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



Venger
2023-10-24, 06:37 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 six: let's make some friends.

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 Tuesday, November 14, 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:
MAKE NEW FRIENDS, BUT KEEP THE OLD...


In light of the time of year, let's go into our deep freezes, cellars, junkyards, or the local poorly guarded cemetery to put a little something together. The specific nature of these critters is up to you, so let your imagination run wild and deliver whatever feels appropriate: golems, zombies, robots, or something I haven't thought of. While it is not forbidden to have access summoning/calling spells, this cannot be your sole means of creating your minions. Your character must create one (or more) creatures from whole cloth (so to speak) that continue to exist outside of your immediate presence and do not necessitate your continuous attention or concentration. Same goes for mind control/diplomancy/possession, etc. This is about building a modern Prometheus out of metal/dead flesh/moon rocks/etc and creating new life/unlife, not hypnotizing a consciousness that already exists.


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 45: Unusual Weapons (https://forums.giantitp.com/showthread.php?658668-Iron-Chef-E6-Appetizer-Edition-Round-XLV)

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
2023-10-24, 07:00 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?

daremetoidareyo
2023-10-25, 09:31 AM
Already brainstorming

Inevitability
2023-10-25, 09:44 AM
Interesting to see creature creation in E6, of all places. Let's see what I can come up with.

loky1109
2023-10-25, 10:27 AM
I have at least one idea, but not sure about it

AsuraKyoko
2023-10-25, 10:46 AM
Ooh, this sounds cool, let's see if I can come up with something!

thorr-kan
2023-10-25, 11:36 PM
Shoot, Effigy Master is off the table. Craft 10 is just not accessible in E6. Phooey. I'll have to see what I can come up with.l

Inevitability
2023-10-26, 03:09 AM
Shoot, Effigy Master is off the table. Craft 10 is just not accessible in E6. Phooey. I'll have to see what I can come up with.l

You say that, but if you get bitten by a bunch of were-animals at level 1, and put all the skill ranks you gain in craft, you can hit 10 ranks just in time to get disqualified from the competition for violating the no-LA rule!

loky1109
2023-11-06, 01:19 PM
Entry sent.

Inevitability
2023-11-10, 06:09 AM
How's everybody's entries coming along? I've got two I'm feeling pretty good about.

AsuraKyoko
2023-11-10, 02:33 PM
I have a (hopefully) clever & unique idea, but I haven't been able to actually center a build around it in a meaningful way. I might figure something out in time to make an actual build, but I'm not sure...

daremetoidareyo
2023-11-10, 09:08 PM
I have one idea, but like...There's 8 feats left

H_H_F_F
2023-11-13, 06:57 AM
I have one idea, but like...There's 8 feats left

Toughness, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness.

Inevitability
2023-11-13, 07:02 AM
Toughness, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness.

How about toughness, roll with it, roll with it, roll with it, roll with it, roll with it, roll with it, roll with it? (https://forums.giantitp.com/showsinglepost.php?p=22647163&postcount=30)

H_H_F_F
2023-11-14, 10:53 AM
I got an idea a couple of days ago, and managed to submit it in time. I don't think it'll score very well, but I hope it'll be worth your while. Looking forward to seeing what everyone else came up with!

daremetoidareyo
2023-11-14, 12:43 PM
I need to Thursday night to finish my write up, may I have a short extension

Venger
2023-11-14, 05:02 PM
In the interest of a full podium and since I know we have a few chefs still working, I'm happy to grant an extension. I'll check in again say Friday the 17th and see where everyone is.

daremetoidareyo
2023-11-17, 09:13 AM
Make space on the podium, my entry is sent

H_H_F_F
2023-11-17, 09:21 AM
Do we have prospective judges for this round?

Venger
2023-11-17, 06:01 PM
How's it going? Anyone still working?

Quentinas
2023-11-17, 06:47 PM
I'm on my second build but is still too messy, and probably anyone has thought about that, other than possibly having problem with the rules of this context on the crafting , so for me we can procede maybe after the reveal i will talk about it if it didn't exit among the builds

daremetoidareyo
2023-11-17, 07:32 PM
I'm on my second build but is still too messy, and probably anyone has thought about that, other than possibly having problem with the rules of this context on the crafting , so for me we can procede maybe after the reveal i will talk about it if it didn't exit among the builds

Yeah we can talk shop

H_H_F_F
2023-11-18, 11:03 AM
So like... we schmooving?

Venger
2023-11-19, 12:29 AM
We are indeed. Thank you for your patience, everyone. Without further ado, the reveal! Please refrain from posting until I give the all clear.

Venger
2023-11-19, 12:37 AM
"Better to light a candle than curse the darkness."

Adro, the Lamplighter

https://i.postimg.cc/t4mGyWbn/3a781763-b42a-4709-b0ff-9e07090758ca.jpg

CG Desert Half-Elf Healer 4 / Warlock 1 / Visionary Seeker 1


The grove was beautiful.

The canopy rustled gently in the wind, sending filtered light down onto the forest floor in ever-shifting sunbeams. Birds chirped in the higher branches, flowering vines snaked up gnarled trunks. A sense of overwhelming age pervaded it all, like this little grove had always been around, like it'd come across a hot and molten primordial earth and decided to move in, and all the woods around it were just crude matter attempting to approach its beauty.

Standing in its center, naked but for a skirt of oversized flower petals, human-looking if not for the goatlike horns and purple eyes, was the grove's keeper. Someone forced to estimate his age might've said twenty, twenty-five, and then immediately appended some reservation.

Something rustled in the foliage. The keeper smiled, fluidly strode over, lifted the final few branches out of the way. Stumbling through was a a figure in a dark cloak - a quick movement and the cloak was off, carried by a breeze to a rock at the clearing's edge. Underneath it was a half-elf; ears pointy, features soft, eyes sea green, who seemed a mix of elated and embarrassed.

"What's with the cloak, darling? I really don't think black's your color." crooned the fey.

"As you recall, I'm still not supposed to be here. Though with how murky-eyed Seeker Urðr is getting, I'm starting to think I should just stop bothering with the disguises," came the reply.

"Don't let my teasing get you caught, I'd miss you too much~"

What happened after wasn't terribly important. There was some more good-natured back-and-forth. A fruity scent wafted through the air. Long strands of grass wove themselves into a comfortable mat. The birds sang their most beautiful songs.

Afterwards, surrounded by rainbow-colored flowers that hadn't been there before, the pair fed on the purest water and sweetest honey, hearts brimming with love for one another.

