of Incarnum, Tome of Battle, Tome of Magic, etc.), Spell Compendium, Book of Exalted Deeds, Book of Vile Darkness, Eberron material, Forgotten Realms material, and other WotC-published 3.5 material. (This list is NOT exhaustive and there are many other legal books that I did not mention by name!)
ALLOWED: Material from the 3.5 archives of the Wizards of the Coast website (including, but not limited to, the Mind's Eye articles). If you use it, link it.
ALLOWED: Official errata from WotC. If you're relying on this in a material fashion, it's a good idea to link it and to discuss it.
NOT ALLOWED: Unofficial errata, including "class fixes" (regardless of the source, including from the original author if not published in a WotC book) or fan-created content.
ALLOWED: Unupdated WotC-published 3.0 material (e.g., Sword and Fist, Masters of the Wild, etc.) except for 3.0 psionics. No 3.0 psionics allowed. If you are using 3.0 material, use the general-purpose skill updates (Wilderness Lore becomes Survival, Innuendo becomes Bluff, etc.) and the general-purpose rules updates (spells with a casting time of "1 action" become "1 standard action," etc.) when appropriate.
NOT ALLOWED: 3.0 material for which a direct 3.5 update exists. Use the updated material instead.
ALLOWED: Dragon Compendium and its errata (http://paizo.com/download/dragon/compendium/DragonCompendiumVolumeIErrata.pdf).
NOT ALLOWED: Content from Dragon Magazine and/or Dungeon Magazine unless said content appears in an otherwise allowed source.
ALLOWED: Oriental Adventures, including the 3.5 update to Oriental Adventures from Dragon Magazine #318. This is a specific exception to the "no Dragon" rule!
NOT ALLOWED: Pathfinder content, regardless of whether it is "D&D 3.5 OGL" or not. If it didn't come from WotC, we don't want it.
ALLOWED: From Unearthed Arcana: racial paragon classes, alternate class features/variant classes, spelltouched feats, and variant races. (Traits and flaws are technically legal, but traits warrant a -0.5 point penalty in Elegance, and flaws warrant a -1 penalty in Elegance.)
NOT ALLOWED: Other Unearthed Arcana content, including (but not limited to) bloodlines, LA buyoff, fractional BAB/saves, alternate casting systems, alternate skill systems, item familiars, prestigious character classes, generic classes, gestalt, etc. When you're wondering if UA content is allowed, err on the side of caution and don't mess around with it.
NOT ALLOWED: Leadership, regardless of source. Game elements functionally equivalent to Leadership (including, but not limited to, Dragon Cohort, Undead Leadership, and Thrallherd) are similarly banned. (Familiars, Improved Familiar, animal companions, Wild Cohort, psicrystals, elemental envoys, and similar game elements are allowed, and they are not considered to be "Leadership." If the difference isn't obvious, feel free to contact the Chair with specific questions.)
NOT ALLOWED: Third-party content, homebrew, or other non-WotC content.
NOT ALLOWED: Epic feats from the Epic Level Handbook. Just because you're "epic" in E6 after 6th level doesn't mean that you're that kind of epic.
NOT ALLOWED: Any race or template with a level adjustment other than +0. (Or any other source of LA other than a race or template, if any such things exist.) However, as a specific exception for round 26, see below.
NOT ALLOWED: For our judges: penalizing solely based on legal sources used, regardless of whether those sources are plentiful, sparse, common, obscure, or something in between. If the material is legal, then it doesn't matter how many or how few books it came out of.
ALLOWED: Also for our judges: penalizing for using a source (other than material in Core; don't be vindictive about genuinely obvious stuff) that isn't listed in the build writeup. The chef may choose to present the sources in-line with the text, in a consolidated source list, or somewhere else, but if the source is listed (and is otherwise legal), it counts. If the source is not listed, you may choose to penalize for that.

If you have questions about anything in this section (or hell, in this ruleset), feel free to ask the Chair.

Character Creation: 32 point buy is assumed. For the purposes of this contest, Level Adjustment greater than +0 is banned. (This may be revised at a later point, but I don't feel that the E6 LA rules are conducive to fun in the context of this contest.) No more than two entries per chef per contest, please; if you submit two builds and somehow are so overcome with inspiration for a third that you can't help yourself, PM me and tell me which two you care about the most.
Highlighted because of past issues: It is not enough for your build to end with a level adjustment of +0. You must be +0 from start to finish. No using ANY build elements with a level adjustment above +0, even if they then get mitigated or reduced somehow. However, note that a special exception is in place for round 26...
Speculation: Please do not post any form of speculation before the reveal. Just don't do it, guys. It's not cool. This means NOT posting any of the following or anything substantially similar: what you think is going to be common, significant elements of your planned build or of other potential builds, or anything else that could directly influence someone else's build choices for good or for ill. (It's acceptable to ask for rules clarifications as appropriate, but try to avoid tipping your hand too much.) Speculation is bad because it can discourage people from posting builds and can also "taint the judging pool" when it comes to Originality, so please just try to be aware of how other people might react to your speculation.
E6: Here's how E6 works for the purposes of this contest. Build your character normally for the first six levels. After you reach level 6, you stop gaining levels and start gaining bonus feats every time you would gain 5,000 XP. Since we aren't actually tracking XP, you'll basically list your first ten epic bonus feats in the order that you take them, and we think of them as being kind of like levels. We will not use the LA-equals-reduced-point-buy rules, instead preferring to just ban races with LA, at least for now. We will not use the "capstone feats"; all feats that you take must be normal legal 3.5 feats, not homebrew E6 ones. You may not use the Epic feats from the Epic Level Handbook, though if for some reason there are non-Epic feats from the ELH that you qualify for, you may take those. (I don't think there are any, but I'm sure someone will prove me wrong.) It is up to the discretion of each judge whether this is a "hard E6" (magic above 3rd level spells is simply beyond mortal reach, items that have a listed CL above 6th are just plain not available, etc.) or a "soft E6" (if you can somehow get the magic on your character, it's yours, regardless of level), though I honestly don't expect it to come up. Don't go crazy with making assumptions about items and we probably won't have to find out.
Presentation: Please use the table found below in the spoiler. List your epic bonus feats (in clear order) after the table. If you find a clever way of formatting that that isn't annoying and that doesn't break anything, have fun; if it's portable, I may steal it for the next round. When sending your build or any disputes to the Chair, clearly include your build's name in the subject of the PM, and please present your build exactly as you want the Chair to copy and paste it into the thread.
If you're using a picture, cite the source and follow any relevant citation rules. Because we have had issues with this in the past, when listing your skills, please make it very clear how many ranks you have at each level. There are multiple ways to do this and we do not wish to cramp anyone's individual style by dictating exactly how this must look, but make sure that somewhere in your entry there's an explanation of how many actual skill ranks you have. It's still fine to list total skill bonuses, if that's your style, but don't only list bonuses; make sure that there is a clear listing somewhere of your ranks alone. You are allowed, but not required, to use this extremely spiffy tool (https://docs.google.com/spreadsheets/d/1BG0-5sq4dL9Ooh7-QfXuyHzO4rXSz-CRcj29t6BeUVE/edit#gid=401538143) that mattie_p cooked up (thanks, mattie_p!).

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


Code for the table:

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


Contest houserules: Nearly the same as the main contest's rules here: all creatures are proficient with natural weapons they have or may acquire, bonus feats that are explicitly granted without meeting prereqs are usable even without those prereqs, and feats that affect which skills are class skills for you and/or how you spend your skill points (Able Learner, Martial Study, Truename Training, Apprentice, etc.) apply immediately at the level at which you take them (even though you normally spend skill points before taking a feat). When taking Open Minded as an epic feat, any skill that has ever been a class skill for you (including through your class, your race, your feats, or similar game elements, though please don't muck around with retroactively making something stop being a class skill for some stupid reason) is a class skill when determining how the 5 granted skill points may be spent. All usual rules about HD-related skill caps apply. When taking Open Minded as a non-epic feat, treat it as normal; the class skills of the class you took at the level you gained Open Minded (plus race, feats, etc.) are your class skills for those skill points, similar to if Open Minded's skill points came straight from your class.
Judging guidelines: The minimum score in a category is 1, and the maximum is 5 (except in high-Originality rounds, wherein the maximum in Originality is 10). Judges are expected to be fair, consistent, and open-minded, and they are expected to make a good-faith effort to engage with any reasonable disputes that arise, especially when RAW is in question. That said, contestants are asked to not dispute more than necessary; let's do everything in good faith and really only dispute when a judge is being inconsistent, being unfair, or is otherwise grossly misinterpreting a build.
Judges may not penalize Originality solely because a build is a tribute or homage to an existing creative work (in or out of D&D canon; note that this is not the same thing as penalizing Originality for using well-known optimization tactics), nor may judges penalize based solely on sources used (whether those sources are plentiful, sparse, common, obscure, or something in between, you should judge the build elements and how they work together rather than what book or what books they came out of, as long as those books are legal for this contest and are cited in the entry).
As with the main contest, we will follow the "One Mistake, One Penalty" guideline, and it is very important that the judges adhere to it. I'm going to directly copy and paste this from the main thread, and hopefully the original author won't mind too much:
Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

Non-exhaustive list of examples:

Skills
Allowed:

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


Not allowed:

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



Prereqs
Allowed:

Giving a penalty for not meeting prereqs
Scaling the penalty depending on how important the item that the build failed to qualify for is
Giving minimum score in UotSI for not qualifying for the SI
Not giving credit for (note: not the same as penalising for) tactics using feats or classes other than the SI that were not qualified for (but see below)


Not Allowed:

"Cascading" failures to qualify - declaring that because a build doesn't qualify for a feat, for example, it also doesn't qualify for anything using that feat as a prereq
Treating a build as having fewer levels than it does because of FtQ for classes



Other general things that are no longer allowed:

Penalising because someone has chosen to build a tribute to an existing creative work
Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalise if a fluff prereq is not addressed at all, but not for how well it is addressed.


Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.
Dispute guidelines (NEW, PLEASE PAY ATTENTION): Disputing is long, annoying, and emotional. It's also sometimes necessary, but it's often not actually something that makes everyone have more fun. Let's go into a little more detail here.
Do NOT dispute to make an argument that goes fundamentally beyond what's in your write-up. It is the responsibility of the chef to make sure that the write-up is complete and contains their best arguments for what the build does and why it's awesome. If you didn't explain your tactics well or didn't spell out something that a judge misses, just do better next time. Don't drag it out after the fact.
Do NOT dispute just to be clever or witty or cheeky. Please. We're all adults here and so I assume you know what that means. Don't treat the build as a setup and your oh-so-clever dispute as the punchline. It's not as funny as it is in your head. Trust me. I've been down that road.
Do NOT dispute just to say "oh yeah, my bad, I missed that" or some equivalent. If you're not directly challenging the judge, save the commentary until after the reveal. I 100% get that the urge to respond to commentary is very strong, but type it out and sit on it for a while if you've gotta.
Do NOT dispute just to try to wheedle more points out of the judge. Note that this is different from saying that the judge is being truly unfair or is being truly wrong by black-and-white RAW. A dispute is NOT the place to try to scrape together a few last quarter-points. If you didn't put it in your write-up, that's on you. This also means that a dispute is really not the place to have long back-and-forth tit-for-tat arguments. That's a surefire way to get people grumpy. It's a contest on a D&D board, guys, not the results of a federal election.
Do NOT dispute to tear down another build. That's just plain not cool. If you entered the contest, it's not on you to judge the other builds.
DO dispute if the judge is being blatantly biased by giving you a substantially different ruling on a build element compared to another chef who used the same build element in nearly the same way. (Note that position in a build may affect if you're using that element in "nearly the same way" or not.) Please reserve this for the truly blatant examples. I mean it. Remember, it's the contestant's responsibility to make their best argument in the original write-up.
DO dispute if the judge is actively going against the contest rules. Note that there are relatively few ways in which a judge can go against contest rules (we intentionally give very wide discretion to our judges), but examples include truly breaking One Mistake One Penalty, penalizing just because of number of sources of (legal) material, and so on.
DO dispute if the judge is clearly ignoring unambiguous RAW. Note that this is for unambiguous RAW; if the RAW is shady and you're making an argument that isn't completely clear and that it wouldn't be strange for a GM to frown on, the judge has every right to frown on it as well. (You generally know when you're indulging in shady RAW. Be mature about this.) But if the judge is saying you didn't hit a prereq that you clearly did hit (and included in your write-up!), saying you can't do something that the plain text of the ability says you can do, or anything like that, by all means, call 'em out.
Do NOT dispute if the judge doesn't agree with your interpretation of ambiguous RAW. Yes, this is a retread of the previous bullet point; this is that important. If you're relying on ambiguous RAW, it's on you to lay out clearly why it should work the way you want it to work. Again, be mature and act in good faith: you really know when you're pushing things like this. If they don't like it, they don't like it. Move on.


Disputing is a privilege, not a right. In the Chair's sole discretion, disputes that do not meet these guidelines and/or that do not seem to be offered in good faith may be suppressed. The Chair reserves the right to choose to post all, some, or none of a dispute if appropriate.


Other bits and bobs: If there's something major and relevant I haven't mentioned, assume that the way I handle it will probably be the same as the main contest unless stated otherwise or unless doing so would be an obviously absurd result. If you've got questions, I'll give you answers.




This round's secret ingredient:
THAT'S NOT A KNIFE...


Your dish must showcase the use of one or more bizarre, unusual, impractical, obscure, or otherwise noteworthy weapons. What exactly this means is up to you. Go nuts. You are not specifically required to use a weapon categorized as "exotic," nor are any specific weapons verboten for being too normal. Use your imagination, use an old saw (so to speak) in a novel way, the sky's the limit with your weird, wild, and/or wacky weapons.


Allez Optimizer!




The Builds:
Coming soon!



Round 4: Knight (http://www.giantitp.com/forums/showthread.php?542333-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(IV))
Round 5: Ninja (http://www.giantitp.com/forums/showthread.php?548763-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-V))
Round 6: Racial Paragon Classes (http://www.giantitp.com/forums/showthread.php?551174-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-VI))
Round 7: Hexblade (http://www.giantitp.com/forums/showthread.php?553767-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-VII))
Round 8: Shugenja (http://www.giantitp.com/forums/showthread.php?555626-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-VIII))
Round 9: Swashbuckler (http://www.giantitp.com/forums/showthread.php?559135-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-IX)")
Round 10: Crusader (http://www.giantitp.com/forums/showthread.php?562183-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-X))
Round 11: Soulknife (http://www.giantitp.com/forums/showthread.php?565669-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XI))
Round 12: Factotum (http://www.giantitp.com/forums/showthread.php?569723-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XII))
Round 13: Prestige Classes (http://www.giantitp.com/forums/showthread.php?572441-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XIII))
Round 14: Mountebank (http://www.giantitp.com/forums/showthread.php?576318-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XIV))
Round 15: Sorcerer (http://www.giantitp.com/forums/showthread.php?582751-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XV))
Round 16: Dragon Shaman (http://www.giantitp.com/forums/showthread.php?585121-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XVI))
Round 17: Lurk (http://www.giantitp.com/forums/showthread.php?588149-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XVII))
Round 18: Paladin (http://www.giantitp.com/forums/showthread.php?591516-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XVIII))
Round 19: Scout (http://www.giantitp.com/forums/showthread.php?595369-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XIX))
Round 20: Incarnate (http://www.giantitp.com/forums/showthread.php?599279-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XX))
Round 21: Shadowcaster (http://www.giantitp.com/forums/showthread.php?602325-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXI))
Round 22: Dragonmarks (https://forums.giantitp.com/showthread.php?606051-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXII))
Round 23: Fighter (https://forums.giantitp.com/showthread.php?611114-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXIII))
Round 24: Pets (https://forums.giantitp.com/showthread.php?615226-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXIV))
Round 25: Warlock (https://forums.giantitp.com/showthread.php?617510-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXV)&p=24666502)
Round 26: Monsters (https://forums.giantitp.com/showthread.php?619170-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXVI))
Round 27: Ardent (exhibition round) (https://forums.giantitp.com/showthread.php?622593-Iron-Chef-E6-Appetizer-Edition-Round-XXVII)
Round 28: Rogue (https://forums.giantitp.com/showthread.php?623937-Iron-Chef-E6-Appetizer-Edition-Round-XXVIII)
Round 29: Signature Spells (https://forums.giantitp.com/showthread.php?627038-Iron-Chef-E6-Appetizer-Edition-Round-XXIX)
Round 30: Any Prior Ingredient (https://forums.giantitp.com/showthread.php?628860-Iron-Chef-E6-Appetizer-Edition-Round-XXX)
Round 31: Ranger (https://forums.giantitp.com/showthread.php?631229-Iron-Chef-E6-Appetizer-Edition-Round-XXXI)
Round 32: Tanking (https://forums.giantitp.com/showthread.php?632897-Iron-Chef-E6-Appetizer-Edition-Round-XXXII)
Round 33: Psychic Warrior (https://forums.giantitp.com/showthread.php?634208-Iron-Chef-Optimization-Challenge-E6-Appetizer-Round-XXXIII)
Round 34: Flight (https://forums.giantitp.com/showthread.php?635332-Iron-Chef-Optimization-Challenge-E6-Appetizer-Round-XXXIV)
Round 35: Binder (https://forums.giantitp.com/showthread.php?637382-Iron-Chef-E6-Appetizer-Edition-Round-XXXV)
Round 36: Skill tricks (https://forums.giantitp.com/showthread.php?639486-Iron-Chef-E6-Appetizer-Edition-Round-XXXVI)
Round 37: Barbarian (https://forums.giantitp.com/showthread.php?643149-Iron-Chef-E6-Appetizer-Edition-Round-XXXVII)
Round 38: Fire (https://forums.giantitp.com/showthread.php?645111-Iron-Chef-E6-Appetizer-Edition-Round-XXXVIII)
Round 39: Bard (https://forums.giantitp.com/showthread.php?647916-Iron-Chef-E6-Appetizer-Edition-Round-XXXIX)
Round 40: Poison (https://forums.giantitp.com/showthread.php?649605-Iron-Chef-E6-Appetizer-Edition-Round-XL)
Round 41: Light and Darkness (https://forums.giantitp.com/showthread.php?651986-Iron-Chef-E6-Appetizer-Edition-Round-XLI&highlight=XLI)
Round 42: Let's Move (https://forums.giantitp.com/showthread.php?654630-Iron-Chef-E6-Appetizer-Edition-Round-XLII)
Round 43: Plants (https://forums.giantitp.com/showthread.php?655880-Iron-Chef-E6-Appetizer-Edition-Round-XLIII)
Round 44: Illusions (https://forums.giantitp.com/showthread.php?657484-Iron-Chef-E6-Appetizer-Edition-Round-XLIV)

Round 1: Divine Mind (http://www.giantitp.com/forums/showthread.php?197000-Iron-Chef-Appetizer-Edition!-(e6))
Round 2: Monk (http://www.giantitp.com/forums/showthread.php?201548-Iron-Chef-Appetizer-Edition!-(e6)-II)
Round 3: Marshal (http://www.giantitp.com/forums/showthread.php?235221-Iron-Chef-Appetizer-Edition-(E6)-III)

Venger
2023-08-10, 12:37 PM
Here's a few gentle recommendations that are intended to improve scores and make things easier for the judges. As always, THE RECOMMENDATIONS IN THIS POST ARE NOT RULES. Judges and contestants are free to honor them or ignore them; my intent here is only to help, and NONE of what I'm saying here is required. (That said, did you see the new dispute guidelines? Those ARE rules, so please go read them. And I'm even going to be better about enforcing them this time.)

Recommendations:
Double-check ALL of your prereqs. Every. Single. One. Feats, PrCs, whatever. You might even go so far as to spell out when you meet each one, but again, that's not a requirement. But one of the single biggest causes of point loss is failure to meet prereqs.
Tell the judges what's cool about your build! You spent hours or days on this (y'know, probably) and know it inside and out, but the judges are getting a whole bunch of these dishes all at once and don't know the build history of each one. You're significantly more likely to score well if you spell out exactly what makes you awesome than if you try to just let it stand on its own.
Make it easy to read! Skill tables are awful, though they're an incredibly necessary evil. Full Monster Manual-style statblocks are occasionally useful but are also insanely dense if not formatted well. Judges are very likely to miss something if you aren't careful with how you present your info. Remember that judging takes a lot of time, energy, and focus, so don't rely on the judge being willing/able to decode something in order to see what makes you interesting!
Be memorable. Remember that we've all seen these ingredients used at least once before. What makes you different?

loky1109
2023-08-10, 12:57 PM
Hm... It could be interesting. Let's look could I find something.

Inevitability
2023-08-10, 02:15 PM
Well, that's an open-ended round for sure: in to cook!

Malphegor
2023-08-10, 02:42 PM
Ooh neat! I can’t think of anything to submit for this but the theme of the contests always makes me think of the Adamantine Chef prestige class from wotc’s Knowledge Arcana magazine, which did add a meat cleaver and proficiency with it…

I got uni work to prepare for soon so nothing cooking from me, so spreading ideas into the ether!

AsuraKyoko
2023-08-11, 09:18 AM
This is a pretty cool theme. I think I'll have time to actually cook something for this, and I have a few ideas already.

The Viscount
2023-08-11, 06:07 PM
How intriguing.

daremetoidareyo
2023-08-18, 04:56 PM
Entry sent.

Phoenix Duck
2023-08-19, 04:52 PM
Not sure if there's specific requirements for judging beyond having free time, familiarity with the system, and a pulse, but I have all three of those things and would love to be a judge if there's an opening for one.

Venger
2023-08-20, 09:37 AM
If you're able to provide the first two without a third, I won't insist. We'd be happy to have you. I advise you familiarize yourself with how judging works here as outlined in the OP if you haven't already. Some judges like to post their criteria/rubrics prior to judging as well.

H_H_F_F
2023-08-20, 10:51 AM
Not sure if there's specific requirements for judging beyond having free time, familiarity with the system, and a pulse, but I have all three of those things and would love to be a judge if there's an opening for one.

Welcome! I've found it useful to skim through a couple of older rounds to familiarize yourself with the contest.

Inevitability
2023-08-20, 11:02 AM
Welcome! I judge these contests myself from time to time; last in the poison round. If you think they'll be helpful, check out my criteria (https://forums.giantitp.com/showsinglepost.php?p=25627053&postcount=37) and judgings (https://forums.giantitp.com/showsinglepost.php?p=25628548&postcount=39) from back then!

Though if a rigid categorization scheme like that doesn't appeal to you; plenty of judges take a more holistic approach and just broadly designate what they're looking for in a build. As long as you can back up your ratings and keep things consistent, few should have something to complain about.


I do suggest asking yourself what classes/races you'd expect to see in this round; maybe try and think of a few build stubs, and just keep that info to yourself. It'll help you decide what classes/races are truly surprising when the builds are posted.

The Viscount
2023-08-20, 09:42 PM
My build is in. This was very fun.