The road goes on.

The ceremony had been brief and practical. A word of prayer to Fharlanghn, the ceremonial burning of a splinter from a bedpost, the annointing of the forehead with holy water, and Adro was sent off. Oaths were for the temple-bound, for those taking in orphans and hosting weary travelers. To the pilgrims, there was but a single guiding principle: to forsake all home, and walk the road, that we may do good along its length.

And so Adro, who owned nothing but a pair of leather sandals, a silver holy symbol, and a set of white robes, walked through the forest. To where? First a hamlet, two leagues down the path, then on to a village, and then... then Adro would be further from home than ever before, and

The slightest rustle issued from the bushes as something violently burst out of them. A heavy, hairy shape crashed into Adro, sent the half-elf crashing face-down into the mud. The attacking beast leapt on top, panting heavily - Adro could feel its hot breath. It growled, a primal, savage sound that reverberated through the trees and sent small animals scurrying to their burrows.

"You're not scaring me. I know it's you."

Adro's voice was filled with the calm resignation found only in the enlightened and death row inmates.

The weight lifted, and Adro rose. Standing two paces ahead on the path was a familiar face, purple-eyed, horned, conspicuously clean before the muddied half-elf. The fey seemed vaguely annoyed - which meant he was absolutely furious.

"I know you know, Adro. What I'm trying to do here is give you an excuse to go back. You wouldn't be the first initiate to go out, realize just what kind of things dwell out there, and come crawling back to the abbey. Endure a few months of ribbing, pick up your normal life again, and grow old and happy popping blisters for passing pilgrims."

"I'm not going to go back."

"WHY?" came the roaring response. "I know you, and I know you're just as miserable as me! I love you, you love me, and you're throwing it all away for what? A lifetime of sleeping in ditches, thirsting during summer, shivering when winter comes? Just explain to me why you left without saying a word."

Adro looked pained, turned away, relented.

"The Seeker told me. I never was much for other magic, but healing... I'm the greatest healer she's ever seen. I'm the greatest healer as far as the temple records go back. And not just in degree, in kind. There's things out there that leave eternal scars - scars time cannot heal, magic cannot heal... but I can. I need to go there, need to find the people only I can help."

"And then? You just said so, you never were much for other magic. You can't defend yourself. If I'd been an actual beast, you'd be dead by now."

The fey's face was a mask.

"I..." began Adro, then stopped. The fey looked different now, eyes streaked with red and gold, mouth stretching open too far, too-sharp teeth glinting inside.

"Adro Foster," an inhuman voice intoned. "You have eaten at my table, and drunk from my cup, and slept in my bed. You have given me power over you by laws that were old when those trees were still young. Those rights, which I forfeited out of love, I invoke now."

Adro wanted to run, scream, but invisible chains prevented all movement. The wind picked up. A branch was wrenched loose from its tree and crashed down nearby, sending leaves and sticks flying.

"I and I alone forge this bargain, and bind you by it. I and I alone choose what to take from you. I and I alone choose what to give in return."

The ground shook. Shadows shifted in the treetops. A faint wail echoed in from far away. Sweat trickled down Adro's muddy brow.

"And so I take from you this: all the heartbreak, all the loss, all the sorrow that you feel at this parting, all that which would otherwise poison your memories of our love. And I give you this: my own love, so that you may be loved, and kept save from all who would harm you. And by this, I fulfill the pact, and forfeit all further exercise of my rights. So vow I, Hibiscus of the Horned."

The wind died down. The wailing ceased. The shadows melted away. Adro stared ahead, blankly, not truly understanding what just happened, noting only a strange lightness in his heart. He still loved Hibiscus - but different now, calmer, like a widow might love her long-dead husband. Acceptance he hadn't expected to feel for years had blossomed within him in an instant, and his pack seemed much less heavy now.

The fey, his expression one of pain, muttered something. A gust of wind blew dust in Adro's face - the half-elf flinched, looked away for a moment - and Hibiscus was gone.

The road goes on.

In a small clearing older than time itself, blue flowers bloomed half-heartedly. Their keeper languished on a gnarled trunk, as he had for some time now. Perhaps he would remain there, rot as the trunk did, fade away, let the grove make a new keeper for itself. These thoughts, and little else, played through his head.

A disturbance. Something formed nearby: magic woven in perfect geometry, symmetrical words of straightforward power, as unlike the grove as could be. Something pushed through, invoked a great authority, declared its location to be here, and appeared. It was a small ball of light.

Hibiscus slowly rose and inspected the strange intruder, then noticed it'd brought something. A scroll, bound with twine, smelling of distant lands. He unfurled it, and began to read.

My love,

I write you earlier than I expected and far later than I'd have liked.

The road is unforgiving, as I knew it would be. Heat and cold have worn away at me. My sandals have been ruined, and I now walk on calloused feet. My hair is unkempt, my white robes soiled with mud, and at many doors I am turned away, for the good people think me some manner of beast in human form. I was forced to trade my silver holy symbol away, and carved a simple one from wood to use in its stead.

Once, I arrived in the domain of a wicked noble, who would send out riders to harass travelers and rob them blind, and who refused all audience with me. In the end, I persuaded a servant to lend me her garment, and so snuck into his home in the guise of a maid. Upon hearing the words of Fharlanghn, he saw the error of his ways, and offered to build a grand temple and make me its high priest, but I told him to grant that favor to another, for the road still called to me.

Your sacrifice has been of unimaginable value to me, and not a day goes by that I do not pray for your sake. Every day I asked Fharlanghn if any traveler could lift your spirits, and if so to send them your way, and every time the reply was no. Until today, when I was sent this being, who may travel a thousand miles in a single step, and so bring you the one thing you desire: news of me.

From now on, I shall write you every day, no matter where I may be. I shall tell you of all I encounter, of the people I meet, and when those I heal ask me for the source of my strength, I shall name you first and my god second.

I beg you to draw your strength from mine in turn, and live and rejoice as you always have.

Remember that for you, too, the road goes on.

-Adro



Ability scores: 10 STR / 10 DEX / 12 CON / 14 INT / 13 WIS / 17 CHA
ASI: +1 charisma
Patron Deity: Fharlanghn
Membership: Visionary Seekers



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


1st
Healer 1
+0
+2
+0
+2
24+1: Bluff 2cc, Concentration 4, Diplomacy 4, Handle Animal 1, Knowledge (Nobility and Royalty) 2cc, Sense Motive 4, Survival 4
Nymph's Kiss
Healing Hands


2nd
Warlock 1
+0
+2
+0
+4
4+1: Bluff +3 (5), Concentration 4, Diplomacy 4, Disguise +2 (2), Handle Animal 1, Knowledge (Nobility and Royalty) 2, Sense Motive 4, Survival 4
-
Eldritch Blast 1d6, Invocations (Beguiling Influence)


3rd
Healer 2
+1
+3
+0
+5
6+1: Bluff 5, Concentration +2 (6), Diplomacy +2 (6), Disguise 2, Handle Animal 1, Knowledge (Nobility and Royalty) 2, Sense Motive +1 (5), Survival +2 (6)
Skill Focus (Diplomacy), Skill Focus (Heal)B
-


4th
Healer 3
+1
+3
+1
+5
6+1: Bluff 5, Concentration +1 (7), Diplomacy +1 (7), Disguise +2cc (4), Handle Animal 1, Knowledge (Nobility and Royalty) 2, Sense Motive 5, Survival +1 (7)
-
Cleanse Paralysis


5th
Healer 4
+2
+4
+1
+6
6+1: Bluff 5, Concentration +1 (8), Diplomacy +1 (8), Disguise +1cc (5), Handle Animal 1, Knowledge (Nobility and Royalty) 2, Sense Motive 5, Survival +1 (8), Assume Quirk +2
-
Remove Disease


6th
Visionary Seeker 1
+2
+4
+3
+6
6+1: Bluff 5, Concentration 8, Diplomacy +1cc (9), Disguise 5, Handle Animal 1, Knowledge (Nobility and Royalty) +3 (5), Sense Motive 5, Survival 8, Assume Quirk, Second Impression +2
Complementary Insight
Divination Expertise +1



Epic Feats
Sacred Vow
Vow of Nonviolence
Vow of Peace
Sociable Personality
Negotiator
Trustworthy
Nimbus of Light
Stigmata
Master Manipulator
Wanderer's Diplomacy


Spells per Day


Level
0lvl
1st
2nd
3rd


1st
4
4
-
-


2nd
4
4
-
-


3rd
4
5
-
-


4th
5
5
3
-


5th
5
5
4
-


6th
5
6
4
3



Typical spells prepared (Epic levels)
0: Create Water, Cure Minor Wounds, Cure Minor Wounds, Detect Magic, Detect Magic
1: Cure Light Wounds, Cure Light Wounds, Goodberry, Speak with Animals, Vision of Punishment, Vision of Punishment
2: Cure Moderate Wounds, Lesser Restoration, Luminous Armor, Remove Blindness/Deafness
3: Create Lantern Archon, Create Lantern Archon, Restoration

Level 3
The fundamentals of a diplomancer build are present by this point. We have an impressive +26 to our diplomacy check already (6 ranks, 4 synergy, 3 charisma, 2 racial, 2 nymph, 3 skill focus, 6 beguiling influence) so we always succeed on the check to turn unfriendly creatures friendly and can make a rushed check that has a 85% chance to calm down hostile creatures. Ideally, we end any combat a round after it begins, patch up anyone who got hurt, and move ahead with the plot.

In E6 where a Wand of Lesser Vigor can only be crafted by a handful of high priests, having a party member to cast mundane CLWs (with our charisma added to the heals!) isn't the worst thing (and note that our CMW cantrips still heal 4/5 points of damage a pop!). Eldritch Blast is a nice way to contribute to damage from the back rows, and 1d6 touch attacks are probably better than the wizard's backup crossbow. In just one level, casting is going to really get going with nice options like Vision of Punishment and Luminous Armor coming online.

Note that we're not a warlock just for Beguiling Influence (in that case, we might as well be a DFA), but also for the in-class Disguise ranks. Remember: the best way to fight a diplomancer is to not get within earshot, so how do you fight that? By investing in the skill best-suited to letting you talk to people without them realizing you are talking to them. I am not kidding when I say this is a major expansion of our capabilities over 'conventional' high-diplomacy builds, which gives us a lot more versatility in who we can actually get close enough to to persuade.

Level 6
We can remove Paralysis and Disease for free once per day; note that Remove Disease is a DC 17 save-or-die versus 'parasites' which can end up including quite a bunch of stuff.

Visionary Seeker is one of the few classes to grant Knowledge (Nobility and Royalty) while also advancing a caster level and being enterable without 3rd-level spells or prereq feats. It also gives us a +1 to our CL for divinations, which lets us cast Status on twice as many creatures as before and extends the duration of Vision of Punishment by a round.

Our diplomacy has advanced quite a bit: between our charisma increase, the extra ranks, a new synergy bonus, and the upping of all synergy bonuses to +3, we're looking at a modifier of +35 (9 ranks, 4 charisma, 9 synergy, 2 racial, 2 nymph's, 3 skill focus, 6 beguiling influence). We can instantly make hostile creatures indifferent, make indifferent people helpful, and have a 80% shot at making unfriendly creatures helpful. Note that Complementary Insight also boosts our Intimidate and Disguise checks! And speaking of Disguise, Assume Quirk and Second Impression make us very good at concealing ourselves, which helps us get within speaking range of anyone who's trying to avoid talking to us.

But we're here for minion creation, aren't we? And healers happen to be the best E6 users of the most interesting minion-creation spell in the game (in my opinion): Create Lantern Archon, which creates a Lantern Archon that performs a nonhazardous task for 1 hour before disappearing off to your deity's plane... at the cost of 1d2 constitution drain. Nothing in E6 can actually recover ability drain, so the spell is dead in the water.

...except for Healers, which get Restoration as a 3rd-level spell (and Naberius binders, but that route would leave us unable to dip warlock and pick up Beguiling Influence).

And that bit where the archon 'is magically transported to your deity's home plane'? Annoying for most optimizers, but irrelevant to us - because we worship Fharlanghn, and his home plane is the prime material (Complete Divine, page 126). Even if the archon gets zapped away to a random location (which isn't supported by the spell), it's just a standard action away from returning to our side.

Which leaves us only with the restriction on activity, and this is where the diplomacy comes in. We can already turn the Friendly lantern archons Helpful, which presumably includes them using their Greater Teleport to ship items/deliver messages, or them casting Aid on everyone in the party between battle (enjoy 11 temporary hp, guys), or using Tongues for translation services, or providing an endless supply of everburning torches.

But we're not even in Epic yet, so of course we have bigger plans.