FactualArcher
2023-08-21, 11:01 AM
My first entry is in, and I've got some ideas for a second. We'll see if I have the time before the deadline.

loky1109
2023-08-27, 03:04 PM
I have two 50% done entries and have too few time. (((
Maybe I'll need some extension.

AsuraKyoko
2023-08-29, 05:23 PM
My entry is roughly 2/3 done, I have 90% of the build done, I just need to write it up and make a few feat selections.

Prime32
2023-08-29, 07:19 PM
Had an idea for this but your DMs seem to be full.

Venger
2023-08-29, 10:34 PM
What better indicator of interest could there be? I've cleared room so please feel free to resend. If an extension of a day or two is needed come Thursday, let me know.

loky1109
2023-08-29, 11:58 PM
Two days extension will be great.

Venger
2023-08-30, 02:18 PM
Granted. ten characters

loky1109
2023-08-30, 04:48 PM
First sent!

daremetoidareyo
2023-08-31, 01:31 PM
I can’t wait to see all the dumb weapons

loky1109
2023-09-01, 01:34 PM
Sent second, but found mistake. Shall resend in a couple hours.

AsuraKyoko
2023-09-01, 07:43 PM
Alright, build submitted!

Time to go play Baldur's Gate some more...

loky1109
2023-09-02, 02:03 AM
Venger, what is new deadline?

Venger
2023-09-02, 12:28 PM
Is anyone still cooking? If not, I'll post later today.

Venger
2023-09-02, 03:55 PM
We had a fantastic turnout! (I'm glad I waited; I had a few more since this morning)

Time for the reveal! Please refrain from posting until I give the all-clear.

Before setting out on a quest for revenge, first shine two balls.



https://pbs.twimg.com/tweet_video_thumb/EP0AhwdXsAAuwJP.jpg
The Bowler, Scion of the Bowler
CG Human Human Paragon 1/Wizard 1/Warblade 1/Human Paragon 2/Bloodstorm Blade 2

Stats
Str 17 (increase at 4)
Dex 13
Con 14
Int 14
Wis 10
Cha 8

Backstory
Her father was dead, but not gone. Never gone. She heard him, still. He cried out for vengeance at all hours of the day and night. He didn’t need to sleep, after all. She tried to tell him that she was busy, that his vengeance could wait, that he was already dead and couldn’t get deader. He didn’t listen. Then again, he never did when he was alive either.

She needed to practice before she could take on his killer, so she took to the streets to find some heads that needed busting. It wasn’t long before she ran into a couple brigands just about to polish off some poor schlub minding his business.

“Hey!” she called out, “leave that guy alone!”
“What’s it to you, sweetmeats? You want to take his place?” His companion chuckled as they turned to face her.
“Two on one doesn’t sound very fair. Lucky for me I didn’t come alone.” At this she brandished what remained of her father, his clean skull encased in a smooth sphere. They couldn’t hear him, but he was spouting profanities all the same. She muttered under her breath as the ground between her and the brigands glistened under a sheen of summoned frost. Her father took a break from insults to voice his rare approval.
An excellent lane.

She took a calming breath and threw the sphere for all she was worth. It found home with a satisfying crack of bone as the first brigand toppled under the force. The second took a step towards her before rapidly finding himself on the treacherously slick ground. The ensuing fight was immensely one-sided. She didn’t let either brigand regain his footing for more than a second before landing another strike, each time welcoming her father’s skull back into her arms for the next windup.

She caught her breath, gathered up her things, and ran off before the brigands could come to or their victim could ask her any questions. The night was an unqualified success. She was ready to seek her father’s killer. Her gait slowed as she listened to his voice, unmuffled through the heavy bag.
“Sure Dad, we can get ice cream to celebrate first.”

Build


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


1st
Human Paragon 1
+0
+0
+0
+2
Balance 4, Concentration 4, Jump 4, Spellcraft 4, Tumble 4, Use Magic Device 4
Favored (Performer’s Guild, Balance), Exotic Weapon Proficiency (Glot)
Adaptive Learning (Use Magic Device)


2nd
Immediate Magic Martial Necromancer 1
+0
+0
+0
+4
Balance 5(2), Concentration 5, Use Magic Device 5
(B)Point Blank Shot
Bonus Fighter Feat, Cursed Glance, Specialist (Banning Enchantment, Evocation)


3rd
Warblade 1
+1
+2
+0
+4
Balance 6, Concentration 6, Jump 5, Tumble 6, Use Magic Device 6
Ancestral Relic
Battle Clarity (Reflex Saves), Weapon Aptitude


4th
Human Paragon 2
+2
+2
+0
+5
Balance 8*, Concentration 7, Jump 7, Tumble 7, Use Magic Device 7
(B)Primary Contact (Performer’s Guild, Balance)
Bonus Feat


5th
Bloodstorm Blade 1
+3
+4
+0
+5
Concentration 8, Intimidate 2, Jump 8, Tumble 8, Use Magic Device 8
(B)Throw Anything
Returning Attacks, Throw Anything, Weapon Aptitude


6th
Bloodstorm Blade 2
+4
+5
+0
+5
Balance 9, Concentration 9, Intimidate 3, Jump 9, Tumble 9, Use Magic Device 9
Quick Draw
Martial Throw, Thunderous Throw



Epic Feats
Exotic Weapon Proficiency (Xendrik Boomerang)
Boomerang Ricochet
Boomerang Daze
Far Shot
Combat Expertise
Improved Trip
Knock-Down
Practiced Spellcaster
Martial Study (Emerald Razor)
Steady Concentration

Spells per Day/Spells Known


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


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


2nd-3rd
3+1*
1+1*
-
-
-
-
-
-
-
-


4th-6th
4+1*
2+1*
-
-
-
-
-
-
-
-

[tr]



Base Spells Known
1st: Color Spray, Grease, Lesser Orb of Acid, Mage Armor, Path of Frost, Ray of Enfeeblement, True Strike

Maneuvers:
1st: Steel Wind, Steely Strike, Sapphire Nightmare Blade
2nd: Emerald Razor
Stances: Punishing Stance

Playtips
This is a tribute build to the character from the immortal film Mystery Men, centered around the glot, which is kind of a crummy weapon, but a very funny one. Let’s get to some glotimization (I’m not sorry). The structure stems from a few base tentpoles.
First, the weapon’s range increment is increased when used on icy ground. Since the world cannot always be accommodating, I elected to make my own icy ground with Path of Frost (with some added battlefield control, making enemies make balance checks to avoid falling prone). When I realized this was essentially making a bowling lane for the glot to be the ball, the rest of the build concept fell into place. To nab this wizard spell, I decided to pursue the direct route with a level in wizard. The rest of the spells chosen fulfill utility. To my eye as RAW if you use grease on an area that already has path of frost, enemies have to make two balance checks, which is even funnier. Necromancer is chosen for flavor, but isn’t necessary. Use magic device is here for flavor to represent Doc Heller’s gadgets. Ancestral relic is also here largely for flavor, though providing a means of cheaply enchanting the glot is also appreciated.
Second, if the build revolves around throwing, Bloodstorm Blade makes it better in a number of ways. To that end I’m taking as many levels as possible. Warblade is a quick and easy way to fulfill prerequisites, and is just a good class.
Third, because Bloodstorm Blade’s only level-dependent requirement is 8 ranks in Balance, you can qualify for the class at level 4 through the Primary Contact feat, which grants you an extra rank in a select skill, explicitly allowing you to exceed the normal cap. To make this airtight, I gained the feat at level 4. Human Paragon grants a bonus feat at its second level, and also helpfully advances wizard casting.

Now for the rest. Practiced Spellcaster brings our caster level up to a full 6 for best effects with our spells. Weapon Aptitude allows you to take feats that apply to one specific weapon and apply them to a different specific weapon after meditating. In practice that means that we are applying Boomerang Daze and Boomerang Ricochet to the glot, so you can hit 2 targets with one attack and potentially daze both of them. Far shot increases the range increment of the glot to something more forgiving. With knock-down and improved trip, you can make use of the glot’s ability to trip at range to strike an enemy, get a free trip attempt, then follow up with a free attack. Improved Trip does mention tripping an enemy in melee, which is one of many points where Bloodstorm Blade becomes useful. It allows you to treat all your throws as melee, which also means using strength for the attack roll and adding 1.5 your modifier when throwing with two hands (poor bowling form, I know, but I can’t ignore the value). Because this means you’re making multiple attacks in a round, quick draw allows you to pull out backup glots while you wait for your weapons to return (via Bloodstorm Blade’s returning attacks, very flavorfully) at the start of the round.

A few notes on maneuvers. Punishing stance, used to enter Bloodstorm Blade, also makes it easier to meet the threshold for knock-down. It refers to melee attacks, but again Bloodstorm Blade means it applies to your throws. Steel Wind and Steely Strike are largely here to fuel returning attacks. Sapphire Nightmare Blade and Emerald Razor let you weaponize concentration checks to deal more damage and attack against touch AC, aided by Steady Concentration(which also helps with casting, naturally).

Sources
Human Paragon, Wizard, Improved Trip, Combat Expertise, Point Blank Shot, Far Shot, Exotic Weapon Proficiency, Martial Wizard ACF, Color Spray, Grease, Mage Armor, Ray of Enfeeblement, True Strike: d20srd.org
Warblade, Bloodstorm Blade, Martial Study, Maneuvers: Tome of Battle
Glot: Frostburn
Immediate Magic ACF: PHBII
Favored, Primary Contact: Cityscape
Ancestral Relic: Book of Exalted Deeds
Knock-Down: Sword and Fist
Boomerang Daze, Boomerang Ricochet: Races of Eberron
Practiced Spellcaster: Complete Divine
Steady Concentration: Races of Stone
Xendrik Boomerang: Races of Eberron
Path of Frost: Dragon Magic
Lesser Orb of Acid: Spell Compendium

Venger
2023-09-02, 04:03 PM
Hell on wheels.

Throwing wheels
Any Lesser wispling Fighter 6
Weapon chosen : Cutting wheel
Sorry no fluff because made hastily , and sorry if the format is bad as I made this without seeing the site



Stat
Point Buy
Final

Strength
16 (10 point)
14 (-2 racial )

Dexterity
18 (16 point)
22 (+4 racial)

Constitution
14 (6 point)
14 (no change )

Intelligence
18 (0 point)
10 (+2 racial)

Wisdom
8 (0 point)
8 (no change)

Charisma
8 (0 point)
8 (no change)

4th level point to strength



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


1st
Drow Fighter 1

+1
+2
+0
+0
Tumble* 4 ,Escape artist 2
Exotic weapon proficiency(cutting wheel), Point blank shot
Bonus feat, hit and run tactics


2nd
Fighter 2
+2
+3
+0
+0
Tumble* 5 ,Escape artist 2.5
Precise shot
Bonus feat


3rd
Fighter 3
+3
+3
+1
+1
Tumble* 6 ,Escape artist 3
Weapon focus (cutting wheel)
Physical Prowess : Combat bearing +1


4th
Fighter 4
+4
+4
+1
+1
Tumble* 6 , Escape artist 3.5
Two weapon fighting
Bonus feat


5th
Fighter 5
+5
+4
+1
+1
Tumble* 8 , Escape artist 4

Physical Prowess : Combat bearing +2


6th
Fighter 6
+6
+5
+2
+2
Tumble 9 ,Escape artist 4 , Open lock 0.5
Improved two weapon fighting, Quick draw
Bonus feat

Tumble gained as class skill from Skilled city Dweller , Bolded skills are Cross class
1° Wind and fire
2° Skewer foe
3° Flay foe
4° Dead eye
5° Weapon specialization (cutting wheel)
6° Far shot
7° Coordinated shot
8° Rapid shot
9° Manyshot
10° Improved rapid shot

These levels are quite standard the questions one could ask are
Why the wispling and the unbalanced stat array? Because our main focus will be in battle, we are fighter so we doesn’t have many skills points, and the lesser wispling have ideal stat for us. The wispling is the halfling subrace with most dexterity and even a +2 to intelligence, but it would have a +1 of LA . Using the lesser race from the player guide of faerun help us with that point , and we invested so much in strength because we will do a throwing build (so it help with damage) and we need it for two feats. We invested the maximum in dexterity because we will not boost dexterity at level 4
Why the cutting wheel? Because it is a thrown weapon not so much used (mainly because it ask exotic weapon proficiency I think) that have a style feat and most importantly have two types of damage instead of one, one of the few weapon , especially of the thrown weapon category.
Why the drow fighter without any source of flat footing enemies? Because we will not use the heavy armor and our main source of flat footing is winning initiative and that ACF help us
Why tumble and escape artist? Tumble is gained from the skilled city dweller, and it can help us if we become engaged, even if we could have an AC around 20 , it depends on the armor we could have , and if mithril armor is common or not, while escape artist is taken because as a small size we could have necessity to use it in some situation
Why combat bearing? Combat bearing come from the dead level for fighter, and of the three choices is the best for us because it is based on dexterity
There isn’t any too particular the focus is simple throwing the cutting wheel for now , with the damage based on the drow fighter ACF for the first round or on tactics from our teammate
Now it become more interesting as tactics still based on throwing the cutting wheels, but we are throwing many cutting wheels now so for that we took quick draw to doesn’t have any problem. It could be asked how many cutting wheels we have, the answer would be many , it is difficult to say. The three epic feats answer why we are making so many attacks and let’s start from wind and fire the style feat for our weapon. This feat does 1 bleed damage if we hit the enemy with our cutting wheel in the same round, but it doesn’t say that is it limited once for round so if we could hit the enemy more than once with the two cutting wheel we could apply more bleed damage, that at least is +2 damage for us and a heal check of the enemy or a spell used, so it could be a resource draining for the foe.
The two next one come from the same manual , the Champions of Ruin , and use the same language ,”If you hit the same enemy more than once in a single round with a (insert type of damage here) melee weapon “ this is interesting because it doesn’t ask that we hit the enemy with a melee attack but with a melee weapon so our cutting wheel that is a exotic light weapon, it is classified for these feat. Then it doesn’t ask that we with the same weapon only with a piercing or slashing weapon, and the damage would be extended to each hit after the first. That means that this build could do 3d6+3 of damage after the first attack , other than the bleed damage of wind and fire, and it is the main choice of why I took the cutting wheel, because yes the morning star could be used with pulverize foe that does more damage than flay foe, and for now we have the same total hit, but the bonus to hit it is quite different as we have the bonus of the halfling, point blank shot and weapon focus , other than a 22 to dexterity that help even our AC.
We took an half rank to open lock because we can’t find trap so disable device would be an awful choice but with our dexterity we could try to help with opening lock or maybe doing that alone, and the rest of the skills wasn’t so interesting considering our stats
Now we are gaining t he damage on our attacks, the main source of damage come from dead eye, because we will stay in that distance so we will add the 6 point of damage to each hit, while weapon specialization is used in the case we want to stay little further than 30 feet even if that means taking some penalty for the range and losing point blank shot
Talking about range we took far shot now to stay at 20 feet from the enemy instead of 10 that could be quite useful, and we took coordinated shot because surely we will have some companion that goes in melee , as we are not a frontline, so the cover that they do could be problematic or a malus to our to hit bonus (and as we do many attack this is bad for us)
These last feats give us another attack from rapid shot , that while with wind and fire is not so useful , with flay foe and skewer foe is quite useful , opening to another possible tactics that is without two weapon fighting as that would give us a -2 to hit with each attack and with some enemies we could use a +16 +16 +11 to hit instead of a +14 +14 +9 for one weapon and +14 +9 for the other. Not that the second series is bad, it’s one option more , even if with less damage. Manyshot is taken only as a prerequisite as we doesn’t use projectile weapon , but only thrown weapons ,but still improved rapid shot could be useful for us

Initiative :+8 (+6 dexterity +2 hit and run tactics)
Hp 49 : 10+5d10 (27,5)+12
Saves Fortitude +8 ,Reflex +9 , Will +2 (+2 vs fear and +1 to each saving throw for halfling traits)
To Hit 6 Bab +6 dexterity+1 weapon focus+ 1 halfling trait + 1 point blank shot+ 1 small size =+16 If two weapon fighting is used +14
Full attack To hit +14 +14 + 9 / +14 +9 (separated by primary weapon and secondary weapon)
Damage 1d4+2 (strength) + 6(dead eye)+2 (weapon specialization) +1 (point blank shot)+ =12,5 +1d6+1 at each subsequent hit +6 (hit and run tactics) if enemy is flat footed. If hit with the second wheel 1 bleed damage for the enemy. Potentially 2 bleed damage if it two time with each weapon
Skiils (only where we have some ranks or bonus from the halfling traits): Tumble +15 (9 ranks +6 dexterity) , Hide +10 (+4 size +6 dexterity) Balance +8 (+2 combat bearing +6 dexterity) , Move silently +8 (+2 racial +6 dexterity), Climb +4 (+2 racial +2 strength) , Jump +4 (+2 racial +2 strength) Escape artist +10 (+4 ranks +6 dexterity) Open lock 6 (6 dexterity)
From player handbook: Fighter, weapon focus, weapon specialization, point blank shot, precise shot, rapid shot, far shot, two weapon fighting , improved two weapon fighting, quick draw ,exotic weapon proficiency, manyshot
From Fiend folio: Wispling
From Player guide to Faerun: Lesser Planetouched
From Champions of ruins: Skewer foe, Flay foe
From Dragon compendium: Dead eye
From Cityscape web enhancement part 1 (https://web.archive.org/web/20161101150525/http://archive.wizards.com/default.asp?x=dnd/we/20070228a) :Skilled city dweller
From Drow of the Underdark: Drow fighter ACF
From Secrets of Sarlona: Wind and fire, Cutting wheel
From Complete warrior :Improved rapid shot
From Heroes of Battle: Coordinated shot
From Wizard archive Dead level (https://web.archive.org/web/20161031215847/http://archive.wizards.com/default.asp?x=dnd/cwc/20061013a) : Physical prowess

Venger
2023-09-02, 04:04 PM
It's a gas, gas, gas.

Ebon Flash
N Star elfUE WarbladeToB 5/Fighter (dirty fighterUA, hit and run tacticsDotU) 1



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


1st
Warblade 1
+1
+2
+0
+0
3x4: Concentration 4, Intimidate 4, Iaijutsu Focus 4
Aereni FocusPGtE (Iaijutsu FocusOA)
Battle clarity (+Int to Ref while not flat-footed; capped at warblade level)
Weapon aptitude (virtual fighter level, retrain selected weapon for feats)
Abilities: Str 8, Dex 18, Con 13, Int 8, Wis 10, Cha 16
Diamond Mind: Moment of Perfect Mind, Sapphire Nightmare Blade, Stance of Clarity (stance)
Iron Heart: Steel Wind


2nd
Warblade 2
+2
+3
+0
+0
3: Concentration 5 (+1), Intimidate 5 (+1), Iaijutsu Focus 5 (+1)

Uncanny dodge (retain Dex to AC while flat-footed)
White Raven: Douse the Flames


3rd
Warblade 3
+3
+3
+1
+1
3: Concentration 6 (+1), Intimidate 6 (+1), Iaijutsu Focus 6 (+1)
Weapon Finesse
Battle ardor (+Int on critical confirmation rolls)
Stone Dragon: Mountain Hammer


4th
Warblade 4
+4
+4
+1
+1
3: Concentration 7 (+1), Intimidate 7 (+1), Iaijutsu Focus 7 (+1)

Con 14 (+1)
White Raven: Bolstering Voice (stance)


5th
Warblade 5
+5
+4
+1
+1
3: Concentration 8 (+1), Intimidate 8 (+1), Iaijutsu Focus 8 (+1)
Warblade: Quick Draw
Bonus feat
Iron Heart: Iron Heart Surge


6th
Fighter 1
+6/+1
+5
+2
+2
1: Intimidate 9 (+1)
Mercurial StrikeDrComp
ACF: Dirty fighterUA (sneak attack in place of bonus feats)
ACF: Hit and Run TacticsDotU (lose heavy armor + tower shields; gain +2 initiative, +Dex dmg to flat-footed foes in 30ft)



1st epic feat
Martial StudyToB
Shadow Hand: Shadow Jaunt


2nd epic feat
Martial StanceToB
Shadow Hand: Assassin's Stance (stance)


3rd epic feat
Shadow BladeToB



4th epic feat
Combat Reflexes



5th epic feat
CravenCoR



6th epic feat
Aberration BloodLoM



7th epic feat
Inhuman ReachLoM



8th epic feat
Hold the LineCWar



9th epic feat
Right of CounselECS



10th epic feat
Iron Will




Affiliation: Ebon CabalSGoS 9+
Equipment (13,000gp): +1 mithral breastplate (5,200gp), Boots of Agile LeapingMIC (600gp), Cloak of the Ebon CabalSGoS (affiliation), Gloves of Dexterity +2 (4,000gp), Rod of the Tower [Closed Fist]SGoS (affiliation), Item of +5 competence to Iaijutsu Focus (2,500gp), Healing beltMIC (750gp), Locked gauntlet (8gp), Mwk tools of Concentration/Iaijutsu Focus/Intimidate (150gp), 242gp; Sold: black mask worth 500gp (affiliation)

Star elves are a race from Unapproachable East with -2 Con/+2 Cha and an ability which grants their weapons and armor the ghost touch property at night (appreciated since the rules for upgrading our main weapon through gold are ambiguous). As elves they qualify for two interesting feats - Aereni Focus (1st level only Skill Focus which also grants a class skill for all classes) and Right of Counsel (described below).

The rod of the Tower is an obscure item from Shattered Gates of Slaughtergarde which is handed out for free when you reach an Affiliation Score of 9 or higher with the Ebon Cabal (easily doable, given that the adventure is designed for levels 1-6). Each variant is basically a budget rod of lordly might with three buttons – one which turns the rod into a weapon, and two which cast a spell 1/day. For the closed hand model we picked up, these are a +1 short sword, spider climb, and expeditious retreat.

Like its premium counterpart, pressing a button on a rod of the Tower is equivalent to drawing a weapon (no, not even “an action equivalent to drawing a weapon”). And the weapon disappears again if another button is pressed. This sums up to make it an alternative to the Gnome Quickrazor for getting free Iaijutsu Focus checks, but with slightly better stats and without requiring a feat.

There are a few similar magic items of note here:

The original rod of lordly might has the same text for button-pressing, but it still counts as a weapon while retracted so it can’t trigger Mercurial Strike.
The rod of surprises from Magic of Faerun operates via command words rather than buttons and thus has no use here.
The rod of deadly function from Dragon #330 works via buttons, but the action required to push a button is unstated (beyond the item being described as similar to the RoLM).