Low epic
A +2 Perfection Bonus (do those show up anywhere else?), a +4 Exalted bonus, and a +2 generic bonus combine to pump our diplomacy to +43. Combined with the reroll from Sociable Personality, we now have a 36% chance at... the DC 60 check to turn friendly creatures fanatic. This state lasts for 5 days, and we can create 10 lantern archons in that time (slightly more if we only use Restoration on alternating days), so by this point we can assume we'll have 3 devoted archons with us at all times.

That's significant! In addition to the aforementioned boosts to utility and survivability, we're now also commanding six 1d6 light rays per round, making for a very impressive damage output, we're exposing foes to multiple Auras of Menace that debuff AC, saves, and attacks, and we can now assume the entire party is warded by Magic Circles Against Evil even within combat. And that's if diplomacy fails: ideally our DC 17 Calm Emotions Aura and sky-high diplomacy should put a stop to combat before it even starts. Also, note that our beloved Vision of Punishment gets its DC massively buffed against humanoids and monstrous humanoids thanks to Vow of Nonviolence!

And what about the archons who we make Helpful, but who won't follow us into combat? Shaking up the fundamentals of international trade is one way; a single lantern archon working for 8 hours a day could ship in sufficient food to sustain a metropolis (25000 people). Illumination is a solved problem as well: a few weeks of work should produce enough everburning torches to light an entire city.

Or why not honor our god and make the roads safer to travel? One archon that alternatingly moves and casts Continual Flame can illuminate 24 miles of road in 8 hours. If we have five archons on this job at any given time, within ten years they'll illuminate 438000 miles of road, which is longer than the entire road network of the roman empire. Maybe take the time to mark some good camping spots with small clusters of flames, or mark routes between desert oases or mountain passes - you'll probably run out of roads before you run out of time.

Our minions aren't just turning us from ultra-passive diplomancer into an assured combat force - they're changing the face of the world itself, which is something very few E6 builds can claim they're capable of.

High epic
Another boost on Diplomacy with the obscure Trustworthy, one that only works against good-aligned creatures via Nimbus of Light, and we're now looking at a +47 archon-wrangling check with a 64% success rate: enough to assume we'll have six archons with us at all times. Our damage output is up to 12d6 points of ranged touch attack per round, our defenses are sky-high, our utility is great, and our rushed diplomacy checks are enough to make nongood hostile creatures friendly.

(Some of our spells are mostly picked because they help us talk to more people. This includes Speak With Animals, but also the less obviously useful Remove Deafness)

Spells worth slotting in if you're not archon-creating are Status (to monitor your teleporting minions), Remove Curse and Neutralize Poison for obvious reasons, Celestial Aspect to grant flight or fire/holy damage, Path of the Exalted as a nice plot hook dispenser, and Telepathy Tap to listen in on private conversations.

We grab Stigmata because we're already going to be restoring our Constitution to full once per day, and we might as well get a little more healing out of that moment. Master Manipulator is mostly picked because it lets us use Diplomacy (chance of succes: yes) to make our disguises harder to pierce. Our final feat is Wanderer's Diplomacy, to allow for easier communication and some item tracking ability (and we aren't limited to looking for stuff we find useful - if anyone anywhere needs anything, we can grab it and send it via archonpost).

Death
Obviously this isn't part of the build, but I thought it'd be fun to work out.

The starting age for a half-elf healer is not given, but let's assume it's the highest category (which is where clerics and druids fall anyway). In that case, we're about 30 when we embark on our adventuring career. Our expected maximum age is 156 (we remain capable of casting two Create Lantern Archons a day even as our constitution drops).

We can expect to spend about 125 years as a 6th-level adventurer, creating two lantern archons a day, which stick around even as they stop being fanatic to us. Specifically, over the course of our career we expect to create 91250 archons, who are still beings of pure Good even if they're not willing to fight and die for us specifically. And as shown above, even a single archon can fundamentally change the economics of a giant city - who knows what tens of thousands of them can do to the world?

Some final numbers for our social skills:
Diplomacy: +45 (+47 vs good creatures) + reroll
Bluff: +17
Intimidate: +15 (we don't even have ranks in this)
Disguise: +11 (+14 when acting in character) (see skill tricks)
Gather Information: +10 + reroll
Sense Motive: +10

Healer - Miniatures Handbook
Warlock - Complete Arcane
Visionary Seeker - Planar Handbook
Assume Quirk, Second Impression - Complete Scoundrel
Nymph's Kiss, Sacred Vow, Vow of Nonviolence, Vow of Peace, Nimbus of Light, Stigmata - Book of Exalted Deeds
Complementary Insight, Sociable Personality - Races of Destiny
Trustworthy - Song and Silence
Master Manipulator, Wanderer's Diplomacy - PHBII

Vision of Punishment, Create Lantern Archon - CoV
Other sanctified spells - BoED

Venger
2023-11-19, 12:37 AM
If from speed, you get your thrill, take precaution; make your will. Burmashave

Musketball, the Drive-By Daredevil

https://i.postimg.cc/Pf6BLGHF/Car-Halfling.png

(Knight Squire) TN Jungle Halfling Urban Druid 6

Long before his birth, our hero's parents were isolated halflings, living in the gloomy jungles of Chult, farming and hunting to support their small village. Everything changed, however, when slavers from Calimshaw came in their raiding-ships. Most of the village was taken captive and taken across the sea, torn from one another at slave markets, and sent across the country.

But when all seemed darkest, a band of knights in service to Tyr appeared. The Janessar, those noble warriors that raid across the Calimshan border to free the oppressed and protect the downtrodden! They subdued the caravan's guards and freed the slaves, taking them to neighbouring Tethyr and securing them a place to live in the great city of Zazesspur. Shortly after, the halfling who would become known as Musketball was born.

His mother taught him the ways of their people, and his father regaled him with tales of the noble knights that delivered them from slavery. And so upon reaching his teen years, he sought to serve at the hand of a knight, and became a faithful squire for a number of years.

But then tragedy struck! The small horse the lad had learned to care for died, and he was overcome with grief. At once, he abandoned his knightly training for the pursuits of alchemy and blacksmithing, vowing to never again force any living thing into battle.

But then, something changed. Perhaps his studies hit a breakthrough, perhaps his grief drove him to madness, perhaps the city itself really did start speaking to him in dreams. The halfling disappeared into his workshop for days on end, pausing only to grab some food with oil-stained fingers, explaining only that he was creating his 'masterpiece'. When the work was done, he refused to show it, and in time even ceased to speak of it - to all, it was as if his madness had subsided, and he had returned to the calm life of a blacksmith.

But from that time on, those that would do evil found themselves facing down a strange new adversary; a cart faster than any horse, propelled by unnatural forces, manned by a short man wielding strange alchemies. Men that tried to stop it were flung away, spells and swords bounced off of its body, and some swear they saw it jump barriers as tall as two men.

What might drive this tireless defender?



9 - 2 = 7 STR
14 + 2 = 16 DEX
12 CON
14 INT
10 WIS
17 CHA

At level 4 a +1 increase is applied to charisma for a final total of 18.




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


1st
Urban Druid 1
+0
+2
+0
+2
Concentration +4 (4), Craft (Alchemy) +4 (4), Craft (Poisonmaking) +4 (4), Diplomacy +4 (4), Sense Motive +4 (4), Ride +4cc (2)
Saddleback, Martial Weapon Proficiency (Throwing Axe, Handaxe, Shortbow)B
City Sense, Favored City (Zazesspur), Urban Companion


2nd
Urban Druid 2
+1
+3
+0
+3
Concentration +1 (5), Craft (Alchemy) +1 (5), Craft (Poisonmaking) +1 (5), Diplomacy +1 (5), Knowledge (Local) +1 (1), Sense Motive +1 (5), Ride 2
-
Crowdwalk


3rd
Urban Druid 3
+2
+3
+1
+3
Concentration +1 (6), Craft (Alchemy) +1 (6), Craft (Poisonmaking) +1 (6), Diplomacy +1 (6), Knowledge (Local) 1, Sense Motive +1 (6), Ride +1cc (2.5)
Fiery Burst
Alley Fighting


4th
Urban Druid 4
+3
+4
+1
+4
Concentration +1 (7), Craft (Alchemy) +1 (7), Craft (Poisonmaking) +1 (7), Diplomacy +1 (7), Knowledge (Local) 1, Sense Motive +1 (7), Ride +1cc (3)
-
Disease Immunity, Favored City (Calimport)


5th
Urban Druid 5
+3
+4
+1
+4
Concentration +1 (8), Craft (Alchemy) +1 (8), Craft (Poisonmaking) +1 (8), Diplomacy +1 (8), Knowledge (Local) 1, Sense Motive +1 (8), Ride +1cc (3.5)
-
Urban Shape 1/day


6th
Urban Druid 6
+4
+5
+2
+5
Concentration +1 (9), Craft (Alchemy) +1 (9), Craft (Poisonmaking) +1 (9), Diplomacy +1 (9), Knowledge (Local) 1, Sense Motive +1 (9), Ride +1cc (4)
Mounted Combat
Urban Shape 2/day



EPIC FEATS:
1: Mounted Casting
2: Mounted Archery
3: Shaped Splash
4: Grenadier
5: Mad Alchemist
6: Pyro
7: Point-Blank Shot
8: Precise Shot
9: Two-Weapon Fighting
10: Heighten Spell

After a brief stint with a pony at low levels, our urban companion becomes a medium animated object at ECL 4. We pick one with the wheeled trait for 70 ft. land speed. It is made out of iron, giving it hardness 10 (though if your DM lets you get away with mithral or adamantine or riverine, obviously do so), and it has 42 HP, 16 AC, and all construct immunities.

Our effective druid level is 3rd (6-3) so it has Link, Share Spells, Evasion, and +1 strength and dexterity. If the bonus HD qualify it for an ability increase, this is put in strength to get up to a +2 modifier; otherwise this does not matter. It knows the heel and stay tricks.

Because an animated object urban companion is (unintentionally?) still unintelligent, we do not select skills or feats for it. As we only need it for its speed and defenses anyway, this is just fine.

Spells per Day


Level
0lvl
1st
2nd
3rd


1st
3
2
-
-


2nd
4
3
-
-


3rd
4
3
2
-


4th
5
4
3
-


5th
5
4
3
2


6th
5
4
4
3



Prepared (pre-epic 10):
0: Create Water, Cure Minor Wounds, Detect Magic, Mending, Read Magic,
1: Cure Light Wounds, Jump, Jump, Longstrider
2: Heat Metal, Heat Metal, Locate Object, Rope Trick
3: Charm Monster, Glibness, Stinking Cloud

(apply fluff as desired: Locate Object could be renamed Satnav, Stinking Cloud to Broken Tailpipe, and so on - the various enchantments are better presented as the sheer charisma that comes with definitionally driving a better car than your target)

At epic 10, Heightened Heat Metal may be prepared in lieu of Glibness - in such a case I recommend replacing a 2nd-level Heat Metal with Eagle's Splendour.



Out of combat, we're an insanely competent face with access to spells like Glibness, Charm Monster (which otherwise requires Fey Presence to get in E6), Speak With Dead, Detect Thoughts, Tongues, Enthrall, and Suggestion, in addition to having generally useful utility magic like Rope Trick, Remove Disease, Shrink Item, Locate Object, and Knock. We can also turn into any humanoid with Urban Shape, or assume the form of an innocuous pony or dog to scout.

Straight away from level 1, we can simply ride up to foes, shoot a (poisoned?) arrow, maybe throw an alchemical item, and dart right back out, letting the poison or fire take its toll if we have time for that. Saddleback (we qualify by taking the Knight Squire regional background; it's no different from all those people taking Celestial-Attended Birth) shores up our weakest save by letting us substitute a Ride check and buffs those Ride checks by letting us take 10. Eventually, with a masterwork tool we're up to checks of 19, which should be sufficient to autosucceed on any reflex saving throw that comes our way and block a few attacks that'd otherwise hit our mount.

Once we get our animated object, we're moving 90 feet (70 base + 10 from longstrider + 10 from spurring), attacking (with the size bonus and our halfling bonus and our medium BAB and feat bonuses, against touch AC), and moving 90 feet again. Ideally, we should be able to put ourselves behind some kind of cover or difficult terrain in doing so, to deter chargers, but even if we cannot, almost no creature can move over 90 feet and still attack.

(note that our cart has hardness 10, and can thus be spurred four rounds in a row before taking any damage - this also means our overland speed is 8 feet higher than it seems)

Stopping us from exercising this movement is quite hard: Urban Druid's second-level feature gives us +4 on all checks to move through spaces blocked by creatures, letting us make overrun attempt's with a big bonus on top of our mount's superior size and strength. Obstacles we can simply vault: with a +20/24 bonus for speed and a +20 from Jump, our cart is automatically making the DC 40 check to cover 40 feet horizontally or get up on 10 ft. tall ledges.