The rest is mostly fairly standard for an iaijutsu build. You use your (+5) Dex for atk and dmg, and when attacking a flat-footed opponent you deal minimum +5d6+11 bonus damage (up to an extra +4d6 depending on how high you roll on your Iaijutsu Focus check). You have 10ft reach, can make attacks of opportunity easily, and can render foes flat-footed against them by drawing and sheathing your weapon between attacks. You have some nice utility in shadow jaunt teleportation, and Right of CounselECS gives you 1/month access to spells beyond the usual power level of E6 (including CL 12 dispel evil, dispel magic, heal, mark of justice and scrying, and CL 6 commune)

Standard WBL for a 6th level character is assumed. Otherwise you could potentially pick up a second rod of the Tower and go for the Double HitMH feat chain + some Tiger Claw maneuvers. Or maybe convert your cloak into a legacy item.

We could also use flaws to pick up the EducationECS feat and add Knowledge (the planes) to our class skills, allowing us to meet the prereqs for Planar TouchstonePlH (Oxyrhynchus) - which gives us an extra attack at a -5 penalty whenever we full attack a flat-footed opponent.

CoR - Champions of Ruin
CWar - Complete Warrior
DotU - Drow of the Underdark
DrComp - Dragon Compendium
ECS - Eberron Campaign Setting
LoM - Lords of Madness
OA - Oriental Adventures
PGtE - Player's Guide to Eberron
SGoS - Shattered Gates of Slaughtergarde
ToB - Tome of Battle
UA - Unearthed Arcana
UE - Unapproachable East

Venger
2023-09-02, 04:05 PM
When all you've got is a shuriken, the world looks is filled with enemy ninjas.

https://ssb.wiki.gallery/images/0/03/Greninja_Neutral_B_SSBU.gif

Zaldar es-Zhakan always wanted to become a martial artist. One who fights with his body or special secret weapons. When he grew up he came into one monastery and asked prior to taking him as a student. Prior looked at the young minotaur and agreed.
Zaldar studied well, but there was an issue. He was very bulky and too clumsy for a regular fighting style. His sensei told this at the very beginning. He wasn't made for elegant weapons or beautiful feinting. He is one of martial artists who strikes once - first and last time. His strikes should be hard enough.
Zaldar understood it's true, it's the right way for such a big strong minotaur as him, but... resentment settled in his heart. Resentment nor for his sensei, but for the world itself. It wasn't fair! He wanted another way and he decided to make his own way, with at least some elegant weapons...

LN Minotaur Decisive Strike Overwhelming Attack Monk 1/Skilled City-Dweller Fighter 4/Skilled City-Dweller Ranger 1

Abilities Initial Minotaur 4th Total
STR 17 4 1 22
DEX 9 -2 7
CON 14 14
INT 14 -2 12
WIS 14 14
CHA 8 -2 6

Level Class BAB Fort Reflex Will Skills Feats Class Features
1st Decisive Strike Overwhelming Attack Monk 1 0 2 2 2 20: {+4} Concentration: 4; {+4} Diplomacy: 4; {+4} Jump: 4; {+4} Sense Motive: 4; {+4} Tumble: 4; Wild Talent (1), Improved Unarmed Strike (M), Power Attack (M) Bonus feat, decisive strike, unarmed strike
2nd Skilled City-Dweller Fighter 1 1 4 2 2 3: {+1 CC} Concentration: 4.5; Diplomacy: 4; {+1} Jump: 5; Sense Motive: 4; {+1} Tumble: 5; Brutal Throw (F) Bonus feat
3rd Fighter 2 2 5 2 2 3: {+1 CC} Concentration: 5; Diplomacy: 4; {+1} Jump: 6; Sense Motive: 4; {+1} Tumble: 6; Power Throw (3), Point Blank Shot (F) Bonus feat
4th Fighter 3 3 5 3 3 3: {+2 CC} Concentration: 6; Diplomacy: 4; Jump: 6; Sense Motive: 4; {+1} Tumble: 7;
5th Skilled City-Dweller Ranger 1 4 7 5 3 7: Concentration: 6; Diplomacy: 4; Jump: 6; Sense Motive: 4; {+7} Survival: 7; Tumble: 7; Track (R) Favored enemy (undead), track, wild empathy
6th Fighter 4 5 8 5 3 3: Concentration: 6; Diplomacy: 4; Jump: 6; Sense Motive: 4; {+2 CC} Survival: 8; {+1} Tumble: 8; Weapon Focus (shuriken) (6), Weapon Specialization (shuriken) (F) Bonus feat
# Feats
E1 Far Shot
E2 Precise Shot
E3 Psionic Shot
E4 Greater Psionic Shot
E5 Scent
E6 Improved Scent
E7 Uncanny Scent
E8 Necropotent (shuriken)
E9 Improved Favored Enemy
E10 Azure Enmity

For now Zaldar is just an unarmed minotaur. He could strike hard or strike very hard.
Zaldar took all he wanted from the monk's way and now creates his own. He chose the most unsuitable monk's weapon and decided to become a master of it - the shuriken. For now he is able to throw shuriken as hard as he could strike with hand.
Min: 18
Avg: 19
Max: 20
Zaldar challenged himself. He should destroy undead skeletons with a single shuriken throw every time he meets them to prove he is the greatest master of shuriken! For now his best achievement is an ogre skeleton (26 hp), but he used magical shuriken that time.
Min: 28
Avg: 29
Max: 30
With a lot of training Zaldar improved his shuriken mastery. He could destroy an owlbear skeleton (32 hp) now. Also with +1 shuriken.
Min: 34
Avg: 35
Max: 36
Zaldar looked inside and found there a gift of a poor mind. He has a psionic potential. Yeah, he missed his opportunity to become a psion, but he still could use this power to be a better shuriken-thrower. Now Zaldar could destroy a hill giant skeleton (78 hp) if he is lucky and a troll skeleton (39 hp) every time.
Min: 42
Avg: 63
Max: 84
Zaldar understood that being able to destroy an enemy isn't all. Sometimes you need to find an enemy. Far away or right near you. He returned to the roots and uncovered the minotaur's gift of scent. Now even invisible enemy couldn't hide from him!
Zaldar researched all ways to improve his shuriken mastery against skeletons. Now his single throw could be finishing for a huge three-handed athach skeleton (91 hp) with a bit of luck. Or a chimera skeleton (58 hp) almost every time.
Min: 58
Avg: 79
Max: 100
*- shuriken damage against undead, with Decisive Strike, with maximum Power Throw, with GPS (if applicable), within 30 ft, without any magical items.

Type Name Book Page
Race Minotaur Dragonlance Campaign Setting 42
Class Monk Players Handbook 39
Class Fighter Players Handbook 37
Class Ranger Players Handbook 46
Class variant Skilled City-Dweller Cityscape WE link (https://web.archive.org/web/20201112031718/http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
Class variant Decisive Strike Monk Players Handbook II 51
Class variant Overwhelming Attack Monk Unearthed Arcana 52
Feat Wild Talent Expanded Psionics Handbook 52
Feat Improved Unarmed Strike Players Handbook 96
Feat Power Attack Players Handbook 98
Feat Brutal Throw Complete Adventurer 106
Feat Power Throw Complete Adventurer 111
Feat Point Blank Shot Players Handbook 98
Feat Track Players Handbook 101
Feat Weapon Focus Players Handbook 102
Feat Weapon Specialization Players Handbook 102
Feat Far Shot Players Handbook 94
Feat Precise Shot Players Handbook 98
Feat Psionic Shot Expanded Psionics Handbook 50
Feat Greater Psionic Shot Expanded Psionics Handbook 47
Feat Scent Dragonlance Campaign Setting 43
Feat Improved Scent Savage Species 36
Feat Uncanny Scent Savage Species 40
Feat Necropotent Libris Mortis - The Book of Undead 29
Feat Improved Favored Enemy Complete Warrior 101
Feat Azure Enmity Magic of Incarnum 34

Venger
2023-09-02, 04:05 PM
Now that's a rapier wit.


https://blenderartists.org/uploads/default/optimized/4X/6/5/b/65b7d96e1b5d239c18683f2747e0ee7df4776109_2_712x750 .jpeg
link (https://blenderartists.org/t/black-and-silver/1277534)

Cassia, daughter of Xaera, was a young amazon warrior. Named after warmatron Cassia, hero of war against Prime Evils, she was raised on her namesake's stories. About Terror Lord Diablo and his brothers, about great heroes who with Cassia challenged Prime Evils and won! Her favorites were the barbarian and the paladin with their swords! Oh, she loved swords very much. It wasn't something surprising for amazon's daughter, but the main amazons' weapons are bows and spears, not swords. And all martial techniques are about thrust, not swings. It was very upsetting to the young Cassia, however, being the daughter of the queen has its advantages. She had some resources for research. And she found a mention of blade of thrusting, which could be incorporated into amazon fighting style. It is called - the rapier.

TN Human Amazon 6
Abilities Initial 4th Total
STR 10 10
DEX 16 16
CON 15 1 16
INT 12 12
WIS 14 14
CHA 10 10

Level Class BAB Fort Reflex Will Skills Feats Class Features
1st Amazon 1 1 2 0 0 16: {+4} Disable Device: 4; {+4} Listen: 4; {+4} Search: 4; {+4} Spot: 4; Cobalt Critical (1), Weapon Finesse (H), Improved Critical (Rapier) (B) https://www.purediablo.com/wp-content/uploads/2021/04/critical-strike.jpg
Critical Strike
2nd Amazon 2 2 3 0 0 4: {+1} Disable Device: 5; {+1} Listen: 5; {+1} Search: 5; {+1} Spot: 5; https://www.purediablo.com/wp-content/uploads/2021/04/jab.jpg
Jab
3rd Amazon 3 3 3 1 1 4: {+1} Disable Device: 6; {+1} Listen: 6; {+1} Search: 6; {+1} Spot: 6; Martial Study (Wolf Fang Strike) (3) https://www.purediablo.com/wp-content/uploads/2021/04/inner-sight.jpg
Inner Sight
4th Amazon 4 4 4 1 1 4: {+1} Disable Device: 7; {+1} Listen: 7; {+1} Search: 7; {+1} Spot: 7;
5th Amazon 5 5 4 1 1 4: {+1} Disable Device: 8; {+1} Listen: 8; {+1} Search: 8; {+1} Spot: 8; https://www.purediablo.com/wp-content/uploads/2021/04/poisone-javelin.jpg
Poison Javelin
6th Amazon 6 6 5 2 2 4: {+1} Disable Device: 9; {+1} Listen: 9; {+1} Search: 9; {+1} Spot: 9; Martial Stance (Blood in the Water) (6) https://www.purediablo.com/wp-content/uploads/2021/04/dodge.jpg
Dodge Attacks

Epic Feats
Shape Soulmeld (Theft Gloves)
Open Least Chakra (Hands)
Bonus Essentia
Improved Essentia Capacity
Weapon Focus (Rapier)
Ability Focus (Poison Javelin)
Lightning Reflexes
Prone Attack
Cumbrous Reflexes
Quick Recovery


Improved Critical at the 1st level, yes! Give me two, please! With it, Weapon Finesse and Cobalt Critical Cassia is very dangerous fencer from the very beginning.
Three attacks with full round action? With +3/+1/-1 AB? At 2nd level? Yes, please!
Well, after the first two levels, 3rd isn't something special. Bonus on spot and attack, poorly worded sneak attack immune. Still good, but not amazing. Plus, Cassia got Wolf Fang Strike - another way to make multiple attacks.
Poison Javelin as second weapon and starting move. Poor man's evasion a.k.a Dodge Attacks. And poor gold Blood in the Water stance. With three attacks and 15-20/x2 crit range Cassia is very deadly opponent now!
It's very unclear why amazon has Disable Device as in-class skill. Maybe it was intended that she has Trapfinding, but the book is silent about this. And I decided to get Trapfinding for sure. Plus, Shape Soulmeld improves Bonus Essentia and with Improved Essentia Capacity Cassia could invest 3 points of essentia in Cobalt Critical.
Weapon Focus is obvious. Ability Focus (Poison Javelin) also is very good. Yes, it maybe only single use this ability per day, but that's why it become even more important add some DC to it.
Dodge Attacks is a bad analog of evasion, but it still could be useful. And I decide to improve Cassia's chances to succeed at Reflex save if she needs this.

Type Name Book Page
Race Human PHB 12
Class Amazon Diablo II - Diablerie 4
Feat Cobalt Critical Magic of Incarnum 35
Feat Weapon Finesse PHB 102
Feat Improved Critical PHB 95
Feat Martial Study Tome of Battle - Book of Nine Swords 31
Feat Martial Stance Tome of Battle - Book of Nine Swords 31
Feat Shape Soulmeld Magic of Incarnum 40
Feat Open Least Chakra Magic of Incarnum 39
Feat Bonus Essentia Magic of Incarnum 35
Feat Improved Essentia Capacity Magic of Incarnum 38
Feat Weapon Focus PHB 102
Feat Ability Focus Monster Manual V 204
Feat Lightning Reflexes PHB 97
Feat Prone Attack Complete Warrior 103
Feat Cumbrous Reflexes Savage Species 31
Feat Quick Recovery Lords of Madness - The Book of Aberrations 181
Soulmeld Theft Gloves Magic of Incarnum 89
Martial Maneuver Wolf Fang Strike Tome of Battle - Book of Nine Swords 90
Martial Stance Blood in the Water Tome of Battle - Book of Nine Swords 86

Venger
2023-09-02, 04:06 PM
Greater than the sum of its parts.



Vyuqi

“Undead, undead, Shuuri”, drag splash. A young girl walks out of the jungle and hops over worn stone rubble towards a mangled tangle of bodies. “...qi..”, whistles from a throat torn by an arrow. The girl hustles to the piled up bodies, picks up a stone, and starts stretching out limbs before smashing them with it.
Taaqlat. Can’t I have one? Taaqlat. What’ s yours is mine. Taaqlat. I’ll be coming down with this one. Minbool. He’s the last, should complete us. Minbool.
Slap, “Tuuli, get out of your mind. I still need that blade. One of us must carry that dream.”, growled the young girl as she rolled the young boy onto a stretcher. “...vyuqi…”
“Yeah, its bumpy, but I’ll clean you right up in the well, or maybe not, but we’ll all be one dreamblade in the water. Rym wills it so.” The young girl drags the stretcher up to a stone lined hole in the jungle. Water can be heard dripping but a mustard light shines out of the hole.
The girl jumps in the hole dragging the stretcher with her. “just like they wanted, tuuli and vyuqi together”, can be heard amongst laughter, splashes, and screams.


Trainee Vyuqi found in a cenote comatose. Her chakra has opened and awaits guidance. Readings indicate an entity splintered in her dream to be the root cause. Trace splinter has taken root and named Rym. Foreign entity native to Xendrik.”
When she awakens finish mind blade training. Her line fails again but we will test suitability for short-term inspiration. Focus her training on individual combat and have her sold through channels to the Red Ring in Stormreach. Be wary of everything but her loyalty.


“..and from the south entrance for this bare-bodied-brawl, Vyuqi!” rym rym rym! “Her fans are weird as always. I love these matches, look at the chains on her! Chains?...guard says its legal. She’s waving her shield...still legal...to the crowd.” I’ll sell this loss. Just don’t put me out for too long. Deal/agreed. “Already in the ring is Unka hunka munk. An old favorite with good odds who doesn’t wrong my riff.” 4:1! Longcorn!
“Unka’s circling but Vyuqi is still guarded with chains.” Blood.for. “She misses that scorpion trip and is pulled into a horn drop. Unka is in the clinch, strike after strike, but chain and shield are covering her vitals. He’s caught her chains and they out of the arena. Basho in the groino!” What happened to our deal? Don’t dream of stealing my blade!
“Vyuqi is hot mad, mad hot! Claws, shield, and another blade ripping. Unka is down but she is kicking dirt at him while appealing to the crowd.” Deal! It was all in your mind. “Vicious! She’s just mincing that slab with no care for crowd. No, she’s retaliating flinging Unka fillets at the crowd. Well, while the guards truncheon up that mess, turn your eyes to the champ getting ready for his challenge!” blood.God.


The exploration party quickly mounted up and rid away from the crash heard in the jungle. Shortly a woman in garish semi-solid gear rode into their midst trailing mud and leaves. “Giants!”, she yelled out as the first volley of boulders crashed down and large forms pushed aside the brackets of vegetation.
“Don’t let her get too far ahead!”, someone cried out as they were all worried about taking an arrow in the behind like Frank. The explorers could already envisage the crossfire of boulder and arrow while muttering cursed plans. This gladiator was dangerous to hire as a cut-rate guard.
“Lets form up under cover of that overhang and try to talk this giant tribe down!”, yelled their leader as he pointed to a broken arch seemingly held together by vines. When they were all formed up for forced diplomacy, no one could see their guard, and all knew time was especially tight.
After settling things with the giants their guard rode up dragging the kill she had stolen from this tribe from Thunder Gorge. “You had time to circle back and dress your kill?”, snarked a man in flame stitched cowl. “This Vyuqi was assured you could clear up the misunderstanding. Do we get to keep any of it?”, was her dry reply. Worse she was brazen enough to offer drink to the giants whose ire she had raised.


“Stay outside and guard the building.”, our stablemaster ordered. We stable-mates nodded and pointed at our positions as night darkened. I climbed up the side of an alley which had view of a lit bazaar noisy for the last trade. I couldn’t wait to rest tonight, my dream report always held the chance of inspiration.
The bothersome noise of the crowd coalesced into familiar sounds once heard in Dar Qat. Unfortunately, such memories were being polluted by sounds of the Path of Light. Worse, I heard my name on its lips. This fan truly deserved a poisoned memento, I thought while subtly manifesting my bow. Tonight’s report was sure to be rewarding with one less enemy of the true dream.


CE Female Talairan Azurin-Rng1/Brb2/Ftr1/Wbd1/Gdt1
Str14, Dex14, Con15(16@4th), Int14, Wis8, Cha14
Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Undead Wildshape Ranger 1 2 2 32: {+4} Handle Animal: 4; {+4} Hide: 4; {+2 CC} Knowledge (arcana): 1; {+1} Knowledge (dungeoneering): 1; {+1} Knowledge (nature): 1; {+4} Listen: 4; {+4} Move Silently: 4; {+4} Ride: 4; {+4} Spot: 4; {+4} Survival: 4; Hidden Talent (call weaponry), Soulblade Warrior, Telepathic Affinity, Track Favored enemy (arcanist +2), sneak attack +1d6 undead, spiritual totem (fox), wild empathy
2nd Hunting Wolf Barbarian 2 4 2 6: {+1} Handle Animal: 5; Hide: 4; {+2} Intimidate: 2; Knowledge (arcana): 1; Knowledge (dungeoneering): 1; Knowledge (nature): 1; {+1} Listen: 5; Move Silently: 4; {+1} Ride: 5; Spot: 4; {+1} Survival: 5; Berserker strength, favored enemy (animal+2, arcanist+4), ferocity 1/day, rage 1/day, unholy fury, whirling frenzy 1/day
3rd Hunting Wolf Barbarian 3 5 2 6: Handle Animal: 5; Hide: 4; {+4} Intimidate: 6; Knowledge (arcana): 1; Knowledge (dungeoneering): 1; Knowledge (nature): 1; {+1} Listen: 6; Move Silently: 4; {+1} Ride: 6; Spot: 4; Survival: 5; Improved Trip, Rapid Shot, Shield of Thought
4th Sneak Attack Thug 4 7 2 6: {+5} Bluff: 5; Handle Animal: 5; Hide: 4; Intimidate: 6; Knowledge (arcana): 1; Knowledge (dungeoneering): 1; Knowledge (nature): 1; Listen: 6; Move Silently: 4; Ride: 6; {+1} Sleight of Hand: 1; Spot: 4; Survival: 5; Hit&run tactics, sneak attack +1d6(+2d6 undead)
5th Warblade 5 9 2 6: {+5} Balance: 5; Bluff: 5; Handle Animal: 5; Hide: 4; Intimidate: 6; Knowledge (arcana): 1; Knowledge (dungeoneering): 1; {+1} Knowledge (local): 1; Knowledge (nature): 1; Listen: 6; Move Silently: 4; Ride: 6; Sleight of Hand: 1; Spot: 4; Survival: 5; Least Legacy (mau-jehe) Battle clarity, weapon aptitude
6th Gladiator 6 11 2 6: Balance: 5; {+4} Bluff: 9; Handle Animal: 5; Hide: 4; Intimidate: 6; Knowledge (arcana): 1; Knowledge (dungeoneering): 1; Knowledge (local): 1; Knowledge (nature): 1; Listen: 6; Move Silently: 4; Ride: 6; Sleight of Hand: 1; Spot: 4; Survival: 5; {+2} Group Fake-out; Improved Feint, Kalashtar Mindlink
Epic Feats
Instantaneous Rage
Raging Luck
Shape Soulmeld (necrocarnum weapon)
Open Chakra (hands)
Sapphire Smite
Spiritual Force
Heroic Focus
Mad Foam Rager
Reckless Rage
Jungle Veteran
IL3-Blood in the Water; Sudden Leap, Wall of Blades, Wolf Fang Strike
ML6, PP8-Call Weaponry, Detect Psionics 1/day, Mindlink 3/day
Exotic-Hand Crossbow, Mind Blade
ML3, E2-(arena)Necrocarnum Touch, Enigma Helm, Worg Pelt, Necrocarnum Weapon, Mantle of Flame, Dragon Tail;(jungle)Riding Bracers, Unicorn Horn, Enigma Helm, Necrocarnum Weapon, Wind Cloak, Necrocarnum Mantle


Visually a mind blade can have any appearance and is semi-solid. For the purposes of manifesting it via call weaponry that is all that matters. Its damage and usage is otherwise like any other called weapon of its appearance. Each time its manifested it can have a different appearance. Once proficient in mind blades she is proficient in whatever apparent weapon she has manifested.
Vyuji has two twists in that Call Weaponry has its manifesting time changed to swift via the Soulblade Warrior feat with respects to mind blades. Next, she received this power from the Soulbound Psychic Warrior list which adds another augmentation option. The class specific enhancement bonus is dropped. As a mind blade, bone bow and drow scorpion chain are favorites.
She can also manifest call weaponry normally, which is useful at later levels to have a reserve weapon of natural materials that has unguent of timelessness applied for an 18 hour duration. Some favorite weapons are: Ankus, Bone Bow, Goad, Longstaff, Maquahuitl, Scorpion Claw Gauntlets, Scorpion-tail Whip, Tail Club, Tigerskull Club.


This affiliation has two targets Vyuqi would like to hit and one level above that's kinda nice. Slayer is just a trap. Winning 3 bouts will make her a qualified gladiatrix, which is all that is necessary.
4-10) Gladiator: +2 competence bonus on Intimidate checks. One free exotic weapon proficiency.
11-15) Slaughter Master: Penalties for using an improvised weapon, a weapon you lack proficiency in, or
an inappropriately sized weapon lessen by 2.
16-22) Slayer: +4 on level checks against Intimidate and Will saves against fear effects.
23+) Crimson Champion: +4 bonus on rolls to confi rm critical hits.
Win Title Bout) Champion of the Ring: +10 bonus on Intimidate checks in Stormreach. +2 morale bonus on attack rolls and saves when fighting for a crowd of at least twenty people.