(This also takes care of the awkward 'stairs' question)

Ideally, we'd install a sort of howdah-like contraption on the companion, and try and derive the Alley Fighting +1 bonus from it, but that's more of a nice-to-have and by no means required for our functioning.

So we've got the 'run' part of hit-and-run down, what about the hitting?

Well, poison can be as nasty as your funds and craft checks allow, of course, and greatly benefits from you being able to dip out of combat for a while. Fiery Burst gives us a reliable 2d6 of AoE fire damage from level 3 on, and the Heat Metal fueling it can deal 8d4 damage over time to multiple armor-wearing targets.

Heading into Epic levels, we bulk-craft alchemist's fire where the fighter would buy a magic sword. With Grenadier, Mad Alchemist, Shaped Splash and Pyro, our combat routine now looks like this:

-Move in, throw vial of alchemist's fire at two adjacent creatures for 1d6+1 and 2 splash damage to everyone near them, move out.
-Any creatures we hit take another 1d6+1 fire damage as their turn starts: the only way around this is wasting their entire turn, possibly dropping prone, and succeeding on a DC 20 Reflex saving throw.
-Next turn, target the hit creatures (who are guaranteed to be near each other if they tried to put out the fire and thus did not move) with a Fiery Burst, dealing another 2d6 damage and re-igniting the alchemist's fire per Mad Alchemist for another 1d6, and then another 1d6+1 for catching on fire.
-Every subsequent turn, the burning creatures must make a DC 20 Reflex saving throw or take 1d6+1 fire damage, getting a +4 if they spend their turn rolling around on the ground.

And it can take quite a while before that save is made! Looking at some CR 6 enemies (Average Xorn, Digester, Girallon, Lamia, Wyvern), I'm seeing Reflex saves in the +5 to +10 range; even odds at best, unless a creature is willing to spend a turn and a subsequent move action just for a +4 bonus. Humanoids fare no better: a 18 dexterity rogue 6 has +9, a 10 dexterity fighter 6 only +2.

But sure, let's assume creatures fail one save on average. That's a total of 6d6+3 fire damage to two creatures that took two actions and a single cheap alchemical item on your end, might've left your targets prone, and dealt 2d6+2 to some odd nearby foes as a bonus. For something that consumed no spell slots, allows no saving throws, and took place entirely at range, that's very solid.

We can further enhance this routine by replacing the alchemist's fire with Oleum (Sandstorm), which applies a -4 penalty on Reflex saves to put out the fire during the first 4 rounds. It's more time-consuming and less reliable to use, so it should only be employed in situations where time is not of the essence and foes can safely be disengaged and re-engaged with. Forcing a creature to desperately try and make DC 24 Reflex saves while it slowly burns to death is horrifying yet impressive.

Liquid Embers (MotP) are essentially super-alchemist's fire, dealing 3d6+1 on the initial hit and 3d6+1 on the followup, with an augmented DC of 22 to put out the fire; they don't work with Mad Alchemist by RAW, but that just means you can throw another flask on your next turn. However, the enormous cost makes this less than viable in any but the most important battles.

Our remaining feats are there to make everything more reliable: precise shot to snipe people in melee, two-weapon fighting to toss multiple flasks a turn if we're so inclined. Heighten Spell ups the Fiery Burst damage to 3d6 and makes Heat Metal harder to resist.

So here you have it: a mad mechanic, driving around in a self-built car with a top speed around 41 mph, flinging bottles of homebrewed alchemist's fire and shooting poisoned arrows, then rushing off and circling back to do it all over again. Perhaps not the most powerful blaster, but certainly one of the most flavorful.


The Janessar are mentioned on page 105 of CoV. Knight Squire is from page 24. I would like to stress that regional backgrounds are an assumed feature of Faerun campaigns (never have I seen any judge slap down regional feats) and this is merely a modification of them.

Urban Druid is from the Dragon Compendium.
Jungle Halfling is from Unearthed Arcana.

Saddleback is from the Player's Guide to Faerun.
Fiery Burst is from Complete Mage
Mounted Spellcasting is from the Miniatures Handbook
Shaped Splash is from the Eberron Campaign Setting.
Grenadier and Mad Alchemist are from the second PHB.
Pyro is from Song and Silence

Fun fact I thought of naming this guy 'Cannonball' and then realized that hey, if he's small-sized I should scale down the nickname too.

Unspecial unthanks for the GitP forums automatic censor that didn't let me use the official adjective for 'Calimshan'.

Venger
2023-11-19, 12:38 AM
"Revenge is a dish best served fried."

https://i.ytimg.com/vi/QbUg-HH3RpI/hqdefault.jpg
Mercenary was a, y'know, mercenary when was live. He had no troubles with conscience or ethic. Somebody paid - he killed. Doesn't matter who. Who paid and who should be killed. The ending was not surprising. Ambush. Captivity. Lingering torture. And burning alive.
But it wasn't ending actually. His death was so cruel that he could not rest. He became a vengeful ghost. He didn't work with constant companions previously. Now he understands - he needs a company. Troopers to fight for him and die instead him. He doesn't want die again.


CE Ghost Human Sneak Attack Skilled City-Dweller Thug Fighter 3/Eidolon 3

Abilities Initial 4th Total
STR 8 8
DEX 14 14
CON 14 14
INT 13 13
WIS 10 10
CHA 17 1 18
Level Class BAB Fort Reflex Will Skills Feats Class Features
1st Sneak Attack Skilled City-Dweller Thug 1 1 2 0 0 24: {+4} Bluff: 4; {+4} Gather Information: 4; {+4 CC} Hide: 2; {+4} Intimidate: 4; {+4 CC} Sense Motive: 2; {+4} Tumble: 4; Combat Expertise (1), Improved Feint (H) Sneak attack +1d6
2nd Fighter 2 2 3 0 0 6: {+1} Bluff: 5; {+1} Gather Information: 5; {+1 CC} Hide: 2.5; {+1} Intimidate: 5; {+1 CC} Sense Motive: 2.5; {+1} Tumble: 5;
3rd Fighter 3 3 3 1 1 6: {+1} Bluff: 6; {+1} Gather Information: 6; {+1 CC} Hide: 3; {+1} Intimidate: 6; {+1 CC} Sense Motive: 3; {+1} Tumble: 6; Maiming Strike (3) Sneak attack +2d6
4th Eidolon 1 4 3 1 3 4: {+1} Bluff: 7; Gather Information: 6; {+1} Hide: 4; {+1} Intimidate: 7; {+1} Sense Motive: 4; Tumble: 6; Corrupting Touch (G) Ghost feat, free multiclassing
Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness, Face of Death (Gruesome)
5th Eidolon 2 5 3 1 4 4: {+1} Bluff: 8; Gather Information: 6; {+1} Hide: 5; {+1} Intimidate: 8; {+1} Sense Motive: 5; Tumble: 6; Enervating Touch (G) Ghost feat
6th Eidolon 3 6 4 2 4 4: {+1} Bluff: 9; Gather Information: 6; Hide: 5; {+1} Intimidate: 9; Sense Motive: 5; Tumble: 6; {+2} Never Outnumbered; Create Spectral Spawn (6)