DMG’s Ranger variant that hunts undead, but I did it for the hand crossbow proficiency. Undead sneak attack; how does that work? Wildshape ranger’s movement is traded for foxy skills. Quori have mad hate for spellcasters. Host feat to count as Kalashtar for leveling feats and so I’m not racially restricted from the Riedran side. Lastly, Talaire may trade a feat(armor proficiency) for wild talent. Hidden Talent is the expanded version of wild talent for high psionics.
Combat-wise her only special talent is creating a niche weapon that she can spend action points to offset penalties and get extra damage. Vyuqi loves friendly fire, always making sure to put in more effort when obstructed.
After being sold to the Red Ring she will need to win 3 bouts to get her Bloodbound Affiliation up to Gladiator to gain proficiency with mind blades. The affiliation benefit is not as restrictive as the exotic weapon feat. Match-fixing, meet your new friend mindlink. Secret agreements become easier and you can use it to work the crowd.


Vyuqi becomes a hunting barbarian because she loves sniping but is a slave in the Red Ring. Maybe later they’ll let her out of the confines of the arena. She takes Unholy Fury because it is the best smite, even useful at range. Unfortunately she has trouble deciding if she is truly selfish or psychotic and misplaces her smite a lot. When one loses unholy fury it reverts to standard rage, which she trades for WhirlingFrenzy>Ferocity>BerserkerStrength>Rage in that order during her CE/NE alignment conflict. Which all works out in gifting her a lot of rage she didn’t have before. Vyuqi might also have her alignment warped by the weird curses of Xendrik.


She gets another sniping attack and a trick to trip up her arena foes. Also, she masters bringing-a-gun-to-a-knife-fighting with the addition of a shield. Shield of Thought has one bit of weirdness, you can always wield it alongside your mind blade and it is sized to when its manifested. Two-handed/weapon, its a new experience for the crowd.


Vyuqi reaches into her dirty pond to grasp lie, cheat, and steal in the arena. As a bloodbound, getting up to slaughterer lowers proficiency and size penalties. Finally, a thug in the jungle has gotta ride. Generally speaking a jungle critter has a higher CR than a companion and if it dies while moving you around just raise another. You can’t use a greatbow while riding but bonebow is OK.


Lets talk weapon aptitude. Switch out Hand Crossbow for some other fun weapons. Reasonable. Shield Proficiency for Battle Cloak? Bashing! Armor Proficiency into Heavy/Exotic. Don’t fist with me! Hidden Talent (call weaponry→claws of the beast)? Flight of the DMGs/~
Maneuvers were mostly chosen to be useful at range. Except Wolf Fang Strike that gives a true mind blade+bash combo. Mau-jehe can even add to this combo, becoming mind blade+blade+bash. Usually Vyuqi just merges her Shield of Thought with mau-jehe for the +2 shield.


Vyuqi is happy with the growth of her mindlink that strengthens her blade’s manifester level and adds a feint trick for the crowd. At this level her mind blade gains enhancements and use of an item of temporary hit points can eliminate the cost of mau-jehe.


These feats allow Vyuqi to rage anytime, all day, by spending action points to add a use.


Vyuqi adds 3 levels of incarnum classes, sorta. Once again she applies weapon aptitude to change weapons(claws, cloak, horn, tail, touch included). Necrocarnum weapon is the mainstay to complement Blood in the Water and add essentia. That essentia is useful in filling Sapphire Smite which warps Unholy Fury, producing smites based on it but usable 2/day that can even be combined. The untyped damage boost is also welcome.


More damage boosts and defenses with two stand-outs. Heroic Focus gains psionic focus without a concentration check and brings up the question of when do you gain new action points in Epic6? Jungle Veteran prevents you from being ganked in your sleep and is a useful way to remind the DM that conditions for a surprise round have been met.


Action points are added after the check is rolled, so Berserker Strength+Raging Luck can be used on checks not normally allowed in a rage. Gain extra daily uses of rage(variants) and smite(sapphire) by spending action points. Action points can add to attack and damage(soulblade warrior). She can regain her focus by spending an action point(heroic focus). Lastly, action points can be used in surprise rounds(jungle veteran).


Vyuqi is a failed vessel that eagerly awaits inspiration as a dreamblade. She keeps a potion of eagle’s splendor or absentia(SCoT160) to facilitate possession whenever contacted. Although she would resist possession by non-Quori having them inhabit her mind blade/shield would make for a thrilling partnership. If ever possessed by a Tsoreva she would gain an effective mind blade level of 6 that can only be used to apply a +1 enhancement bonus to Shield of Thought. The psi-like, skills, and mental stats are nice too.


As a campaign option, Vyuqi would actively try to free it. She would use Pandorym as a material to enhance her mind blade. She could receive vile feats or more intriguingly the mutated monster rules from SoX(62 sidebar). The later would obviate the need for Kalashtar Mindlink and even allow for a different Host feat.


Ci:WE (https://web.archive.org/web/20201112031718/http://archive.wizards.com/default.asp?x=dnd/we/20070228a) Ferocity
CC: Spiritual Totem
CM: Arcane Hunter
CP: Spiritual Force, Telepathic Affinity, 6 Hidden Houses
CS: Group Fake-out
CoS: Bloodbound of the Red Ring
CW: Instantaneous Rage
DM: Dragon Tail
DMG: Undead Ranger
DoTU: Hit&run tactics
ECS: Raging Luck
EoE: Unholy Fury
MoE: Heroic Focus
ME:EC (https://web.archive.org/web/20210211064050/http://archive.wizards.com/default.asp?x=dnd/psm/20070214a) Soulbound Weapon
MoI: Azurin, Open Chakra, Saphire Smite, Shape Soulmeld, Soulmelds
PHB: Barbaran, Fighter, Ranger, Improved Feint, Improved Trip, Rapid Shot, Track
PHB2: Berserker Strength, Mad Foam Rager
RoE: Soulblade Warrior, Shield of Thought
RoS: Reckless Rage
S&F: Gladiator
SoS: Kalashtar Mindlink
SoX: Jungle Veteran
ToB: Warblade, Manuevers
UA: Wolf Totem Barbarian, Thug, Hunting Barbarian, Sneak Attack Fighter, Wildshape Ranger, Whirling Frenzy
XPH: Hidden Talent, Powers

Venger
2023-09-02, 04:07 PM
Wrecking begins at home.


Crusy Limey is an unusual orc. Rather than join the warbands in raiding, he instead found gainful employment in construction. Whenever one of his tribemates needed to build a new hut, or a new fire pit, or anything else, they would first call him over and tell him where they wanted to put it. After carefully inspecting the site, Crusy would begin his work - he would demolish whatever was in the way of construction by repeatedly ramming into it with his body.

Everything changed, however, when the elven nation attacked. The elves, tired of being constantly raided by orcs, destroyed the tribe’s village, and sent the survivors scattering into the desert. He looked upon the devastation, and wept, vowing to demolish the elves’ homes just like they had demolished his.

Ever since that day, Crusy has roamed the land, destroying elven villages wherever he finds them.

”Do you have any idea how hard it is to find a job as a wrecking ball in this economy? Especially when elves come in and take your job!”




https://external-preview.redd.it/N5w-2b2kLsJ2v4YvYpZshbvvuZ8dqxnZmlKVZKB91Nk.jpg?auto=w ebp&99c8dd95
Crusy Limey, the Homewrecker

CN Desert Orc Ranger 1/Wolf Totem Barbarian 2/Fighter 2/Ranger 1

Ability Scores:

Abilities Initial Race / Template 4th Total
STR 17 4 1 22
DEX 14 14
CON 16 16
INT 8 -2 6
WIS 11 -2 9
CHA 8 -2 6

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Ranger 1 2 2 0 16: {+4} Jump: 4; {+4} Climb: 4; {+4} Profession (Carpenter): 4; {+4} Survival: 4; Improved Shield Bash, Track (bonus), Endurance (bonus) Favored Enemy (Elf), Track, Wild Empathy
2nd Barbarian (Wolf Totem) 2 4 2 0 2: Jump: 4; Climb: 4; {+1} Profession (Carpenter): 5; {+1} Survival: 5; Fast Movement, Rage 1/day
3rd Barbarian (Wolf Totem) 3 5 2 0 2: Jump: 4; Climb: 4; {+1} Profession (Carpenter): 6; {+1} Survival: 6; Shield Charge, Improved Trip (bonus) Wolf Totem (Improved Trip)
4th Fighter 4 7 2 0 1: Jump: 4; Climb: 4; {+1} Profession (Carpenter): 7; Survival: 6; Power Attack (bonus)
5th Fighter 5 8 2 0 1: Jump: 4; Climb: 4; {+1} Profession (Carpenter): 8; Survival: 6; Weapon Focus (Shield Spikes) (bonus)
6th Ranger 6 9 3 0 4: Jump: 4; Climb: 4; {+1} Profession (Carpenter): 9; {+3} Survival: 9; Shield Slam, Two-Weapon Fighting (bonus) Combat Style (Two-Weapon Fighting)

Epic Feats
Weapon focus (Armor Spikes)
Blood-Spiked Charger
Extra Rage
Steadfast Determination
Ability Focus (Shield Slam)
Reckless Rage
Reckless Charge
Cleave
Travel Devotion
Extra Rage



The main combat routine is to charge using Shield Slam, which allows Blood-Spiked Charger to take effect and add in an "off-hand" Armor spikes attack, in addition to adding double strength mod on each hit. The shield bash also triggers Shield Charge, which gives a free Trip attack, which can enable an additional attack on the tripped enemy with the shield, which, (I believe) would include the bonus from Blood-Spiked Charger, since it is still an attack at the end of the charge. Shield Smash itself provokes a DC ~25 Fortitude save against being Dazed for 1 round against most types of enemies.

Cleave is useful for hitting additional creatures after dropping the first. Great Cleave would probably be overkill, since it's unlikely that you would drop more than 1 enemy in a given round.

On turns where charging is not possible, you can either move back to set up for another charge, or you can use Shield Slam to lock down an enemy into being dazed (and potentially prone)

Build Notes and Alterations -
After E2, the feats become pretty flexible. They can be taken in more or less whatever order you need, with a few called out for their specific purpose here:
- Steadfast Determination can be moved to whatever point it needs to be, though any time before E3 will delay the major trick of the build.
- Reckless Rage adds damage and increases the save DC of Shield Smash's Daze, but also penalizes AC. if having a very low AC is a problem, it can be delayed.
- Reckless Charge is to improve to-hit bonuses. If that is not an issue, feel free to delay or skip it.
- Travel Devotion is a flex slot, and can be moved to anywhere from E3-E10, as needed. Its purpose is for fights with single strong enemies, to enable charging every turn. Other feats may be swapped out for additional Travel Devotions, should the need arise.




Feature Source
Wolf Totem Barbarian SRD
Desert Orc SRD
Shield Charge Complete Warrior, p. 105
Shield Slam Complete Warrior, p. 105
Blood-Spiked Charger Player’s Handbook II, p. 92
Extra Rage Complete Warrior, p. 98
Steadfast Determination Player’s Handbook II, p. 83
Reckless Rage Races of Stone, p. 143
Reckless Charge Miniatures Handbook, p. 27
Travel Devotion Complete Champion, p. 62

Venger
2023-09-02, 04:07 PM
A meta-entry. How exciting!


Author of this build here. I'm going to tell you a little story.

Back around, oh, 2009 or so (gosh I'm old! We're all so old!), my friends and I had gathered at our FLGS for our weekly D&D 3.5 session. I'd just noticed the feat Ordered Chaos, and we were laughing about the interesting interactions it would have with incarnate weapon. We didn't have any optimization goals at that point… we just loved the mental image of it. Can you imagine? A hammer that's also an axe? How droll!

Naturally, this got this thinking about other hilarious combination weapons and how delightfully impractical they'd be. We riffed on the concept back and forth for a while, but we were all in agreement that the silliest combination weapon that we had come up with that afternoon was the "orcish flail-spear." Imagine how silly that would be! A spear that's also a flail? Risible! What a laugh! Why orcish? Eh, just vibes, really, but still, it rolls off the tongue. There's nothing quite like the joyful silliness of just riffing with your friends.

The session finished, my roommate and I walked home, and we continued our weekend afternoon in the usual method.

But a bit later, from my roommate's room, I heard a noise.

Out of idle curiosity, you see, he had gotten his hands on a copy of the 2e Player's Handbook. We've never played 2e (true then as it's true now) and we are truly children of the third edition, but it's nonetheless fascinating to see where we'd come from. Our metaphorical roots, as it were.

Anyway, waiting there for us on page 92 of the 2e PHB, was this glorious, full-color image:

https://cdn.discordapp.com/attachments/647393639886094337/1147608810568044634/image.png

I can't tell you which of the interior illustration artists (Douglas Chaffee, Larry Elmore, Craig Farley, John & Laura Lakey, Erik Olson, or Jack Pennington) were responsible, but whoever they are, I love them.

A flail. On a spear. Wielded by an orc. An orcish flail-spear.

Dear reader, I don't think I'll ever quite be able to convey the absolute shock of riffing with my friends, concocting what we thought was the stupidest possible weapon, and then that very same day stumbling across a truly magnificent illustration of that exact same thing in a book that hadn't been in print for well over a decade and that none of us had actually read before. Feels like a message from beyond, doesn't it? Don't ask me what that message means, of course, but there's definitely something going on there.

Ah, I hope you enjoyed my little reminiscence. This build doesn't have anything to do with orcs, or flails, or spears, but maybe if we look hard enough, we'll find it waiting for us in some ancestral book of knowledge somewhere…




Sha

Race: Azurin (Magic of Incarnum 7)
Alignment: Lawful Good Chaotic
Classes: Duskblade 1, Knight 1, Fighter 2, Barbarian 2
Pronouns: They/them but responds to basically anything
Multiclass penalty: No


Wielder of the fabled combination


Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Duskblade 1 (PHB2 19) 1 2 0 2 12: {+4} Knowledge (Arcana): 4; {+4} Knowledge (Planes): 4; {+4} Knowledge (Nature): 4; Weapon Focus (Longsword) (PHB 102), Shape Soulmeld (incarnate weapon (Magic of Incarnum 40, 72) Arcane attunement, armored mage (light), spells
2nd Knight 1 (PHB2 24) 2 2 0 4 3: Knowledge (Arcana): 4; Knowledge (Planes): 4; Knowledge (Nature): 4; {+3} Jump: 3; Fighting challenge +1, knight's challenge, knight's code
3rd Fighter 1 3 4 0 4 3: Knowledge (Arcana): 4; Knowledge (Planes): 4; Knowledge (Nature): 4; {+3} Jump: 6; Ordered Chaos (Fiendish Codex I 86), Weapon Focus (Battleaxe) (PHB 102) Bonus feat
4th Barbarian 1 4 6 0 4 5: Knowledge (Arcana): 4; Knowledge (Planes): 4; Knowledge (Nature): 4; {+1} Jump: 7; {+4} Climb: 4; Illiteracy, spiritual lion totem (pounce) (Complete Champion 46), whirling frenzy 1/day (Unearthed Arcana 66)
5th Barbarian 2 5 7 0 4 5: Knowledge (Arcana): 4; Knowledge (Planes): 4; Knowledge (Nature): 4; {+1} Jump: 8; {+4} Climb: 8; Improved Trip (PHB 96) wolf totem (Improved Trip) (Unearthed Arcana 49)
6th Fighter 2 6 8 0 4 3: Knowledge (Arcana): 4; Knowledge (Planes): 4; Knowledge (Nature): 4; {+1} Jump: 9; {+1} Climb: 9; {+1} Craft (Basketweaving): 1; Two-Weapon Fighting (PHB 102), High Sword Low Axe (Complete Warrior 113) Bonus feat

Epic Feats
Feat 1: Power Attack (PHB 98)
Feat 2: Improved Sunder (PHB 96)
Feat 3: Weapon Focus (Warhammer) (PHB 102)
Feat 4: Anvil of Thunder (Complete Warrior 112)
Feat 5: Improved Bull Rush (PHB 95)
Feat 6: Hammer's Edge (Complete Warrior 113)
Feat 7: Throw Anything (Complete Warrior 105)
Feat 8: Extra Rage (Complete Warrior 98)
Feat 9: Shape Soulmeld (mauling gauntlets) (Magic of Incarnum 40, 78)
Feat 10: Bonus Essentia (Magic of Incarnum 35)

STR 16
DEX 16
CON 15, +1 at 4th level (16)
INT 12
WIS 8
CHA 8

Spells: 3 cantrips per day, 3 (2 + 1) 1st level per day
Cantrips known: acid splash (PHB 196), ray of frost (PHB 269)
1st levels known: blade of blood (PHB2 103), stand (PHB2 125)

You want a bizarre weapon? May I offer to you the hamaxesword, a weapon that exists in a superposition of warhammer, longsword, and battleaxe.

Incarnate weapon is a fun soulmeld that creates a physical weapon for you based on your alignment. You get a longsword if you're Lawful, a warhammer if you're Good, a battleaxe if you're Chaotic, and a flail if you're Evil. Well, we're LG, and Ordered Chaos (a perennial favorite feat) also has us simultaneously count as Chaotic, so that's an axe, a sword, and a hammer, all at once: the axswordmer.

What are its stats? Well, all three of the weapons involved have a base damage die of d8, so I feel confident that the base damage is d8. I mean, if you can fast-talk your GM into letting it count as 3d8 then by all means go for it, but I'm not going to make that argument today. It does bludgeoning and slashing damage, similar to how a morningstar does bludgeoning and piercing damage. How does the crit work? I would argue that it combines the 19-20/x2 of the longsword and the 20/x3 of the warhammer and the battleaxe, so on a 19 you threaten a crit for x2 damage and on a 20 you threaten a crit for x3 damage, but I will freely admit that that's an interpretation. I could see other arguments as well, and to be honest, the build doesn't hinge on that, so it's not really something I'm going to spend much more time on. What the build DOES hinge on is the fact that the sworhammeraxe is simultaneously a sword, an axe, and a hammer.

The core premise here is the use of several style feats from Complete Warrior: Anvil of Thunder, Hammer's Edge, and High Sword Low Axe. Each of them hinges on hitting a target with a particular kind of weapon and also hitting them with a different particular kind of weapon in the same round.


Benefit: If you hit the same creature with both your axe and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round.


Benefit: If you hit the same creature with both your sword and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or fall prone.


Benefit: If you hit the same creature with both your sword and your axe in the same round, you may make a free trip attempt against that foe. (If you succeed, you may immediately use your Improved Trip feat to gain an additional attack against your foe.)

Notice that in no case does it say that you need to make two attacks. You just have to hit with, for example, a sword and an axe. So if I hit someone with my axehammord:

Have I hit them with my hammer? Yes.
Have I hit them with my sword? Yes.
Have I hit them with my axe? Yes.
Have I hit them with my axe and with my sword? Yes.
Have I hit them with my axe and with my hammer? Yes.
Have I hit them with my hammer and with my sword? Yes.

So therefore, one single hit is enough to trigger three separate style feats, once they're all online. So now let's get them online! The tricky part about the style feats is that they require a buuuuunch of feats as prereqs (thankfully, the Weapon Focus feats have some overlap, and all of them require Two-Weapon Fighting, even though we never actually need to use TWF), so my goal was to get those as smoothly as possible. To that end, azurin was a natural choice for the race (bonus feat is gold, and bonus essentia feeds the sworaxeham; incarnate weapon gets an enhancement bonus to hit and damage equal to the amount of essentia invested in it). A couple levels of fighter is a given for a build with a bunch of feat prereqs. Wolf totem barbarian (Unearthed Arcana) gives Improved Trip without prereqs, and since High Sword Low Axe requires Improved Trip but does not require Combat Expertise or INT 13 (both of which are the prereqs for Improved Trip, which wolf totem ignores), that's the equivalent of knocking out two feats at once.

I decided that full BAB felt right for this build, since I wanted to have a second swing with my bonkers weapon. I also wanted to have barbarian in there so I could get Improved Trip without Combat Expertise. Since my base alignment had to be LG, that means I needed Ordered Chaos before I can take barbarian, which means that I need to take Ordered Chaos specifically at level 3 (it's impossible to qualify at level 1, and level 6 is too late). Since Ordered Chaos requires Will +4, I have to take dips in two different base classes with good Will no later than level 3. If I want full BAB, which I do just because it feels right, that means my options are very limited: the only base classes I know of with full BAB and good Will are knight, duskblade, and hexblade, and of those, hexblade is incompatible alignment-wise, so knight and duskblade it is. (There might be one other base class that meets the criteria, but I don't think so. And no, ranger doesn't get good Will, and neither does paladin, and neither does soulborn, and neither does crusader. Trust me, you're misremembering.)

Duskblade seems like the more fun place to start since it's got a better skill list, getting a little bit of knowledge on the field right away. Since the CL isn't going to advance and since we aren't going to be channeling anything, I took spells that reflect that. Blade of blood is nice because the extra damage scales based on when you can afford to sac the HP rather than based on CL, and stand really never goes out of style in E6 as a nice simple way to counter attempts to slow you down. Notice that since both of these spells are swift/immediate actions to cast, they don't provoke attacks of opportunity. Arcane attunement is actually a surprisingly decent class feature; having basic utility cantrips on tap (as SLAs, so no ASF) comes up now and then, so that's cool even if it's not really a combat feature.

Knight is mostly just a numbers game; only one fighting challenge per day and it only gets a +1, but hey, every +1 counts at level 2, and at least knight gives heavy armor (if you don't mind the ASF; since the spells are mostly incidental, that's not the end of the world) and d12 HD.

Fighter, at 3rd, is just setting up. Nothing crazy happens there. Barbarian at 4th and 5th is a bit more fun; whirling frenzy and pounce are favorites for a reason. Improved Trip is a little weird for a single level because the hamswaxe isn't a tripping weapon, but I suppose you could use a normal tripping weapon for a single level if you were so inclined. Regardless, this isn't a problem for long, because at level 6, High Sword Low Axe comes online, and at that point we're off to the races. (The build is presented with HSLA coming first of the three style feats, and the reason for that is because its prereq feat, Improved Trip, is the only feat provided by the base classes as a specific feat rather than as a bonus feat chosen from a list, and therefore HSLA is the style feat that can come online soonest.)

HSLA specifically allows a trip attempt when it triggers, even though most swords and most axes aren't tripping weapons, so that's cool. It's player's choice whether to use TWF normally (spiked gauntlet, armor spikes, shortsword in the off-hand, whatever, even though those aren't needed for triggering the style feats) or to skip taking the penalty, but there's no real reason not to at least have armor spikes to give yourself the option (the benefit of armor spikes over a shortsword is that this way you can two-hand your main weapon for 1.5x STR). With full BAB, we can make two attacks anytime, or three attacks in one encounter per day with whirling frenzy, not including any ancillary TWF attacks as mentioned above. Pounce makes mobility less of an issue than usual. If at least one of those two or three attacks results in a successful trip, we get the Improved Trip attack as well. That's pretty good damage for level 6!

On into epic! There's nothing surprising in the first wave of feats: we're just trying to blast through prereqs to get the other style feats online as soon as possible. Power Attack is a very welcome thing as a way of getting a little bit of bonus damage on the field (and more incentive to two-hand your main monstrosity of a weapon). A couple of prereqs later, Anvil of Thunder starts letting you hand out dazed, one of the nastiest conditions in the game, on nearly every single attack you make, and that's incredible. (Notice that a dazed opponent isn't flat-footed, and therefore attacking them doesn't violate the knight's code; you don't care about losing your fighting challenge for the day, but you don't want to take the -2 if you can help it.)

Improved Sunder (prereq for Anvil of Thunder) and Improved Bull Rush (prereq for Hammer's Edge) are… well, I won't lie, they're not great. Sundering is something that might come up once or twice in a campaign, but… well, prereqs gonna prereq, what can I say.

Hammer's Edge comes online third because it's arguably the least powerful of the three style feats and it makes sense to get the two stronger ones online first, but that doesn't mean it's bad. I don't see it as redundant with HSLA because tripping is great when it works but it just plain doesn't always work, and Hammer's Edge gives another chance to knock something down, which is worth your time. (Plus, it works just fine on big stuff, whereas big stuff will get size bonuses to resist your trip attacks.) More chances to ruin your enemy's day is good stuff.

After all three of the style feats hit the field, the remaining epic feats are just used to play around a little bit. Throw Anything, to be blunt, simply makes me laugh. Incarnate weapon automatically returns to your grasp (no action needed) at the beginning of your turn, so while you can't necessarily make more than one ranged attack with your axordmmer per round, it's a really funny way of bringing your suite of effects to a foe that you just can't reach.

Extra Rage does exactly what you expect, nothing more, nothing less. More whirling frenzies per day, more attacks, more power. Easy peasy.

Shape Soulmeld for the mauling gauntlets (and Bonus Essentia to put into the mauling gauntlets or the incarnate weapon, as needed) just gives a really significant bonus on your trip checks in a way that's genuinely hard to match in E6.

I considered, and chose against, taking Shock Trooper and Leap Attack, simply because they felt like they'd detract from the glory of the hammordaxe; they're generic, a solved problem. If you're using this character (or an adaptation thereof) in a live game rather than just judging a build, by all means, slip in the classic charger stuff, since the prereqs are all lined up. I made the conscious choice to walk away from them because I just don't feel like they're interesting on this character.

Skills are pretty generic for a brute character and could be easily changed without any real repercussions. I just felt like it made sense to take advantage of Knowledges being in-class early on, and then Jump and Climb remain relevant all through E6.

The character is proficient with heavy armor (starting at level 2) and thus will probably wear whatever heavy armor is available, but you can also choose to go lighter to lessen the ASF (not that your turn is usually going to be ruined if you fizzle a spell, since the spells are pretty much entirely just nice to have rather than mission-critical). Weapon is provided for. Since you can invest essentia (granted by the azurin race) right from level 1, the weapon gains an enhancement bonus and thus counts as magical right away, which is nice. No specific items are necessary, but the character can benefit from most items that benefit brute-types.

An eternal curse on WotC for making garbage prereq feats like Weapon Focus and Improved Bull Rush so prevalent.

Venger
2023-09-02, 04:24 PM
Lightning in a bottle.




Gáe-Lvan Eized

https://cdn.discordapp.com/attachments/704885103867723830/1142167812660539473/Screenshot_2023-08-18_at_2.45.51_PM.png


Chaotic Good Azurin Duskblade 2/ Hit'nRun fighter 1/Incarnate 3



PREFACE

It was said that Gáe-Lvan survived a lightning bolt. And today, he was one. Ephemeral Whispy blue flames crackle forth from the flame mantle soulmeld around Gáe-Lvan. Held in his lightning guantlets humming with lightning, is the thick metal spear he had used to kill many of the Culain's raiders. The healer watches and recalls his spellcraft to notice that Gáe-Lvan is casting shocking grasp, but rather than target anyone, the spear seems to hold the charge with no resistance. When the next wave of four of Culain's elite guard approached, Gáe-Lvan released the spell into himself, generating huge arcs of electricity that just seemed to reinforce it's power towards a zenith unseen beyond what could be expected from a large blue dragon.


ABILITY SCORES



Abilities

Initial

Lvl 4



STR

14



DEX
14
15


CON
16



INT
14



WIS
10



CHA
10








Level

Class

Base Attack Bonus

Fort Save

Reflex Save

Will Save

Skills
Feats
Class Features



1st

Duskblade

1
2
0
2

16: {+4} Spellcraft: 4; {+4} Knowledge Arcana: 4; {+4} Knowledge Nature: 4; {+4} Concentration: 4;

Exotic Weapon Proficiency (https://www.d20srd.org/srd/feats.htm#exoticWeaponProficiency): Heavy (MoF p.179) salamander spear (Savage Species p. 44), Conductivity (https://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#conductivity) (Unearthed Arcana p.92)

Arcane attunement, armored mage (light), spells: Shocking grasp, (https://www.d20srd.org/srd/spells/shockingGrasp.htm) obscuring mist (https://www.d20srd.org/srd/spells/obscuringMist.htm)



2nd

Incarnate

1
4
0
4
4: {+1} Spellcraft: 5; {+1} Knowledge Arcana: 5; Knowledge Nature: 4; {+1} Concentration: 5; {+1} Craft: Blacksmithing: 1;


Aura, detect opposition, 2 soulmelds, 1 essencia



3rd

Hit and Run (Drow of the Underdark p.58) Fighter

2
6
0
4
4: Spellcraft: 5; Knowledge Arcana: 5; Knowledge Nature: 4; Concentration: 5; {+1} Craft: Blacksmithing: 2; {+2} Jump: 2; {+1} Ride : 1;

Power attack (https://www.d20srd.org/srd/feats.htm#powerAttack), Practiced Spellcaster (Complete Arcane p.82)

Bonus Feat



4th

Incarnate

3
7
0
5
4: {+1} Spellcraft: 6; {+1} Knowledge Arcana: 6; Knowledge Nature: 4; {+1} Concentration: 6; {+1} Craft: Blacksmithing: 3; Jump: 2; Ride : 1;


Chakra bind (crown), +1 soulmeld, +1 essencia



5th

Duskblade

4
8
0
6
4: {+1} Spellcraft: 7; {+1} Knowledge Arcana: 7; Knowledge Nature: 4; {+2} Concentration: 8; Craft: Blacksmithing: 3; Jump: 2; Ride : 1;

Combat Casting (https://www.d20srd.org/srd/feats.htm#combatCasting)

Combat Casting, spells: Resist Energy (https://www.d20srd.org/srd/spells/resistEnergy.htm)


6th

Incarnate
4
8
1
6
4: {+1} Spellcraft: 8; {+1} Knowledge Arcana: 8; Knowledge Nature: 4; {+1} Concentration: 9; {+1} Craft: Blacksmithing: 4; Jump: 2; Ride : 1;

Bonus Essentia (Magic of incanum p.35)

Expanded soulmeld capacity +1, incarnum radiance 1/day, +1 essencia







Epic Feats
Source
Relevant Text


1

Cleave
SRD (https://www.d20srd.org/srd/feats.htm#cleave)



2

Great Cleave
SRD (https://www.d20srd.org/srd/feats.htm#greatCleave)



3

Versatile Spellcaster
Races of the Dragon p. 101
You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.


4

Spellstrike
Dragon Compendium p.147
You may apply the concussive template to your spells. You also gain a +2 bonus on Concentration checks made to ignore vigorous, violent, or extraordinarily violent motion while casting spells: Concussive Template: This template can be added to any spell that deals hit point damage. Any creature damaged by a concussive spell must succeed on a Balance check (DC 10 + caster level) or be knocked prone by the impact of the spell.


5

Long Reach
Unapproachable East p. 44
When you wield a spear or shortspear, you can use the weapon to attack opponents 5 or 10 feet away. When you wield a longspear, you can attack opponents 10 or 15 feet away. You do not get the advantage of the extra reach except on your action, so you threaten the area around you according to the weapon's normal characteristics.


6

Sudden Still
Complete Arcane p. 83
Once per day, you can apply the effect of the Still Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Still Spell normally if you have it.


7

Energy Substitution
Complete Arcane p. 79
Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type—for example, a fireball composed of cold energy is an evocation [cold] spell.


8

Born of the Three Thunders
Complete Arcane p. 76
When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage. In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so. A three thunders spell uses a spell slot of the spell's normal level. In addition, its descriptor changes to include both energy types--for example, a lightning bolt of the three thunders is an evocation [electricity, sonic] spell.


9

TWF
SRD (https://www.d20srd.org/srd/feats.htm#twoWeaponFighting)



10

Haft Strike
Dragon Compendium p.100
When wielding a pole arm two-handed you may choose to attack with the haft of the weapon. You may only perform this attack as part of a full-attack action. This additional attack is at your highest attack bonus and deals damage like a club of the same size as the pole arm. Although the haft does not possess any of the bonuses associated with the weapon (such as flaming), it does count as magic for the purposes of overcoming damage reduction if the weapon is enchanted. When using this feat, each attack you make in that round (the extra one and the normal ones) suffers a -2 penalty. You only receive half your Strength bonus on damage rolls with this attack. This feat cannot be used with a double weapon.



Other References

Source

Text




Salamander ShortSpear
Savage Species p. 44
4 gp. 2d6 piercing damage, x2 crit multiplier, 6 lbs, 10 ft range. These all-metal versions of other spears are somewhat heavier and do more damage for their size than ordinary versions. They also conduct both heat and electricity, unlike the wood-hafted normal versions.




Salamander's Heat ability
Monster Manual p.218
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat. +1d6 fire damage



Heavy Weapons
Magic of Faerun p.179
Heavy weapons, such as those made from gold or plat- inum, are unwieldy but inflict additional damage. Without the proper Exotic Weapon Proficiency feat (for instance, heavy longsword), you suffer a –4 penalty on attack rolls with a heavy weapon. Only weapons made en- tirely or largely of metal (such as swords or axes) are affected; other weapons (such as spears) are not. Damage increase: 1d6 -> 1d8




Mantle of Flame
Magic of Incarnum p.78
Descriptors: Fire
Chakra: Shoulders
SavingThrow:Seetext
A thirst for vengeance burns like fire in many souls, and a mantle of flame gives that metaphor literal truth: vengeance turned to flame. While you wear your mantle of flame, any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of fire damage. Creatures wielding weapons with exceptional reach, such as longspears, are not subject to this damage if they attack you. The mantle of flame grants shadowy illumination in your space, but provides no further lighting. Essentia: Every point of essentia you invest in your mantle of flame increases the damage dealt by 1d6 points.



Lightning Gauntlets
Magic of Incarnum p. 76
Descriptors: Electricity
Chakra: Hands
Saving Throw: None
Incarnum forms into a pair of metallic gloves that hover around your hands and any other gloves or gauntlets you wear. Blue arcs of electricity crackle between the fi ngers and spark between the gloves when you bring your hands close to each other.
While wearing lightning gauntlets, you can deal 1d6 points
of electricity damage with a successful melee touch attack
(a standard action).
Essentia: Every point of essentia you invest in your light-
ning gauntlets increases the damage dealt by 1d6 points.



Holding a charge
SRD (https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardCastaSpell)
Holding the Charge If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can continue to make touch attacks round after round. You can touch one friend as a standard action or up to six friends as a full-round action. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. (If your unarmed attack or natural weapon attack doesn’t provoke attacks of opportunity, neither does this attack.) If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.




The weapon chosen for this entry is the Salamander Spear, one of 3 spears made entirely from metal found in savage species. We are immediately confronted with an edition transition issue, as Savage Species was one of the last books published at the cusp of the transition from 3.0 to 3.5. That means that the spears that this weapon entry was based on changed through the editions. The salamander spear we are using would be considered a spear, salamander in 3.5 edition, but the table and text of savage species refer to the salamander shortspear, the 3.0 version of the normal spear in 3.5. Further, it is worth noting that the entry for salamander spears in the refers to them in aggregate, which means that there is quite possibly the ability to make this an entire group, which may extend to other pole arms in the spear category, of particular interest to this build is Magic of Eberron's Spear spikard. If it it's possible to have a salamander spear spikard, we want that because it's an extra d6 damage. That's what the blacksmithing craft skill on the character was selected for in order to perhaps make that a reality. If the insane DM running your game allows it to be a heavy metal salamander spear spikard, absolutely make that substitution.

Further, it's already a metal spear with an increased damage die, and rather than take exotic weapon proficiency twice, why not just jump the gun and take exotic weapon proficiency in a heavy version of the salamander spear, an option laid out in Magic of Faerun's heavy weapon sidebar. This increases the base damage to 2d8.

The salamander spear is special because it is described as the following:


These all-metal versions of other spears are somewhat heavier and do more damage for their size than ordinary versions. They also conduct both heat and electricity, unlike the wood-hafted normal versions.


What do you do with a weapon that conducts heat and electricity?

Let's start by being fair. You need to be hot and generating electricity from the limb using the spear to conduct the energy.
Looking at the Salamander entry, their "heat" ability is a bonus 1d6 fire damage because their bodies are so flippin hot.

The heat ability is also passive retributive special quality. So as far as comparable fire goes, the Mantle of flame soulmeld is the best bang for buck, with 3 incarnate levels allowing you to drop 3 essentia into the soulmeld to generate +4d6 damage retributive strikes, as well as channeling that damage into your 2d8 heavy spear damage, on every strike.

Electricity poses a different sort of thing. For electricity conduction, I have chosen the highest damage options and shoved them both onto this build. Lightning gauntlets allow you to to 1/round make a touch attack that deals electrical damage. I argue, based on the flavor text and the rules for the salamander spear, that you can, without binding the soulmeld to the hand chakra, because the spear conducts electricity. Further, if you had a mouthpick enchanted salamander spear, i would argue that the spear would conduct the electricity damage from the behir gorget.

Which brings us to a question, can the weapon conduct these energies when it is thrown? For the purposes of this build, I assumed not. The lightning gauntlets touch the spear, the mantle of flame is energy that surrounds the character. Neither of these would have the source of energy to conduct the power.

Between Mantle of flame and lightning guantlets you can make an attack that deals 2d8+4d6 fire 4d6 lightning +2 (str) damage once per round.

That's a lot of damage for E6. 12-66 damage. But it would be nice to get some debuffs or special effects in there. And the only way to do that, other than going a massively weaker monk route, is to add magic.

Duskblade offers the ability to add shocking grasp 3 times per day at first level. It's only a +1d6, but practiced spellcaster can lift that to +5d6. Also, shocking grasp can target objects. Also, it gives you +3 to hit enemies in metal armor. So between being able to hold a charge and discharging the shocking grasp into the spear (or yourself, more on that later), you can add another +5d6 lightning damage to the 8d6 energy damage from your soulmelds. With versatile spellcaster, you can turn the useless 0 level spell slots into more shocking grasps for a build total of 6 shocking grasps per day. And shocking grasp is a spell, so metamagics and spell templates are on the table for our effects.

Energy substitution and Born of the Three thunders add stun and prone as potential shocking grasp special effects, while the concussive template adds an additional chance to be knocked prone, but is keyed on a DC 16 balance check if damaged by the shocking grasp. Further, in order to get best value for Born of three thunders, you need to energy substitute electricity back in for the sonic descriptor so that the damage is conducted.

At first level, The conductivity feat was taken. This sets up some raw abuse that is likely to get you rebuked, but it also lends an air of legitimacy for your other conduction based abilities. If you have a held charge of shocking grasp, and you hit yourself while you are spear deep in another being, and you choose to arc all of your damage from the conductivity feat to yourself, All of the damage is conducted through the spear, and therefor, your poor victim. 5d6 +1/2(5d6)+1/4(5d6)....

Conductivity abuse aside, soulmelds+shocking grasp is potentially 13d6 damage per strike, how do we get more strikes? Cleave and great cleave, obviously. Also, long reach and haft strike. This allows you to just dispense an egregious amount of pain. Kill a mook with massive damage and try to kill as many as possible in a 10' radius. The haft is a heavy metal club which also conducts electricity and heat while long reach gives you a 10' reach during your turn. Long reach is in unapproachable east, a book so poorly editted that it makes regional feats like draw from the land and battle jump make so little sense that you just have to homebrew something that works. Haft strike is likely only ever to conduct heat, as you discharge your lightning gauntlets on your first hit. But, if you set yourself on fire, it is arguable that you can deal an extra +1d6 fire damage per round, so that's nice. Also, alchemists spark kept in an oil chamber that you constructed with your blacksmith skill ranks might allow you do deal some sparky damage when you use the haft strike feat.

Gáe-Lvan has 7 essentia and one more soulmeld to choose each day. Crystal helm adds force descriptor to your attacks, so shape that when ghost hunting, lammasu soulmeld adds +2 deflection to your AC which is good, and planar chausible makes you immune to posession, which is important when you're a PC dealing 17-96 damage on your nova round, and you can have 6 of these nova rounds a day.

Gáe-Lvan has resist energy and obscuring mist as additional spells that can help in tough situations also.

Venger
2023-09-02, 08:25 PM
(due to an error with mobile posting, these dishes did not display properly before the reveal. Here they are in their entirety. Apologies for the delay)

Say that five times fast.



It-Lies-In-The-Nature-Of-Men-To-Serve-Their-Causes-By-Slaying-Kings, Eternal Wielder of the Soul-Cleaving Bone

https://i.ibb.co/ZWYShj1/Untitled.jpg

LE Necropolitan Azurin Cleric of Torm 6

"In a distant land, there reigns a great and powerful king. At his command, roads are built, wars are fought, trade is established, and monuments are raised. His rule is merciless, but his land is prosperous and free of plague and famine, and so his people fear and love him both.

Now it happens that on one dark night, four men sneak into his palace, all with the intent to kill him. One is a retired hero, whose hometown has been ravaged by the king's armies, and who comes seeking retribution for the innocents slain there. One acts out of hatred of tyrants and love for liberty, and desires to deliver freedom to the kingdom's many subjects. One is an agent of a different crown, his action simply the extension of policy by different means. And one is a champion of death, who murders for the sake of murder, his deeds commanded by a dark and baleful god.

Now imagine you are a highly-esteemed guard, standing outside the king's bedchamber, sword drawn and ears peaked. You remember that the last time a king died, his sons fought among each other, and raised great armies, and did battle in the green valleys and lush fields of your hometown. You remember how brother killed brother, how people were driven to eat rats and tree-bark, how mass graves swarmed with rats. All this is a distant memory to you, but a memory nonetheless, and the images play through your mind as your watch drags on - when suddenly, a man emerges from the shadows, knife already drawn.

Out of our four killers, which one would you allow passage?"

It-Lies-In-The-Nature-Of-Men-To-Serve-Their-Causes-By-Slaying-Kings was born in a monastery. They grew up surrounded by devout servants of Torm, the god of duty, loyalty, and obedience. Two taints combined in their bloodline; the first the benign touch of incarnum, which left the child with an acute awareness of souls and their substance, and the second the chaotic influence of the Abyss, snaking its way through the bloodline ever since some distant ancestor's folly.

Pulled to Law and Good by Torm's church, to Chaos and Evil by abyssal taint, and to extremes of any kind by their Azurin character, It-Lies-In-The-Nature began to succumb to a strange sort of madness. At first, this insanity merely manifested as a warlike bent uncommon in priests of Torm, an eagerness to go out and deal violence on the wicked and criminal, but over time it grew worse. In terrifying nightmares that came to recur every night, the mad priest watched themselves die, then looked on helplessly as their soul was torn to shreds and condemned to the void, having been judged too contradictory to befit any particular afterlife. The fear of being spiritually inconsistent might sound abstract to you and I, but to someone who can feel their soul, who could feel the cosmic tug-of-war afflicting it - to such a person, it all seemed painfully possible.

In the end, their desperate embrace of undeath was as much an attempt to escape sleep as to escape final judgment. A well-hidden necromancer took long to track down, and no small amount of bribes to placate, but at last she agreed to perform the blasphemous act. And so, at the age of thirty-one, It-Lies-In-The-Nature died and was reborn.

The returned soul, flooded with negative energy, largely cut off from its azurin heritage, was functional. Not sane, not human, but functional, and for the first time in many years able to turn their shattered mind to philosophical matters without recoiling in horror.

In doing so, they came to a simple, straightforward conclusion: conviction breeds instability. A society that harbored Good and Evil, Law and Chaos, could not be a stable society, in much the same way that their own mind could not be stable while it was pulled between all those moralities.

And was it not the greatest task of Torm's faith to eliminate dissent? To ensure stability, obedience, adherence to duty? To fight those who would overthrow the order of society, flawed as it might be? Law, Evil, Chaos, Good: those things were different in many things, but alike in that they spurred their adherents to action - rash, destabilizing action. And thus crystallized a heresy: a heresy that condemned belief itself, enforced by a paradoxical sword that punished Good and Evil alike.

Be no hero! Be no villain! Serve no creed, take no oaths, pay the gods but token worship! Spend your days without a care for greater matters, and leave leadership to the leaders! Know no cause is worth your life! Obey your betters, work their fields, shelter behind their shields and blades, and live a long and happy life!

And as for those who still sought rebellion, who were prepared to die for the things they believed in...

...well, it seemed only suitable to give them what they wanted, right?

STR 16, DEX 12, CON 8, INT 12, WIS 15, CHA 14, ASI in wisdom.
Spoken languages are Common and Abyssal.



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


1st
Cleric 1
+0
+2
+0
+2
Concentration +4 (4), Knowledge (Arcana) +1 (1), Knowledge (History) +1 (1), Knowledge (Religion) +4 (4), Knowledge (The Planes) +1 (1), Spellcraft +1 (1)
Heretic of the Faith (Healing -> War), Heart of the NabasuAB, Martial Weapon Proficiency (Longsword)DB, Weapon Focus (Longsword)DB
Rebuke Undead, Pride Domain, War Domain, Spontaneous Domain Casting (Pride)


2nd
Cleric 2
+1
+3
+0
+3
Concentration +1 (5), Knowledge (Arcana) 1, Knowledge (History) 1, Knowledge (Religion) +1 (2), Knowledge (The Planes) 1, Spellcraft +1 (2)
-



3rd
Cleric 3
+2
+3
+1
+3
Concentration +1 (6), Knowledge (Arcana) 1, Knowledge (History) 1, Knowledge (Religion) +1 (3), Knowledge (The Planes) 1, Spellcraft +1 (3)
Craft Wondrous Item
-


4th
Azurin Cleric 4
+3
+5
+1
+5
Concentration +1 (7), Knowledge (Arcana) 1, Knowledge (History) 1, Knowledge (Religion) +1 (4), Knowledge (The Planes) 1, Spellcraft +1 (4)
-
Alignment Restriction Modification, Soultouched Weapon


5th
Cleric 5
+3
+5
+1
+5
Concentration +1 (8), Knowledge (Arcana) 1, Knowledge (History) 1, Knowledge (Religion) +1 (8), Knowledge (The Planes) 1, Spellcraft +1 (5)
-
-


6th
Cleric 6
+4
+5
+2
+5
Concentration +1 (9), Knowledge (Arcana) 1, Knowledge (History) 1, Knowledge (Religion) +1 (9), Knowledge (The Planes) 1, Spellcraft +1 (6)
Ordered Chaos
-



Epic feats:
1: Primordial Scion
2: Eyes of the Abyss
3: Cloak of the Obyrith
4: Initiate of Torm
5: Mark of the Triad
6: Fell Conspiracy
7: Blessing of the Godless
8: Demonic Skin
9: Goad

We lose 4000 XP performing the ritual of crucimigration and a bit more on crafting unguents of timelessness (though this comes down to less than 1 XP per coating); to acknowledge this XP loss I have removed the final feat from our progression.