Epic Feats
Agony Touch (Cha) (E1)
Ghost Hand (E2)
Improved Deflection*8 (E3-E10)

Mercenary is feinting sneak attacker now. His strength is low, but with full BAB, masterwork weapon, good Bluff, Improved Feint and two sneak attack dices he is competent melee fighter.
Mercenary was tortured to death before his 4th level and now he is Ghostwalk ghost with damaging and energy drain touch attacks. And he can create Spectral Spawns with his Enervating Touch. Now he has his own army of spectres.
Plus, because of his kind of death Mercenary has Gruesome Face of Death (Ghostwalk, p. 11-12). This means –10 penalty on Bluff, Diplomacy, Gather Information, Perform, and Charisma checks to influence NPC attitudes (not for feint!), but also +10 bonus on Intimidate checks. +25 Intimidate check is a great, almost unbeatable in E6. It works even better with Never Outnumbered skill trick.
Agony Touch (Cha) (with applied sneak attack of course) is backup weapon if enemy has low Cha (and can't became a spectral anyway), or his Charisma is too dangerous (he is sorcerer, for example), or enemy is undead, or Mercenary needs eliminate him quickly, plus it synergies with Maiming Strike.
Eight Improved Deflections... Well, it's hard to overestimate +8 deflection bonus to AC. Total AC will be 24 without any items and it could be improved to 32 priced at -9 to AB (Combat Expertise + fight
defensively), which isn't free, but isn't overprice for Mercenary who uses incorporeal touch after feint. Total AB will be -1 against average 10 AC.


Type Name Book Page
Race Human PHB 12
Template Ghost Ghostwalk 163
Template Spectral Creature Dragons of Faerun 109
Class Fighter PHB 37
Class Eidolon Ghostwalk 16
Class variant Sneak Attack Fighter Unearthed Arcana 58
Class variant Thug Unearthed Arcana 51
Class variant Skilled City-Dweller Web Enhancements Cityscape, Part 1 (https://web.archive.org/web/20200105214304/http://archive.wizards.com/default.asp?x=dnd/we/20070425a)
Feat Combat Expertise PHB 92
Feat Improved Feint PHB 95
Feat Maiming Strike Exemplars of Evil 25
Feat Corrupting Touch Ghostwalk 29
Feat Enervating Touch Ghostwalk 31
Feat Create Spectral Spawn Web Enhancements Dragons of Faerun, Part 3 (https://web.archive.org/web/20200105214304/http://archive.wizards.com/default.asp?x=dnd/we/20070425a)
Feat Agony Touch Ghostwalk 28
Feat Ghost Hand Ghostwalk 33
Feat Improved Deflection Ghostwalk 35
Skill Trick Never Outnumbered Complete Scoundrel 87

Venger
2023-11-19, 12:38 AM
The mother of monsters.
"What in the name of Chaos is going on?!" I cursed.

None of us were all that wounded, really. It's been spooky in these caves, but not too spooky. The thing – all claws and teeth and glowing red eyes – threw some darkness around and then jumped us, and managed to do some damage. I didn’t see Clara (Paladin of Virtue! Follower of the Oath and the Measure! Knight of Solamnia!) get hit – yet evidently, something was wrong with her. She was kneeling by the wall of the large cavern, where just moments ago she smashed the life out of the vile creature, clasping her hands to her chest and rocking back and forth, staring at the stain of blood on the wall. Inistias, having rushed to her side to provide medical assistance, looked like he was about to lose his breakfast.

I rushed to their side. Usually, that close to Clara, I could feel… A presence. A guiding light. Chills went down my spine as I realized I feel nothing at all. Clara, rocking. Inistias, pale. A splat of blood on the wall.

No corpse.

"What the hell happened?" I repeated, more quietly. Clara looked at me, and saying nothing, opened her hands. Within her palms nestled a blooded creature, barely the size of newborn chick, gentle mucus still covering its eyes. Clearly, still an infant – if that.

Tiny claws, like miniscule versions…

Of the thing we just killed.

"What happened to it?" I whispered.

"He was cursed, half-elf" Echoed a raspy voice in reply. "Taken out of his egg before he could even breathe, curses upon curses layered on his poor, innocent soul. A tormented, confused newborn. And you murdered him."

Inistias vomited. I felt on the verge of doing the same. Clara, staring forwards muttered under her breath. "Est sularus oth mithas, est sularus oth mithas, est sularus oth mithas…"

"We didn't know!" I shouted. "We wouldn't have harmed him if we would've known! Never!"

"But you know now" the voice rasped back. "You know now".

From all around the cavern, hundreds upon hundreds of red eyes started to glow.





Mylf
https://static.wikia.nocookie.net/eberron/images/f/fd/Kobolds_-_Races_of_the_Dragon.jpg/revision/latest?cb=20120203224552

For kobolds, any obstacle can be defeated by strength of numbers


(very) NE (very) female Desert Kobold Sorceress 6.


Attribute Point Buy Desert Kobold Level 4
Strength 8 4 4
Dexterity 14 16 16
Constitution 14 14 14
Intelligence 12 12 12
Wisdom 8 6 6
Charsima 18 18 19

(Yeah, the Charisma increase ain't that exciting, but there's nothing I'd rather these 3 points do than make sure her DC is higher at level 1. Besides, she might reach middle age someday.)