Level 1: 3 // 2+1
Level 2: 4 // 3+1
Level 3: 4 // 3+1 // 2+1
Level 4: 5 // 4+1 // 2+1
Level 5: 5 // 4+1 // 2+1 // 2+1
Level 6: 5 // 4+1 // 3+1 // 3+1

Prepared + Domain:
0: Cure Minor Wounds, Cure Minor Wounds, Detect Magic, Detect Magic, Read Magic
1: Bless Weapon, Detect Evil, Protection from Good, Resurgence + Inflict Light Wounds
2: Bull's Strength, Find Traps, Silence + Eagle's Splendour
3: Bladebane, Dispel Magic, Mass Resist Energy + Inflict Serious Wounds

ECL 1: Heretic of the Faith lets us be a LE cleric of Torm, which has a couple awkward consequences. We spontaneously channel negative energy, and are prohibited from casting [Good], [Chaotic], or [Evil] spells. At the same time, we have an aura of Good that overpowers our aura of Evil throughout our career (even after we become undead).

Heart of the Nabassu will be nice in a few levels, when it can absorb the odd Wight energy drain or Fell Drain Sonic Snap. If that sounds like an underwhelming purpose for a feat; just wait and see.

Our domains are War and Pride, giving us access to Magic Weapon (indispensable at low levels) and Hypnotism (social encounter ender and very dangerous in E6, useful to appease suspicious fellow priests of Torm). We choose to cast Pride spontaneously, because on most days you either need Hypnotism multiple times or not at all, and it lets us fill domain slots with inflict spells in case we need emergency negative energy.

Aside from all that... we're a cleric, so we should get through low levels just fine in spite of our frailty. Prepare some healing while you still need it, go sword-and-board and kill some goblins, and stay alive for what comes next.

ECL 4: Azurin Cleric lets us do two things. Firstly, we get to make our weapon Lawful- or Evil-aligned, overcoming the appropriate DR and investing our one point of essentia to get a +1 bonus on damage rolls against Chaotic or Good targets. It's not much, but it's free, it lasts all combat, and we get five uses per day.

Secondly, we slightly modify our cleric alignment restrictions: rather than being limited by our deity's alignment in addition to our own, now only our alignment restricts what spells we can cast. That means that we can, somehow, channel LG Torm's power to cast [Evil] spells, which is going to come in very handy in a bit.

This is also the level where we undergo the ritual of crucimigration, sacrificing a level and 1000 XP to become undead. Your HP will actually go up as you do so, and you become capable of healing yourself with your domain slots, so while you'll be underleveled for a bit, you shouldn't struggle too much.

ECL 6: We've mostly been talking about alignment and undeath; when do the weapons come in? Here, actually. Our weapon of choice is the undead-only Boneblade spell, which takes a 6-inch bone and transforms it into a longsword of bone (our deity's favored weapon, in spite of it all) that gets +1d6 damage to living targets and another +1d6 to good-aligned ones. Now, normally this spell would last for an hour, but we can craft Unguent of Timelessness, which affects the blade because unlike other bladed weapons, this one was once alive. With time slowed by a factor of 1/365th, the one-hour spell now lasts over two weeks, so just find some time to cast it between adventures and you should be good. We can arguably even cast other spells on our weapon, like Silence or (soon) Bless Weapon, then dunk it into the Unguent-filled scabbard, making those buffs much longer-lasting and useful throughout the day.

(you might note the Boneblade doesn't help much against undead, but don't worry: you got rebukes for those!)

Ordered Chaos makes us even more of a mess alignment-wise; to detection spells we now have a Strong aura of Law and Good, a moderate aura of Evil, and a faint aura of Chaos. Note that this might actually work out to your advantage when running into particularly zealous paladins: Good undead do exist, and do show up as Evil on detection spells, so you might be able to bluff your way out even after showing up on the radar.

Low Epic: We turn hard into the Abyssal Heritor chain of feats, taking Primordial Scion, Eyes of the Abyss, and Cloak of the Obyrith as our first three epic feats. These give us +2d6 damage on all attacks against chaotic creatures, 30 ft. darkvision, +4 to spot and search (the latter makes us a pretty dang good trapfinder with Find Traps active), and DR 4/lawful (what's the last time you encountered a way to overcome that?). We then take Initiate of Torm to get a situational smite and access to Bless Weapon (which helps keep us relevant against evil creatures), which qualifies us for Mark of the Triad. Our 5 daily rebuking attempts (7 if we drop an Eagle's Splendour from our domain slot) can now be channeled as a swift action to make our weapon Holy or Axiomatic, adding 2d6 damage against evil or chaotic foes.

But wait, you ask: don't Evil creatures take a negative level while they're wielding a Holy weapon? And doesn't Ordered Chaos mean you can't even wield an Axiomatic sword safely? Well, yes. But that's what we took Heart of the Nabasu for! Four (soon to be five) times per day we can simply ignore the drawback of wielding a weapon opposed (or 'opposed') to our alignment, letting our Evil self bear a holy blade to smite all who believe a bit too much in Evil causes. And even if we find ourselves forced to eat a negative level, it'll go away in a round anyway.

High Epic: A pair of ceremony feats let us connect the full party with at-will Message, create a pool of immediate action healing to draw from, give everyone a bonus on saving throws against fear, and at times grant a massive bonus on Spot and Listen checks. Demonic Skin gives us a nice +3 to natural armor and slightly boosts our DR, spot bonus, and daily negative level buffer, and lastly Goad gives us something to do with our move action on turns where we're not charging or using Soultouched Weapon; by this point we have a respectable 42 HP, an AC in the mid-twenties (+8 armor, +2 shield, +1 dex, +3 natural plus enhancements and buffs), tons of undead immunities and what might as well be DR 5/-.

Our weapon is a +1 sword of bone, which in addition to its odd (but relevant!) material is also notable for being home to a bunch of contradictory moral inclinations: it's inherently harmful to good-aligned creatures, our heritage floods it with chaotic energies, and our faith can make it Holy or Axiomatic (the fact that it's a longsword is relevant here). We can also turn it into a Bane weapon with Bladebane, though the short duration warrants immediate immersion in unguent (where it'll stay good for multiple hours) or forces in-combat application.

When it comes to overcoming DR, the weapon is treated as Chaotic-aligned from Primordial Scion, can be made Holy as a swift action or Blessed with a spell slot, and can be made Evil- or Law-aligned with Align Weapon or the 4th-level Azurin Cleric feature.

Against living creatures, it deals 1d6 extra damage. Against good ones, it deals another 1d6. Against lawful foes, it deals 2d6 extra, and we can make it Holy or Axiomatic as a swift action to deal another 2d6 to evil or chaotic creatures, and against Good or Chaotic enemies we can give it a +1 insight bonus to damage rolls as well. Against something like a living Lawful Evil creature, we can easily deal 1d8+4+5d6 damage; higher damage output than even a craven sneak attacker or charging power attacker is likely to manage! And all this is before getting into our daily allotment of casting, which includes all the tasty buffs, helpful healing, and problem-solving that the cleric list offers.


Azurin, Azurin Cleric - MoI
Necropolitan - LM
Spontaneous Domain - PHB2

Heretic of the Faith - PoF
Heart of the Nabasu, Ordered Chaos, Primordial Scion, Eyes of the Abyss, Cloak of the Obyrith, Demonic Skin - FC1
Initiate of Torm, Mark of the Triad - CoV
Blessing of the Godless, Fell Conspiracy - EoE
Goad - RoS

Bladebane - UE
Boneblade - BoVD
Mass Resist Energy, Resurgence - SComp

Venger
2023-09-02, 08:26 PM
I think I've finally got a firm grasp on this one...



Master Lin: How I Learned to Stop Worrying and Grapple with the Grappling Rules

https://cdn2.iconfinder.com/data/icons/japanese-traditional-old-weapons/556/weapon-japanese-003-512.png

Race: SynadCPsi
Alignment: Chaotic Neutral (can be any chaotic)
Gender: Male
Classes: Oriental AdventuresWeb (http://rpg.nobl.ca/archive.php?x=dnd/bk/20030613a) DivineUA Bard 1 / Battle DancerDComp 1 / Mantled Psychic WarriorXPH 4

Ability scores: STR 12, DEX 16, CON 12, INT 12, WIS 12, CHA 14 (increase STR at ECL 4)

My brother, I hope this message finds you in good health, and that the courier did not try to overcharge you; I, lacking money, had to provide her with my jade pendant as collateral, and hope you can hold onto it until I visit you again.

I know it has scarce been a week since I last wrote, but I find myself restless and in need of a soul to tell my tales to, and I fear none in this place would believe me. In my last letter, I revealed my plan to venture to the Mountain Pass Keep and do good business there, as word reached me that a blight had left their food stores low. Eager to be the first to establish a profitable resupplying deal, I set out by myself at once, instructing the wagons to follow me once their business had concluded. Such was my pace that it took me only three days until I stabled my horse and set foot on the hazardous mountain road that snakes between the peaks and up to the fortress.

I had planned to traverse the pass before nightfall, as I knew the mountains at night are no place for a rich man alone. However, a mere hour from my destination, I found a rockslide had ruined the path, leaving me with precious few options. I could try and make camp on the slopes, and risk bandits and wolves - not to mention the rising frostwind, or I could seek a way around the rubble. Electing the second, I quickly found a narrow path winding upwards, and walked (or sometimes, climbed) my way along.

But rather than turn past the rubble, this road instead led to a cave, from which I to my surprise spotted light shining. My fear of bandits did not outweigh the creeping cold, and so I cautiously entered. The inside was plain, but warm and dry, occupied only by a monk warming himself at a small fire. He noticed me, invited me over, and introduced himself as Master Lin, a humble mystic who sought solitude and enlightenment in this barren place. His dedication, I noticed right away, had come at a price: one of his frostbitten feet was missing two toes.

To warm myself, I took out the flask of strong liquor that I keep on me at all times, and to my surprise Master Lin requested a share as well, swallowing down the brew with no apparent effort. Conversation proceeded easily after that; I spoke of the places I had visited, while Master Lin spoke of his youth at a distant monastery, whose venerable master would speak with him at length on matters of philosophy.

The mystic explained that ultimately, he grew dissatisfied with the passive life of a scholar, and his solitude was an aim to achieve martial as much as mental perfection. Reaching into the folds of his robe, he retrieved two thin chains topped with wicked sickles, and proceeded to whirl them around in a frantic dance, shifting here, then there, jumping over the chains as they whirred past, stilling their movement with a single jerk only to rapidly spin them up again. Never did the twisting weapons strike one another, nor did this feat appear exhausting or challenging to the thin man, and I watched the performance with fascination.

Looking back, at times I could have sworn I saw not one but three shadows dancing on the cavern wall behind him, but fatigue and the pleasant haze of inebriation dulled my suspicion, and I wrote it off as my senses playing tricks on me. I went to sleep safe and comfortable, and slept a sleep unmatched by anything in the preceding weeks.

When I woke, Master Lin was awake already; the holy man offered me a thin gruel to break my fast. When I asked him the quickest way back where I came, he smiled enigmatically, and simply instructed me to return to the landslide that had yesterday blocked my path. I did so, hesitantly, unsure what point there was in this deed.

But once I returned, I found the path cleared. Boulders the size of wine-barrels had been pushed aside and stacked into neat rows, piles of rubble had been toppled, a collapsed tree had been dragged to the side of the road. Wondering how this could have happened, I glanced at the thawing mud, where I spotted footprints far too large for any human to have made. They were easily half a meter in length, unshod and, to my shock, at times missing two toes. Frightened yet curious, I rushed back to Master Lin's cave, only to find it empty, the fire put out, his few possessions gone. Mocking, inhuman laughter then echoed through the pass, its source impossible to determine, and I fled in blind panic.

I rushed down the now-clear path, not ceasing my rapid march until I was within sight of the fortress. It was there that I realized my money-pouch had disappeared, as had my liquor flask. Perhaps they were taken in my sleep: perhaps they fell from me during my flight. I care not, and will not be returning for it, for it is clear to me that I survived a brush with a terrible yokai. Never will I travel the mountains alone!

Rejoice that you chose the life of a blacksmith, and are thus spared terrors like these! And if a monk bearing two chains ever enters your store, his face kind yet sly, then attend to his wishes, forge what he needs, and ask a fair price, but never, at any point, let your guard down. May you heed this advice, my brother, and live a long life!



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


1st
OA Divine Bard 1
+0
+0
+2
+2
Balance +4 (4), Bluff +4 (4), Concentration +4 (4), Sense Motive +4 (4), Sleight of Hand +4 (4), Perform (Dance) +4 (4), Tumble +4 (4)
Apprentice (Philosopher)PHBII
Bardic Knowledge, Bardic Music, Countersong, Fascinate, Inspire Courage, Spellcasting, Kusari-Gama Proficiency


2nd
Battle Dancer 1
+1
+0
+4
+2
Balance +1 (5), Bluff 4, Concentration 4, Sense Motive 4, Sleight of Hand 4, Open Lock +2 (2), Perform (Dance) +1 (5), Tumble +1 (5)
Improved Unarmed Strike
AC bonus, Unarmed Strike 1d6


3rd
Psychic Warrior 1
+1
+2
+4
+2
Balance 5, Bluff +1cc (5), Concentration +1 (5), Sense Motive 4, Sleight of Hand 4, Open Lock 2, Perform (Dance) 5, Tumble 5
Weapon Finesse, Improved Grapple
Manifesting


4th
MantledWeb (https://web.archive.org/web/20210211064050/http://archive.wizards.com/default.asp?x=dnd/psm/20070214a) Psychic Warrior 2
+2
+3
+4
+2
Balance 5, Bluff 5, Concentration +2 (7), Sense Motive +1 (5), Sleight of Hand 4, Open Lock 2, Perform (Dance) 5, Tumble 5
-
Freedom MantleCPsi (+10 speed while focused)


5th
Psychic Warrior 3
+3
+3
+5
+3
Balance 5, Bluff 5, Concentration +1 (8), Sense Motive 5, Sleight of Hand +1cc (5), Open Lock 2, Perform (Dance) 5, Tumble 5
-
-


6th
Psychic Warrior 4
+4
+4
+5
+3
Balance 5, Bluff 5, Concentration +1 (9), Sense Motive 5, Sleight of Hand 5, Open Lock 2, Perform (Dance) +1cc (6), Tumble 5
Scorpion's GraspSand
-



Epic feats (in order): Steady ConcentrationRoS, Combat Reflexes, Two-Weapon Fighting, Psionic TalentXPH, Snowflake WardanceFrost, Extra Music, Psionic Talent, Enhanced Synad MultitaskCPsi, Deft OpportunistCAdv, Psionic Talent

From level 2 on, Master Lin can cast 2 cantrips a day. His four known spells are Create Water, Cure Minor Wounds, Detect Magic, and Ghost Sound.

Master Lin's powers known, listed in order of acquisition, are Expansion, Inertial Armor, Dimension Hop, and Grip of Iron.

Master Lin's power point totals are:
ECL 3: 3
ECL 4: 5
ECL 5: 7
ECL 6: 10
Epic4: 12
Epic7: 15
Epic10: 19

First of all, let's explain the race. Synads are human-passing aberrations that long ago fled their home plane via the plane of shadow. This means they can plausibly appear on Rokugan, because the plane of shadow adjoins this world; we know this because Oriental Adventures' tattooed monk can generate a Shadow Walk effect. We make use of them for a couple reasons. First of all, favored class (any) was necessary to avoid multiclass penalties. Secondly, we get +3 power points, which should help enable our PP-hungry strategies in the early game. And lastly, we can 1/day (eventually 2/day) manifest a power as a swift action, which aids in getting Expansion up without cutting into our attacks. There's some other benefits too, which we'll discuss in a second.

This build is essentially an attempt to create the classic 'monklike martial artist' archetype but with a decidedly chaotic bent. We make use of the kusari-gama, one of the more obscure core weapons, which is tucked away in the DMG (page 144). It's basically a short sword with spiked chain properties: has reach, can attack adjacent foes, can be used to trip, can be used to disarm (the latter two are viable combat actions for us at low levels).

No class innately gets proficiency with this weapon, requiring a feat or Master of Masks-type shenanigans - no class, except the bard. Specifically, the oriental adventures bard, an ultra-obscure ACF written to adapt bards to 'eastern' settings, which lets them choose to have kusari-gama proficiency.

So what? You may ask. Bards already have a flexible reach weapon they can use! Whips are right there! To which I say: 1) whips don't actually threaten throughout their reach and 2) whips are one-handed weapons, kusari-gamas are light. Why does that matter? Multiple reasons, actually, but let's focus on the big one: Scorpion's Grasp.

This little feat from Sandstorm lets us try to grapple (Improved Grapple-boosted, Expansion-boosted, Grip of Iron-boosted) anyone we hit with a light or one-handed weapon... like anyone moving through our 50 ft. wide (when expanded, so from our first turn on) threatened area. The synergy with reach weapons is obvious, because if you grab someone, you don't actually move into their space until the start of your next turn. That means that during our enemy's turn, they cannot move towards us (they are grappling; grappling blocks movement), they cannot attack us if they lack sizeable reach, they take all the penalties that grappling imposes on spellcasting (or SLA use!), and they don't threaten or get dexterity to AC, which means our allies can easily move into a flanking position and start hammering the poor sod. Also, whenever we start a grapple we deal damage as if we hit the target with our unarmed strike, which thanks to battle dancer hurts quite a bit.

(Moreover, if we're Expanded we can simply choose to hold medium-sized creatures with a single limb, and because we aren't considered grappling, we get to stay right where we are and keep threatening our area. Sure, they'll probably succeed on their check to escape if we do that, but that's still a turn wasted without loss of actions on our part)

But sure, after a turn of being sitting ducks, we're forced to move into their space and actually fight them. At that point, the fact that the kusari-gama is a light weapon means we can keep wielding it and attack every round without even taking the -4 penalty that'd normally apply, giving us a significant edge in the grapple war (especially because many enemies will be forced to resort to weak single natural attacks or even unarmed strikes). Even a spinning sword or spiked chain can't do that, let alone a whip!

Now, that's nice, but what if you, god forbid, don't want to deal with the hassle that's grappling? What if you just want to ruin your enemy's turns, while still full attacking during your own? Or what if you quickly have to attend to a different problem on the field? Enter Dimension Hop, also known as Get Out Of This Grapple Right Now As A Swift Action. Manifesting it while grappling does require a DC 21 concentration check... which between our maxed-out ranks, our constitution bonus, the +2 from apprentice, and our ability to take 10 from Steady Concentration we are guaranteed to make. At that point, you're 10 feet away from your enemy and you can full attack to immediately lock them down again, often staying out of their reach for another turn that way.

(and because the mandatory start-of-turn movement towards your grappled foe is free, you can actually use this to do tactical positioning and still full attack! I imagine it looks like some kind of spider-man move, where you're ensnaring someone at a distance and launching yourself there with the leverage this provides)

To get more attacks and thus more grapple attempts, we grab Combat Reflexes for 4 AoOs a turn. We also make use of the fact that kusari-gamas are a light weapon and invest in TWF, and to ensure all those attacks hit we pick up Snowflake Wardance (which affects 'any slashing melee weapon you wield in one hand' and thus works with TWF) giving us dexterity and charisma to hit on top of our solid +4 BAB (and eventually, the +4 on AoOs from Deft Opportunist).

Lastly, we take a few copies of Psionic Talent, for the simple reason that our combat routine is quite PP-intensive. Assuming four encounters a day, we now have enough for our two multitasks, one inertial armor, and four PP in fight; enough to manifest Expansion followed by a few Grips of Iron / Dimension Hops.

What about our defenses? We have +5 fortitude (+4 base, +1 con), +8 reflex (+5 base, +3 dex), and +8 will (+3 base, +1 wis, +2 synad, +2 apprentice). Our AC with inertial armor is 14+dex+cha, or 19 under ordinary circumstances; so we have all the bulk of a fighter but none of the encumbrance. In fact, we're faster than most creatures, thanks to the freedom domain. At higher levels we can even consider augmenting IA to get another point of AC out there. And remember that most creatures who get close enough to us to attack will be grappled, so they take -4 on attack rolls anyway. Our HP is a bit less impressive, with only 6+5d8+6 or 34 hit points, but with reflex and AC this great, it's not that big of a deal.

And how's our utility? Well, our skills aren't amazing, but we got enough ranks in Bluff and Sense Motive to be a solid trickster-face (and both give a synergy bonus to diplomacy as well), we can pick pockets, bypass average (DC 25) locks with only basic thieves tools, earn decent money with our dancing, and from time to time contribute a useful cantrip (or craft some downtime alchemical items). We can also bring our bard training to bear and Fascinate people with a save DC of 1d20+8, or roll bardic knowledge checks that Synad can enhance via PP expenditure. It should be clear that we have more depth than your typical grapple barbarian or psychic warrior.

The result is a cool variant on the spiked chain lockdown archetype, somewhat unique in the feats and classes used, as well as the overall strategy; rather than tripping or Stand Still, we stop our enemies by grappling them, which simultaneously grants us free movement, damage, and area control. Most importantly, we make use of an obscure and weird weapon, which is literally the only weapon that this build can work with, and double down on it by taking up dual-wielding.


So the way I read it, grappling restricts what actions you can take, but does not restrict actions already in progress. If I TWF I can hit one foe, start a grapple, hit a different foe with a different weapon, and independently start a grapple there as well (this also makes sense from a narrative perspective, imo). Assuming I don't try to hold them with one hand, they're both considered to be grappling with me, and I am considered to be grappling with both of them, and the grappling rules generally proceed as normal.

The only question mark is the line "To maintain the grapple for later rounds, you must move into the target’s space", which is underspecified if 'target' refers to two separate creatures. However, it doesn't really matter what the DM rules here: whether we all get moved into one space, move into one space but remain grappling the other, move into one space and let go of the other, or end both grapples per the 'immediately let go' clause; we can make it work. This is a very robust build that doesn't need to delve into the nitty-gritty of grappling rules to be dangerous, so small ambiguities like this don't really bother us.

Venger
2023-09-02, 08:26 PM
I'm a fan of this build.


Ghrask’r Traskull watched the second to last of the elven warband far. The elven leader had walked right into their trap, and his soldier’s javelins had taken out most of the force. He had felled the elven wizard with his initial charge, and after that, the elves’ formation broke. After a few minutes of chasing the elves managed to rally around a bard who spurred them to fight back with renewed intensity. It hadn’t been enough, however, and now the bard was the only one remaining. The bard was a slender elven woman in chain armor. She carried no weapon, as far as Ghrask’r could tell, and Ghrask’r could see the fear in her eyes.
As his warband prepared to charge, the elf spoke. “Ghask’r Traskull!” she yelled. “If you’re brave enough to lead this tribe, face me alone.” Her voice shook as she spoke, and the orcs surrounding her started to laugh.
“You’re brave.” Ghask’r replied. “You’ll make a fine prisoner. I’ll grant your request. Men, stand back. I'll handle this alone.”
Ghask’r hefted his massive axe and charged at the elf. As he closed in, he watched her stance change from one of a non-combatant to one of a trained warrior. At the last moment, she stepped to the side and reached for a slender object at her hip. The last thing Ghask’r saw was the elf woman slash at him with a weapon that looked like a fan.

Ekenor smiled as the orc chief fell. It seemed Tarken’s foolishness hadn’t quite doomed them all. She sheathed her fan as the orcs around her stared at their leader’s body. “Anyone else want a duel?” she asked, and paused for a moment. When no response was forthcoming she continued. “Fine by me. Well, when you get back to your leaders, tell them Ekenor Quick-Fan is here and that they’d better be more careful.”

CG Desert Elf Bard 6
Str 8-2 Dex 15+2 Con 12 Int 12 Wis 8 Cha 18
+1 to dex at 4th level

Languages- Common, Elven, Orc

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Bard 1 0 0 2 2 Iaijutsu Focus 4 (+4), Perform (Dance) 4 (+4), Sleight of Hand 4 (+4), Disguise 4 (+4), Hide 4 (+4), Move Silently 4 (+4), Bluff 4 (+4) Aereni Focus (Iaijutsu Focus) Bardic Music, Bardic Knowledge, Countersong, Healing Hymn, Inspire Courage +1
2nd Bard 2 1 0 3 3 Iaijutsu Focus 5 (+1), Perform (Dance) 5 (+1), Sleight of Hand 5 (+1), Disguise 5 (+1), Hide 5 (+1), Move Silently 5 (+1), Bluff 5 (+1)
3rd Bard 3 2 1 3 3 Iaijutsu Focus 6 (+1), Perform (Dance) 6 (+1), Sleight of Hand 6 (+1), Disguise 6 (+1), Hide 6 (+1), Move Silently 5, Bluff 5, Hidden Blade Quick Draw Inspire Competence
4th Bard 4 3 1 4 4 Iaijutsu Focus 7 (+1), Perform (Dance) 7 (+1), Sleight of Hand 7 (+1), Disguise 7 (+1), Hide 7 (+1), Move Silently 7 (+2), Bluff 5, Hidden Blade
5th Bard 5 3 1 4 4 Iaijutsu Focus 8 (+1), Perform (Dance) 8 (+1), Sleight of Hand 8 (+1), Disguise 8 (+1), Hide 8 (+1), Move Silently 7, Bluff 5, Hidden Blade, Sudden Draw
6th Bard 6 4 2 5 5 Iaijutsu Focus 9 (+1), Perform (Dance) 9 (+1), Sleight of Hand 9 (+1), Disguise 9 (+1), Hide 9 (+1), Move Silently 9 (+2), Bluff 5, Hidden Blade, Sudden Draw Weapon Finesse, Song of the Heart (B)

Epic Feats [/td][td]
Feat 1 Flick of the Wrist
Feat 2 Exotic Weapon Proficency (Collapsing Crescent Fan)
Feat 3 Goad
Feat 4 Snowflake Wardance
Feat 5 Extra Music
Feat 6 Ability Focus (Bladeweave)
Feat 7 Lyric Spell
Feat 8 Draconic Aura (Vigor)
Feat 9 Improved Initiative
Feat 10 Extra Music (2)

Level 0 per Day 0 Known 1st per Day 1st Known 2nd per Day 2nd Known [th][B]
[tr] 1st 2 Summon Instrument, Mage Hand, Mending, Detect Magic - - [td]
[tr] 2nd 3 Daze 1 Cure Light Wounds, Master's Touch - [td]
[tr] 3rd 3 Prestidigitation 2 Disguise Self - [td]
[tr] 4th 3 3 1 Bladeweave, Cure Moderate Wounds [td]
[tr] 5th 3 4 Secret Weapon 2 Misdirection [td]
[tr] 6th 3 4 3

Level 1-5:
Ekenor begins her career as a fairly normal bard with skill in Iaijutsu Focus. She usually blends into the background, occasionally starting off battles by throwing weapons like daggers to gain bonus damage from Iaijutsu Focus. Her skills help her remain inconspicuous and blend into the background. As she levels up she becomes better at inspiring courage and helping out her comrades with Healing Hymn. 3rd level brings quick draw, making it easier to pick off wounded foes, and 4th brings 2nd level spells. Here is where Ekenor starts to use her 1st level slots on Master’s Touch for her Collapsing Crescent Fans. Despite her poor strength, the fan combined with the Hidden Blade skill trick and the spell Bladeweave, allow her to surprise and potentially daze foes that get near her. This is her main tactic, and it only increases in effectiveness as time goes on. 5th level brings Sudden Draw, making it slightly easier for Ekenor to land an Iaijutsu Bladeweave on an opponent.

Levels 6-16:
At level six, Weapon Finesse makes Ekenor’s hits much more reliable and Song of the Heart doubles the strength of her Inspire Courage. Now, Ekenor’s main tactic is to start singing and then, readying an attack on opponents getting near her. Flick of the Wrist, her first E6 feat, makes this much easier, allowing a flat footed attack against most opponents. Exotic Weapon proficiency frees up most of Ekenor’s first level slots from Master’s Touch to let her be a much better healer. Goad is another way for Ekenor to force enemies to attack her and expose themselves to Bladeweave. It’s not one hundred percent reliable, but Ekenor’s songs still should eventually draw the enemies to her. Next feat is Snowflake Wardance, which stretches Ekenor’s bardic music uses per day quite thin, but boosts her hit to extremely high levels. With inspire courage, Snowflake Wardance, and against a flat footed opponent her attack bonus is +18. Extra music helps her get all of her buffs up more reliably, and Ability Focus (Bladeweave) makes her signature spell more reliable. Lyric Spell lets Ekenor make sure she casts Bladeweave every battle. Draconic Aura (Vigor) helps Ekenor heal her comrades, combining her two secondary jobs. Improved Initiative helps her buff her party more reliably and her last feat, more Extra Music, makes sure she can afford Lyric Spell, Inspire Courage, Snowflake Wardance, and Healing Hymn.


PHB-Bard, spells not listed elsewhere, feats not listed elsewhere, base elf
Player’s Guide to Eberron- Aereni Focus, Eberron Bard, Song of the Heart
Oriental Adventures- Iaijutsu Focus
Unearthed Arcana- Desert Elf variant
Complete Champion-Healing Hymn
Sandstorm- Collapsing Crescent Fan
Complete Adventurer- Goad, Bladeweave, Extra Music, Lyric Spell
Cityscape- Secret Weapon
Dragon Magic- Draconic Aura
PHB II- Vigor Draconic Aura
Complete Warrior- Flick of the Wrist
Frostburn- Snowflake Wardance


And those are our dishes! Judges, to you!

H_H_F_F
2023-09-03, 01:09 AM
Great turnout, guys! I won't reveal what yet, but one build here featured something I've been planning on using for a long while, if an appropriate round ever came up.


(gosh I'm old! We're all so old!)

I am NOT old. How does talking about 2009 make you old? That's just...

14 years ago.

****.

AvatarVecna
2023-09-03, 02:44 AM
I was gonna do a build combining animal handling and bombardment ruled. It was getting kinda convoluted to justify though.

loky1109
2023-09-03, 03:47 AM
Table.

Name Alignment / Race Class Levels Weapons of Choice Chef Judge 1 Total Place
The Bowler (https://forums.giantitp.com/showsinglepost.php?p=25859750&postcount=27) CG Human Human Paragon 2/Immediate Magic Martial Wizard 1/Warblade 1/Bloodstorm Blade 2 Glot
Throwing wheels (https://forums.giantitp.com/showsinglepost.php?p=25859755&postcount=28) ?? Lesser Wispling Hit and Run Skilled City-Dweller Dead Level Fighter 6 Cutting Wheel
Ebon Flash (https://forums.giantitp.com/showsinglepost.php?p=25859756&postcount=29) TN Star Elf Warblade 5/Hit and Run Sneak Attack Fighter 1 Rod of the Tower (short sword)
Zaldar es-Zhakan (https://forums.giantitp.com/showsinglepost.php?p=25859758&postcount=30) LN Minotaur Decisive Strike Overwhelming Attack Monk 1/Skilled City-Dweller Fighter 4/Skilled City-Dweller Ranger 1 Shuriken
Cassia (https://forums.giantitp.com/showsinglepost.php?p=25859759&postcount=31) TN Human Amazon 6 Rapier, Javelin
Vyuqi (https://forums.giantitp.com/showsinglepost.php?p=25859760&postcount=32) CE Azurin Undead Stalker Arcane Hunter Wildshape Spiritual Totem Ranger 1/Hunting Berserker Strength Ferocity Whirling Frenzy Unholy Fury Wolf Barbarian 2/Hit and Run Sneak Attack Thug 1/Warblade 1/Gladiator 1 Mau-Jehe (short sword)
Crusy Limey (https://forums.giantitp.com/showsinglepost.php?p=25859761&postcount=33) CN Desert Orc Ranger 2/Wolf Totem Barbarian 2/Fighter 2 Shield Spikes, Armor Spikes
Sha (https://forums.giantitp.com/showsinglepost.php?p=25859762&postcount=34) LG Azurin Duskblade 1/Knight 1/Fighter 2/Spiritual Lion Totem Wolf Totem Whirling Frenzy Barbarian 2 Warhammer-Longsword-Battleaxe
Gáe-Lvan Eized (https://forums.giantitp.com/showsinglepost.php?p=25859768&postcount=35) CG Azurin Duskblade 2/Hit and Run Fighter 1/Incarnate 3 Heavy Salamander Short Spear
It-Lies-In-The-Nature-Of-Men-To-Serve-Their-Causes-By-Slaying-Kings, Eternal Wielder of the Soul-Cleaving Bone (https://forums.giantitp.com/showsinglepost.php?p=25859876&postcount=36) LE Necropolitan Azurin Spontaneous Domain Casting Azurin Cleric of Torm 6 Boneblade (Longsword)
Master Lin (https://forums.giantitp.com/showsinglepost.php?p=25859877&postcount=37) CN Synad Oriental Adventures Divine Bard 1/Battle Dancer 1/Mantled Psychic Warrior 4 Kusari-Gama
Ekenor Quick-Fan (https://forums.giantitp.com/showsinglepost.php?p=25859878&postcount=38) CG Desert Elf Healing Hymn Eberron Bard 6 Collapsing Crescent Fan

That's amazing!

I thought my entries are pretty original when I made them. I'm looking on other entries now and I'm not so sure anymore.

The Viscount
2023-09-03, 09:24 AM
I love that we all ended up going for different weapons.

Inevitability
2023-09-03, 10:21 AM
Great turnout this round! Some very cool builds in there too, there's one in particular that I'm -incredibly- impressed with.

I'm surprised to see nobody use the Fukimi-Bari (mouth darts) from OA: three hits per attack seems like the kind of thing someone would optimize. I had the idea of playing a Wildshape Ranger using Aberration Wild Shape to turn into a Gibbering Mouther, then making the cheesy argument that on a full attack we could spit three darts from all our mouths, then adding on Hellsworn to get +1d6 damage to each of those 18 individual hits, but it just seemed a little too ridiculous. I did have some cool fluff for it, something about a mortal being invested with the power of Malbolge, that one fleshy/body horror layer of hell.

Also thought about a whip build, going Female Deepwyrm Half-Drow Cleric 1 / Drow Paragon 1 / Maiden of Pain 4 (Drow Paragon to get intimidate as a class skill without getting into shenanigans or having to pick a bonus feat race, plus it lines up great with Danbrath's flavor), but whips seemed a bit basic and I wasn't able to justify its use all that well beyond 'eh, touch spells at range I guess'.

loky1109
2023-09-03, 10:53 AM
I love that we all ended up going for different weapons.

There are two short swords. )

The Viscount
2023-09-03, 02:44 PM
There are two short swords. )

Only in the loosest of senses.

Korahir
2023-09-04, 02:42 AM
Great round guys. Sadly I couldn't finish center my builds around a weapon enough to like it and go for a submission. On the topic of feeling old: I am pretty sure I know the chef of Gáe-Lvan Eized. Why does this make me feel old? Can't answer without giving too much away.
But I also have strong suspicions who cooked The Bowler and Sha. Those are just educated guesses though.

Venger
2023-09-04, 09:06 AM
Corrected a transcription error with the last build, the name is Ekenor Quick-Fan, not Ghrask'r.

Very excited to dig into these dishes and examine their combat tricks more closely.

The Viscount
2023-09-05, 09:15 PM
Great round guys. Sadly I couldn't finish center my builds around a weapon enough to like it and go for a submission. On the topic of feeling old: I am pretty sure I know the chef of Gáe-Lvan Eized. Why does this make me feel old? Can't answer without giving too much away.
But I also have strong suspicions who cooked The Bowler and Sha. Those are just educated guesses though.

I would love to hear your thought process on this after the reveal.

MinimanMidget
2023-09-05, 10:28 PM
I feel simultaneously compelled to judge this round and intimidated by the amount of work involved. No promises, but I'll see if I have time.

Goldlizard
2023-09-11, 11:19 AM
I will judge this round, sometime in the next few days

The Viscount
2023-09-11, 07:13 PM
Wonderful! Thank you in advance for your efforts.

daremetoidareyo
2023-09-19, 10:29 PM
Remind me. Have we a judge?

Venger
2023-09-19, 10:30 PM
Yes, GoldLizard has volunteered.

AsuraKyoko
2023-09-20, 03:22 PM
I'm pretty excited to see the results.

Goldlizard
2023-09-22, 08:44 AM
Hey y'all! Should be done this weekend, sorry for taking so long

daremetoidareyo
2023-09-22, 09:17 AM
Hey y'all! Should be done this weekend, sorry for taking so long

Thank you. There’s some wild stuff in these builds. It makes sense it takes a bit.


Thank you

Goldlizard
2023-09-27, 08:35 AM
Update: Got sick and have essays and exams. I am down to the last three

Venger
2023-09-27, 08:40 AM
Thanks for the update. Hope you feel better soon.

Goldlizard
2023-10-06, 11:15 AM
Sorry that took so long. A whole lot of personal stuff happened, and this is my first time so I apologize in advance for any errors/unfairness.






First Impression: Good job, honestly. I skimmed through all the responses, and while a warblade isn’t the most unique dip, you didn’t take more than 1 level, and both Bloodstorm Blade and Human Paragon work well in this build.

Originality: 5
I won’t be penalizing for the use of a single level of Warblade here- it’s clearly because you needed a prerequisite for Bloodstorm Blade, an extremely unique class. A single level wizard dip to better use the Glot (A weapon i have never seen used before) is really nice, and one of the rare spellcasters in this contest.

Elegance: 4.5
Really solid here- the build works well and everything combos as well as expected. I have a few gripes, namely
-Your first three levels are very underwhelming, partially because all the abilities that charge your weapon come up in the last three- leaving you as a reasonably skilled human with first level casting.
-Your first 4 levels are a little messy, taking 3 classes as 4 non-consecutive levels

Power: 3.5

This is where you really get hurt in my eyes, honestly. The build is pretty helpless at low levels, giving you a crappy weapon to start with and for three levels, you only have 1st level wizard casting as offense. It admittedly does become better later with Boomerang Throw and other feats combining with your maneuvers to make it admittedly quite strong, but you have to survive halfway to epic on almost nothing.

Use of Secret Ingredient: 4.5

You get a combo piece at 2nd level (that doesn’t increase damage, only range) and nothing else until 4th level. The entire build is centered around the weapon, yes, but it’s going to be not very helpful for most of it.



Total: 17.5/20




First impression: .. this is a really weird build. It’s straight fighter 6, which works, but I can’t help but wonder if there was any other class you could have included?

Originality: 4
Straight fighter is pretty boring. You did use a unique weapon and a unique race, also a couple unique feats.

Elegance: 4.25-.5=3.75

Marking off .25 for whatever is happening with your skill ranks- I think you meant to start at 8 and get +2, but you wrote 18.
Marking off another .25 for not mentioning you took the Dead Levels anywhere on the build itself

Besides that, manyshot only works with arrows despite you having it, which rather significantly throws off your stated damage calculations. Also, your skills are decent for a melee combatant or someone who wants to escape melee, but as a ranged combatant Spot is also important

Power: 4

Without manyshot (which doesn’t apply to thrown wheels) your damage isn’t great. I’ll admit that combo attacking is a pretty solid strategy with your multiple damage feats, but you’re riding a lot on maintaining 20 feet of distance.

Use of Secret Ingredient: 3

You have basically built an archer and stapled an exotic weapon proficiency onto it. You have 18 feats, and of them 5 (Exotic weapon prof, two-weapon fighting, improved two-weapon, wind and fire, and flay foe) are the only ones that wouldn’t be found on a generic archer build.

Total: 15




First Impressions: I’m thinking this a pretty functional build, my one contention being how quickly it can get it’s signature weapon. As with the entry above, it is unclear how much of the build you would actually be able to use your unique weapon,

Originality: 4.25

Warblade/fighter isn’t anything crazy- though I’ll admit that Star Elf is a pleasant surprise, not often I see elf variants in martial builds. I am not handing out big penalties for Warblade because it’s a versatile class that works well with the format of this challenge.

Elegance: 4.25

Well built all around- Itaijutsu focus is an interesting way to manipulate an exotic weapon that isn’t a gnomish quickrazor, and to great effect. Your ability choices are relatively generic for a martial, but I am inclined to forgive that because I struggle to see any situation your build will work as well as it does without the Rod, good job

Power: 4.5

This is a potent build, honestly. Using your Itaijutsu focus and repeated item to trigger it is a brilliant way to deal massive melee damage. I can’t really poke any holes in this build beyond general melee build weaknesses. Good job.

Use of Secret Ingredient: 4
This hurts a bit because I really like the build, but as with the Wheel Thrower your build is just an Itaijtsu quickrazor build that uses a different weapon. IF is itself a viable option for this tournament so it doesn’t hurt you overmuch, but not really using Spider Climb and Expeditious Retreat feels like a missed opportunity.

Total: 17



First Impressions: This is an interesting build and quite high damage, however…

Originality: 4.75
I can confidently state I did not walk into this contest thinking “I’ll see a psychic monk minotaur ninja” and that is a large point in your favor here.

Elegance: 4
This one was hard to judge and I argued over it’s overlap with power, but I have a few issues here. The biggest one being that your level summaries consist of (with one exception) a few numbers talking about how much damage he could do. It’s just kind of… odd? No mention of effective ranges, ranks in concentration but not Search, Spot or Listen, ect.

Power: 3.5
You get a ton of points in raw damage. Zaldar has insane damage potential, especially against undead. You lose a ton of points, in turn, because Zaldar can punch good or throw a strong shuriken and nothing else. He has no skill tricks, no special powers, his tactics consist of throwing stars and punching people. What does he do against 20 weak enemies? What does he do against a longer ranged enemy? What does he do against a grappler? Ect, ect.

Use of Secret Ingredient: 4.5
This is a build squarely centered around throwing and throwing shurikans in particular, using monk from the get go to use it’s special weapon.

Total: 16.75





First Impressions: I have never heard of or seen Amazon before, so good job with that.

Originality: 4.5
Human and weapon choice are somewhat uninspired, but I’m being charitable and giving you oodles of points for taking every level in such an obscure class, as well as using Incarnum. You go!

Elegance: 4.5
The build functions well and does everything it is intended to do. There are no utterly insane synergies, but everything is built well to serve your purpose.

Power: 4.75
Jumpin’ jimmy this build is crazy. Multiple attacks with the variety of amazon powers and your collection of feats will be pushing out high damage on a multitude of targets at once. However…

Use of Secret Ingredient: 2.5
You used your weapon effectively and built your build perfectly around it. However, your weapon of choice was neither exotic nor unusual. I give half points for perfect execution of a flawed premise

Total: 16.25





First impressions: I have no idea how to pronounce this name. Very interesting story, incredibly unique build. This will probably be good.

Originality: 5
I still have to look back at this build as I type this because WOW. I have never seen a build packed with so much variance and change, along with a unique weapon type, race, and fighting style.

Elegance: 4
This build is… difficult. Everything works out, but every single level is a mess of trades, interactions, triggers, ect. It’s chaotic and extremely difficult to read, so I’m subtracting a point from the total, but you get the rest of the points for finding a way to make it work.
Power: 4
This is another one that’s hard to get a read on. With this many abilities and features, you’re getting powerful, and versatile options out of it, but I am unsure about the pure direct damage potential on a moment to moment basis- how much do you need to set up, how much actually synergizes, ect ect.

Use of Secret Ingredient: 5
This build is a madcap of feats and features that unlocks a special weapon at level one and uses it to best effect, every single level and every single feat working towards the goal of using this weapon. This is the platonic ideal of this challenge.

Total: 18





First impressions: An interesting shield-weapon based build.

Originality: 4
A shield basher isn’t unheard of, and I have seen these kind of builds work. However, an elf-crushing ork is an interesting design space.

Elegance: 4.5
Well built and everything works together, this is a build that works well together and synergizes well with itself.

Power: 3.5
It’s a solid build for what it is, but it has relatively few tricks and relatively low damage for other builds with other weapons

Use of Secret Ingredient: 4.25
This build starts with a shield bash and stays with a shield bash, keeping this design philosophy throughout. It relies on generic weapon feats to carry it through the upper levels, which is about the only major mark against it.

Total: 16.25





First impressions: I am inclined to agree with your assessment of this feature- it explicitly says that you get the weapon, singular. So I will be running with the hamaxwsword’s d8 dice and the crit threat range is not a large issue.

Originality: 5
As with the minotaur entry, I may have come in expecting a fighter/barb Azuran using incarnate weapon. I did not expect a three-alignment monster wielding a triple weapon.

Elegance: 4.75
Incarnate weapon is an odd ability that is probably not supposed to work like that but does anyway. Taking a few points off but going strong

Power: 4.5
This is a strong build that uses what are supposed to be mutually exclusive feats simultaneously to deliver a collection of dangerous effects with each blow. Nice!

Use of secret Ingredient: 4.75
Your weapon comes on line at level 3 and you use it effectively from level 1. This is a literally unique weapon that you use to maximum effectiveness.

Total: 19





First Impressions: Lighting bolt! Jokes aside, this looks like a cool build using a spear that I haven’t seen before.

Originality: 4.5
Your build elements aren’t unique, but you combine them in a very special way that I’ve never considered before. Well done with using retributive lightning *and* fire to be extra scary, though

Elegance: 4.5
A great build and a unique combination of features to gain a menagerie of abilities on a short budget.

Power: 4.5
I would give you the full 5, but this build struggles with damage dealing against things that have relatively common energy resistances or absorptions, and struggles with ranged damage. Other than that, this build deals insane damage by using conductive abilities.

Use of Secret Ingredient: 5
As is my standard for 5 in this category, you start from level 1 using this weapon and using it’s unique attributes. Many of your feats and abilities would be useless or significantly less useful without this specific weapon.

Total: 18.5





First impressions: ILITNOMTSTCBSK is most likely an abyssal exalt with that name and picture. Their backstory is cool as hell, and they are the only cleric i’ve seen in this contest- much less a straight cleric. Let’s see where this goes.

Originality: 5
Very unique build style, Incarna itself isn’t crazy, but the use of a full caster as all of your levels is amazing in terms of unique abilities.

Elegance: 4.5
Very nice build and everything works well. Alignment and cleric casting is a bit of a clusterduck, but it all works out in the end.

Power: 4.5
Intense build here. They have a lot of persisted buffs on a pretty potent weapon and the most confusing aura to have ever existed. Full casting is a boon that you make the best out of to fight.

Use of Secret Ingredient: 4
You don’t get your signature weapon until level 6. Which absolutely sucks. Fortunately, you have a different weapon until then that works, and you’re a full caster. Also, once you get it, your weapon is immensely dangerous to your enemies.

Total: 18





First Impressions: This is a weird build. Good story, good presentation, and looks really special to me. Let’s dig in!

Originality: 5
Unique race, weirdly one of the few psions here, starting as an oriental adventures bard and taking only 1 level of battle dancer. I… can’t think of anything obvious about this build, really. Every aspect of this build is weird, crazy, and I love it.

Elegance: 5
This is a really cool build! The use of this weapon is super weird and special, and you make the most of it’s strange array of weapons to maximum effect, combining reach and combat feats in a smooth and intuitive way

Power: 5
I wanted to rate this at 4 for a relative lack of direct damage capabilities, but I can’t penalize any build on power when it’s able to grappling hook someone with a sword from 50 feet away. This build is a versatile monster that has an array of tricks across all levels to deal with various threats.

Use of Secret Ingredient: 5
I hemmed and hawed over this perfect score, but this build man. I cannot find a flaw with it- every moment of it follows the exact requirements and ideals I put for myself when I set out on this. Bravo.

Total: 20





First Impressions: An interesting character class and an interesting race choice, along with a new and special weapon? Color me impressed, let’s get into it.

Originality: 4.5
Full bard levels manipulating a unique weapon on a relatively rare and thematically appropriate race? Color me interested. Itaijutsu focus isn’t a new thing, but it’s undeniably effective with this weapon.

Elegance: 4.5
A lot of parts of your build don’t contribute to your ability to fight things with your weapon of choice, but you don’t actively sabotage that ability.

Power: 4
You’re a good weapon user. Not extraordinary, but I’m adding a point here because you’re also a good support, which is a valuable position in a party. Solid build overall but would benefit from tighter focus.

Use of Secret ingredient: 4
Your build, as noted above, is split in focus and it suffers because it loses the opportunity for some abilities to focus harder on the secret ingredient. However, you’re only losing rather tangential benefits and the weapon is very central to your build

Total: 17





EDIT: I'm kinda shocked I got the formatting on the first try

H_H_F_F
2023-10-06, 01:57 PM
Thanks for judging, Goldlizard! I didn't participate this round, but judges are in short supply and always appreciated.

loky1109
2023-10-06, 03:21 PM
Updated table

Name Alignment / Race Class Levels Weapons of Choice Chef Goldlizard Total Place
The Bowler (https://forums.giantitp.com/showsinglepost.php?p=25859750&postcount=27) CG Human Human Paragon 2/Immediate Magic Martial Wizard 1/Warblade 1/Bloodstorm Blade 2 Glot 17.50 17.50 5th
Throwing wheels (https://forums.giantitp.com/showsinglepost.php?p=25859755&postcount=28) ?? Lesser Wispling Hit and Run Skilled City-Dweller Dead Level Fighter 6 Cutting Wheel 15.00 15.00 9th
Ebon Flash (https://forums.giantitp.com/showsinglepost.php?p=25859756&postcount=29) TN Star Elf Warblade 5/Hit and Run Sneak Attack Fighter 1 Rod of the Tower (short sword) 17.00 17.00 6th
Zaldar es-Zhakan (https://forums.giantitp.com/showsinglepost.php?p=25859758&postcount=30) LN Minotaur Decisive Strike Overwhelming Attack Monk 1/Skilled City-Dweller Fighter 4/Skilled City-Dweller Ranger 1 Shuriken 16.75 16.75 7th
Cassia (https://forums.giantitp.com/showsinglepost.php?p=25859759&postcount=31) TN Human Amazon 6 Rapier, Javelin 16.25 16.25 8th
Vyuqi (https://forums.giantitp.com/showsinglepost.php?p=25859760&postcount=32) CE Azurin Undead Stalker Arcane Hunter Wildshape Spiritual Totem Ranger 1/Hunting Berserker Strength Ferocity Whirling Frenzy Unholy Fury Wolf Barbarian 2/Hit and Run Sneak Attack Thug 1/Warblade 1/Gladiator 1 Mau-Jehe (short sword) 18.00 18.00 4th
Crusy Limey (https://forums.giantitp.com/showsinglepost.php?p=25859761&postcount=33) CN Desert Orc Ranger 2/Wolf Totem Barbarian 2/Fighter 2 Shield Spikes, Armor Spikes 16.25 16.25 8th
Sha (https://forums.giantitp.com/showsinglepost.php?p=25859762&postcount=34) LG Azurin Duskblade 1/Knight 1/Fighter 2/Spiritual Lion Totem Wolf Totem Whirling Frenzy Barbarian 2 Warhammer-Longsword-Battleaxe 19.00 19.00 2nd
Gáe-Lvan Eized (https://forums.giantitp.com/showsinglepost.php?p=25859768&postcount=35) CG Azurin Duskblade 2/Hit and Run Fighter 1/Incarnate 3 Heavy Salamander Short Spear 18.50 18.50 3rd
It-Lies-In-The-Nature-Of-Men-To-Serve-Their-Causes-By-Slaying-Kings, Eternal Wielder of the Soul-Cleaving Bone (https://forums.giantitp.com/showsinglepost.php?p=25859876&postcount=36) LE Necropolitan Azurin Spontaneous Domain Casting Azurin Cleric of Torm 6 Boneblade (Longsword) 18.00 18.00 4th
Master Lin (https://forums.giantitp.com/showsinglepost.php?p=25859877&postcount=37) CN Synad Oriental Adventures Divine Bard 1/Battle Dancer 1/Mantled Psychic Warrior 4 Kusari-Gama 20.00 20.00 1st
Ekenor Quick-Fan (https://forums.giantitp.com/showsinglepost.php?p=25859878&postcount=38) CG Desert Elf Healing Hymn Eberron Bard 6 Collapsing Crescent Fan 17.00 17.00 6th

Thank you for judging, Goldlizard!

Goldlizard
2023-10-06, 04:41 PM
If anyone wants additional reasoning for my judgements, feel free to ask here or in messages! This was a really fun round and I had a few favorite builds

daremetoidareyo
2023-10-06, 05:48 PM
No disputes here. Thank you for judging

Venger
2023-10-07, 08:34 AM
Dispute: ten characters


Thanks for judging! One small question; I'm not entirely sure what the half-point deduction in Elegance is from. As you say, it all works out well. I take special care in making sure this build has no clashing alignment restrictions at any point, so what is keeping me from a score of 5?

Goldlizard
2023-10-07, 01:03 PM
Dispute:

Reliance on repeatedly crafting a consumable magic item to make the weapon efficient. I’m aware the contestant acknowledged this in removing their tenth feat, but needing to take time, money and experience to use your custom weapon in an efficient manner is a problem. Note that this is not a penalty for the XP cost- this is a magic item reliance penalty

Inevitability
2023-10-08, 09:11 AM
No disputes here either.

FactualArcher
2023-10-08, 10:58 AM
No disputes from me as well

Venger
2023-10-12, 02:12 PM
Dispute: 10 characters
Hello, First I want to say thank you for judging!
I do, however, have a dispute for Crusy Limey:


Elegance: 4.5
Well built and everything works together, this is a build that works well together and synergizes well with itself.

First off, I would like a clarification on where I lost points in Elegance. Everything fits together well, and the potential ruling ambiguities do not affect the way the build functions at its core. Said ambiguities only really change the potential damage output a bit.


Power: 3.5
It’s a solid build for what it is, but it has relatively few tricks and relatively low damage for other builds with other weapons

You say here that the damage output is low, but I would actually contest that. Some calculations on how the damage stacks up give some actually rather high numbers, much of which comes with the way Blood-Spiked Charger deals its damage.

Damage output on a single charging Shield Bash (while Raging):
1d6 Heavy Spiked Shield
+13 Wielded in 2 hands
+12 2-Handed Power Attack
+18 Blood-Spiked Charger's 2x Str damage bonus
46.5 Average Damage

Shield Charge's Trip gives us a bonus attack:
1d6 Heavy Spiked Shield
+13 Wielded in 2 hands
+12 2-Handed Power Attack
28.5 Average Damage

Armor Spikes damage:
1d6 Spiked Armor
+4 Off-hand weapon
+18 Blood-Spiked Charger
25.5 Average Damage

100.5 Total Average damage

This is assuming that Blood-Spiked Charger does not apply to the bonus attack coming from Improved Trip (although I think there is a decent argument that it would, it's ultimately a DM call, so I'm going to assume that it does not)

I would say that 100 damage is pretty high, and although half of that is conditional, the 46 damage from the first hit alone is still significant. Crusy is still a one-trick pony, but he does very respectable damage.

Goldlizard
2023-10-15, 02:16 PM
Dispute:

The elegance half-point was just a minor issue for a number of feats- like two weapon fighter- being tangential to the build and not especially relevant to the core concept or the flavorful aspect

the power is a bit of a rough spot because a lot of power is in versatility- this build is significantly weaker against enemies with any weird movement, any tripping immunity, or even effects that prevent or slow movement or charges, which is not uncommon. It gets 2.5 points in power and 1 further point for the ways it can apply that power, in essence

Venger
2023-10-16, 04:18 PM
Dispute: ten characters


The elegance half-point was just a minor issue for a number of feats- like two weapon fighter- being tangential to the build and not especially relevant to the core concept or the flavorful aspect

Two Weapon Fighting is an entirely necessary feat to make the armor spikes work at all. Blood-Spiked Charger says that using both armor and shield spikes on the same charge attack invokes 2-weapon fighting penalties, which would be crippling without the feat.

Given that the Armor spikes are half of the weapons the build uses, and a source of a non-trivial amount of damage, the feat is not tangential to the build at all. Some of the other feats are a bit on the generic side, but they all contribute to the potency or repeatability of the main trick. (Except Cleave, which is there as a way to spread damage out when it comes up, and is at the end of the build anyways)


the power is a bit of a rough spot because a lot of power is in versatility- this build is significantly weaker against enemies with any weird movement, any tripping immunity, or even effects that prevent or slow movement or charges, which is not uncommon. It gets 2.5 points in power and 1 further point for the ways it can apply that power, in essence

That's totally fair, though in the initial judgement you did say that the damage is low, which I showed that it is not. I do agree that the build is fragile in the sense that it's easy to disrupt its main trick, and it doesn't have a lot of fallback when that happens.

Inevitability
2023-10-23, 04:46 AM
It seems like round 44 is missing from the 'previous rounds' spoiler?

Venger
2023-10-23, 01:39 PM
It seems like round 44 is missing from the 'previous rounds' spoiler?

Thank you for bringing this to my attention. I closed a bracket incorrectly. It should be fixed now, as should the spoiler tags around the first 3 rounds.

Inevitability
2023-10-24, 12:08 PM
Are we waiting for something in particular before the reveal? And do we have a competition theme for the next round already?


I vaguely had a competition idea for The Number In The Name, where the whole idea is that your build needs to have six of... something! Six natural weapons, six attacks per round, six third-level spells per day, six soulmelds - everything is fair game as long as it's key to whatever your character is doing.

Venger
2023-10-24, 04:46 PM
Just for me to have time to post, a good idea for the next round, and to be by my computer. The planets have aligned, so here's the reveal. Thanks for everyone's patience:

Name Alignment / Race Class Levels Weapons of Choice Chef Goldlizard Total Place
The Bowler (https://forums.giantitp.com/showsinglepost.php?p=25859750&postcount=27) CG Human Human Paragon 2/Immediate Magic Martial Wizard 1/Warblade 1/Bloodstorm Blade 2 Glot The Viscount 17.50 17.50 5th
Throwing wheels (https://forums.giantitp.com/showsinglepost.php?p=25859755&postcount=28) ?? Lesser Wispling Hit and Run Skilled City-Dweller Dead Level Fighter 6 Cutting Wheel Quentinas 15.00 15.00 9th
Ebon Flash (https://forums.giantitp.com/showsinglepost.php?p=25859756&postcount=29) TN Star Elf Warblade 5/Hit and Run Sneak Attack Fighter 1 Rod of the Tower (short sword) Prime32 17.00 17.00 6th
Zaldar es-Zhakan (https://forums.giantitp.com/showsinglepost.php?p=25859758&postcount=30) LN Minotaur Decisive Strike Overwhelming Attack Monk 1/Skilled City-Dweller Fighter 4/Skilled City-Dweller Ranger 1 Shuriken loky1109 16.75 16.75 7th
Cassia (https://forums.giantitp.com/showsinglepost.php?p=25859759&postcount=31) TN Human Amazon 6 Rapier, Javelin loky1109 16.25 16.25 8th
Vyuqi (https://forums.giantitp.com/showsinglepost.php?p=25859760&postcount=32) CE Azurin Undead Stalker Arcane Hunter Wildshape Spiritual Totem Ranger 1/Hunting Berserker Strength Ferocity Whirling Frenzy Unholy Fury Wolf Barbarian 2/Hit and Run Sneak Attack Thug 1/Warblade 1/Gladiator 1 Mau-Jehe (short sword) N/Arz 18.00 18.00 4th
Crusy Limey (https://forums.giantitp.com/showsinglepost.php?p=25859761&postcount=33) CN Desert Orc Ranger 2/Wolf Totem Barbarian 2/Fighter 2 Shield Spikes, Armor Spikes AsuraKyoko 16.25 16.25 8th
Sha (https://forums.giantitp.com/showsinglepost.php?p=25859762&postcount=34) LG Azurin Duskblade 1/Knight 1/Fighter 2/Spiritual Lion Totem Wolf Totem Whirling Frenzy Barbarian 2 Warhammer-Longsword-Battleaxe Zaq 19.00 19.00 2nd
Gáe-Lvan Eized (https://forums.giantitp.com/showsinglepost.php?p=25859768&postcount=35) CG Azurin Duskblade 2/Hit and Run Fighter 1/Incarnate 3 Heavy Salamander Short Spear daremetoidareyo 18.50 18.50 3rd
It-Lies-In-The-Nature-Of-Men-To-Serve-Their-Causes-By-Slaying-Kings, Eternal Wielder of the Soul-Cleaving Bone (https://forums.giantitp.com/showsinglepost.php?p=25859876&postcount=36) LE Necropolitan Azurin Spontaneous Domain Casting Azurin Cleric of Torm 6 Boneblade (Longsword) Inevitability 18.00 18.00 4th
Master Lin (https://forums.giantitp.com/showsinglepost.php?p=25859877&postcount=37) CN Synad Oriental Adventures Divine Bard 1/Battle Dancer 1/Mantled Psychic Warrior 4 Kusari-Gama Inevitability 20.00 20.00 1st
Ekenor Quick-Fan (https://forums.giantitp.com/showsinglepost.php?p=25859878&postcount=38) CG Desert Elf Healing Hymn Eberron Bard 6 Collapsing Crescent Fan FactualArcher 17.00 17.00 6th

Congratulations to our medalists and thank you to our judge. New round will be up shortly and I'll edit the link in here.

MinimanMidget
2023-10-24, 06:32 PM
Ha, I knew that was a Zaq build. Good to see you're still around!

Venger
2023-10-24, 06:37 PM
New round is up! (https://forums.giantitp.com/showthread.php?661467-Iron-Chef-E6-Appetizer-Edition-Round-XLVI&p=25894560#post25894560)

H_H_F_F
2023-10-24, 07:34 PM
Congrats to our winners, and thanks to Venger&goldlizard!

Also:


Zaq

HOORAY!

The Viscount
2023-10-24, 09:54 PM
Congratulations to everyone, and special congrats to the medalists! I had a ton of fun with this round, both making my entry and reading the others. Now that it's after the reveal, Korahir, I'd love to hear your thoughts about identifying some of the builds when you were reading them.

Korahir
2023-10-25, 12:49 AM
Congratulations to everyone. Great round!


Congratulations to everyone, and special congrats to the medalists! I had a ton of fun with this round, both making my entry and reading the others. Now that it's after the reveal, Korahir, I'd love to hear your thoughts about identifying some of the builds when you were reading them.

And to my shame I was wrong ;) Although not completely. I thought daremetodareyo made bowler and you made Gáe-Lvan Eized. I have a document where i collect old threads of interest for these contests. This thread made me think you used the salamander spear:

https://forums.giantitp.com/showthread.php?544040-3-5-Mundane-Weapons-With-Special-Qualities

I thought Bowler was in the "style" of daremetodareyo but in hindsight I should have seen that the presentation of the build fits more your style than his.

When reading Sha I immediately thought of Zaq or Inevitability.

Enough of the rambling of a half mad man. Back to judging IC.

Inevitability
2023-10-25, 01:55 AM
Zaq, I'd like you to know that the moment I saw Sha, I loudly exclaimed how impressed I was with the trick. I think it's genuinely the best build submitted this round, and I love the effort you put into making it actually work airtightly (a lesser builder would've chased after the 3d8 interpretation and called it a day).


When reading Sha I immediately thought of Zaq or Inevitability.

I think I've heard before that my building style resembles Zaq's in some way (I think by H_H_F_F?) - could you explain how?

Korahir
2023-10-25, 05:21 AM
Zaq, I'd like you to know that the moment I saw Sha, I loudly exclaimed how impressed I was with the trick. I think it's genuinely the best build submitted this round, and I love the effort you put into making it actually work airtightly (a lesser builder would've chased after the 3d8 interpretation and called it a day).



I think I've heard before that my building style resembles Zaq's in some way (I think by H_H_F_F?) - could you explain how?

One thing is phrasing and general usage of the English language. Another and the more important thing is how both of you elaborate on interpretation of rules. I'd call it: rational but with flair? I feel like I am not making much sense with that phrasing but I cannot describe it better at the moment.

H_H_F_F
2023-10-25, 06:21 AM
I think I've heard before that my building style resembles Zaq's in some way (I think by H_H_F_F?) - could you explain how?

So, first thing first, is that both of you are just very good writers and incredible optimizers, on a level and consistency that I don't think the rest of us here on the forums are at. Except Dare, but his approach is way different: he does ONE THING, and he tries to find the fault lines in the language to dig into first and foremost. You and Zaq do that, but your focus is on finding interactions, on making that cool thing you've found applicable to as many scenarios as possible. You also put a lot of emphasis on build elements doing a lot of things at once, I think.

I know it may sound like flattery, but genuinely, a reliable way to recognize a Zaq entry is just "oh, that's clearly the best thing here, by a mile."

That ties into my next point: timing. Zaq dropped off from the forums about the time you started participating in comps again. I never really had the chance to look at entries both of you made side by side, so I just assumed you were Zaq when I first started looking at your entries - for the aforementioned reason. Timing was also relevant in that it made sense to me that Zaq would take the chance to participate in the E6 comp once he was done being chair.

Now, beyond all of these factors, there are more concrete similarities. "Writing style" is nebulous and hard to define, but it's there - similar sentence structure, similar use of metaphor and simile. More than that though, think you two have a very similar approach to presenting your entries. You're magicians. Reading a Dare entry feels like reading code, or the ravings of a mad scientist. By contrast, you and Zaq will often use misdirection. You won't start laying out insanity out of the gate; you'll pretend you're making a normal entry, you'll have red-herring justifications for the choices you've made. It's all very tongue in cheek, very sleek. And then you'll reveal everything, injecting that one piece of info that makes everything else make sense.

I think that's mostly it.

daremetoidareyo
2023-10-25, 09:30 AM
I genuinely am a mad scientist. ADHD environmental science teacher. So that checks out.

AsuraKyoko
2023-10-25, 10:44 AM
Oh, I didn't actually get a response to my follow-up dispute...

Oh well, it's not a big deal. That was a fun round, and I'm overall satisfied.

Fun fact: Crusy Limey's name is an Anagram of Miley Cyrus, because I cannot resist wordplay.

EDIT:
It's funny, shortly after my Blood-Spiked Charger build was posted, there were 2 (iirc) builds that also used the feat in the regular Iron Chef contest.

Zaq
2023-10-26, 11:38 PM
So, first thing first, is that both of you are just very good writers and incredible optimizers, on a level and consistency that I don't think the rest of us here on the forums are at. Except Dare, but his approach is way different: he does ONE THING, and he tries to find the fault lines in the language to dig into first and foremost. You and Zaq do that, but your focus is on finding interactions, on making that cool thing you've found applicable to as many scenarios as possible. You also put a lot of emphasis on build elements doing a lot of things at once, I think.

I know it may sound like flattery, but genuinely, a reliable way to recognize a Zaq entry is just "oh, that's clearly the best thing here, by a mile."

That ties into my next point: timing. Zaq dropped off from the forums about the time you started participating in comps again. I never really had the chance to look at entries both of you made side by side, so I just assumed you were Zaq when I first started looking at your entries - for the aforementioned reason. Timing was also relevant in that it made sense to me that Zaq would take the chance to participate in the E6 comp once he was done being chair.

Now, beyond all of these factors, there are more concrete similarities. "Writing style" is nebulous and hard to define, but it's there - similar sentence structure, similar use of metaphor and simile. More than that though, think you two have a very similar approach to presenting your entries. You're magicians. Reading a Dare entry feels like reading code, or the ravings of a mad scientist. By contrast, you and Zaq will often use misdirection. You won't start laying out insanity out of the gate; you'll pretend you're making a normal entry, you'll have red-herring justifications for the choices you've made. It's all very tongue in cheek, very sleek. And then you'll reveal everything, injecting that one piece of info that makes everything else make sense.

I think that's mostly it.

🐳 234567890