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Sorcerer 1 0 0 0 2 Concentration 4, Knowledge (Arcana) 4, Spellcraft 4 Fiendish Bloodline Summon Familiar, Draconic Rite of Passage (Color Spray)
2nd Sorcerer 2 1 0 0 3 Concentration 5, Knowledge (Arcana) 5, Spellcraft 5 -
3rd Sorcerer 3 1 1 1 3 Concentration 6, Knowledge (Arcana) 6, Spellcraft 6 Draconic Reservoir (https://web.archive.org/web/20061111223553/http://wizards.com/default.asp?x=dnd/we/20060420a)
4th Dragonblood Sorcerer 4 2 1 1 4 Concentration 7, Knowledge (Arcana) 7, Spellcraft 6, Use Magic Device 1 Spell Like Ability: Mage Armor
5th Sorcerer 5 2 1 1 4 Concentration 8, Knowledge (Arcana) 8, Spellcraft 7, Use Magic Device 1
6th Sorcerer 6 3 2 2 5 Concentration 9, Knowledge (Arcana) 9, Spellcraft 8, Use Magic Device 1 Versatile Spellcaster Exchange Spell Like Ability: Ghoul Glyph, Greater Draconic Rite of Passage (https://web.archive.org/web/20061111223553/http://wizards.com/default.asp?x=dnd/we/20060420a)

Epic Feats
Arcane Thesis (Bestow Curse)
Iron Will
Reserves of Strength
Arcane Thesis (Summon Monster III)
Spell Focus (Conjuration)
Augment Summoning
Imbued Summoning
Invisible Spell
Repeat Spell
Practical Metamagic: Repeat Spell

Spells per day, not including Cha Sorcerer Level 0 per day 1st per day 2nd per day 3rd per day
1st 5 3 - -
2nd 6 4 - -
3rd 6 5 - -
4th 6 5 2 -
5th 6 5 3 -
6th 6 6 4 2
Greater Rite of Passage 6 6 5 3

Spell Level Spells Known
0 Mage Hand (1), Detect Magic (1), Prestidigitation (1), Daze (1), Ghost Sound (2), Mending (4), Message (6)
1 Grease (1), Mage Armor (1), Nerveskitter (3), Ebon Eyes (5), Babau Slime (GRP), +Protection from Good (Bloodline)
2 Heroics (4), Ghoul Glyph (5), Wings of Cover (GRP) + Darkness (bloodline)
3 Summon Monster III (6), Mass Snake's Swiftness (GRP) + Sepia Snake Sigil (bloodline)
4 Bestow Curse (Bloodline)


[Kobolds] mate regularly. The impulse for doing so, however, is mostly instinct tempered with a sense of duty… Sex itself has little emotional value to kobolds.

Oh, you have no idea. Content warning: this is going to be gross.

Mylf starts her life as a spunky evil sorceress, seven or eight years of age. She's not dragonwrought, she doesn't have all of the fancy new slight build and natural weapons and weapon familiarity of those uppity web enhancement kobolds. She's a good old desert kobold, suffering no Con penalty and no light sensitivity. With a pretty standard array of cantrips at her side, she uses grease and a once/day Color Spray SLA to bring in some combat utility. She also has a familiar, which is a minion that stays with you, from level 1. Defensively, she has good dex, access to mage armor, and to protection against good, which is an excellent spell for an EVIIIL character. Level 3 adds nerveskitter to the list, and changes color spray to being 3/day.

Level 4 brings a few changes. Darkness from the bloodline (ebon eyes coming next level to help with that), and heroics as a main buff. It also lets her transform mage armor into an SLA for a couple of levels, at the cost of a couple of spell slots (already included in spells per day table). Level 5, as mentioned, brings Ebon Eyes, but also the very fun ghoul glyph, which can shore up excellent defenses.

Level 6 is when the build comes together. Sepia snake sigil keeps helping with fortifications, but mage armor is back to being a spell, while ghoul glyph just became a standard action 3 times per day – which makes it usable in combat as a screw-you-no-save paralysis. She can still spam it like hell on non-combat days.

More importantly for our purposes here, this level is a double level, thanks to the draconic greater rite of passage. Babau's slime, wings of cover, and third level spells: summon monster III and Mass snake's swiftness. Also, versatile spellcaster. With Cha, Mylf has 4 spell slots of third level, which can be fused to cast a 4th level spell she knows up to 2 times a day. That 4th level spell? Thanks to her bloodline, it's bestow curse. Bestow curse is a truly excellent combat spell, and a massive hassle to deal with. On top of that, it's extremely versatile. Book of Vile Darkness, page 28, offers numerous excellent curse effects for the spell. The seventh of them moves the target to the beginning of the next age category.

Kobolds, per races of the dragon page 40, are extremely fertile little creatures. A female lays an egg within 2 weeks of being fertilized, with a 10 percent chance of twins! So long as she can keep herself fertilized, she can lay an enormous amount of kobolds every year. She becomes fertile at the age of 6, and only enters middle age at the age of 60.

The problem? We rely on outside help for fertilization. That won't do. We're supposed to be creating minions "whole cloth". The solution? Summon something that can explicitly mate with humanoids. Luckily, Summon Monster III offers us the dretch. Monster Manual page 147 clarifies that fiends can mate with almost anything. This (https://web.archive.org/web/20161031221221/http://archive.wizards.com/default.asp?x=dnd/we/20060630a) article further clarifies that this sentence doesn't refer to certain fiends, but to any fiend.

Summon a dretch, get fertilized. Ewwwwww. Lay an egg, with a tiny little adorable half-fiend desert kobold embryo inside.

From fertilization by dretch to laying an egg, Mylf has to carry the egg (10% of the time, it's two) for 2 weeks. Once those have passed, she can puncture the egg and age the embrio to a wyrmling by casting bestow curse, and cast summon monster to be fertilized again. If she laid two eggs, Mylf will care for one of them for a single day if she can afford the time. If she can't, she'll turn both into wyrmlings, and wait an extra day before being fertilized again.

From the wyrmling stage, it's four castings – two days of spell slots – to bring the spawn to the young adult stage. It should be noted that by this stage, female descendants can be fertilized themselves. Since it only takes three days of castings out of fourteen to mature the embryos, Mylf can mature many generations of her descendants between births – though the genetic impact of a breeding fiends with half-fiends over generations could be ruled by a DM for fluff reasons. RAW, they'll still just be half fiends.

Even ignoring the possibility of breeding her young, Mylf can spew out 28.6 half-fiend kobolds per year once things get going, but remember: it's very likely that one of the first few children will be female, and that she can be bred as well. Even within the first year, it's mathematically trivial to be maturing descendants at a much higher pace. A year of full capacity production should yield over 100 matured babies.

Each matured descendent is still a cursed child for 6 years and two months post its emergence. At any moment, therefore, a somewhat conservative estimate is that Mylf can have around 600 minions who are unthinkable to kill by any good-aligned foe. All of which can cast darkness as an SLA, by the way, so its good that Mylf has access to ebon eyes. Even against evil foes… well, there are hundreds of them. Many of whom actually have years of experience to gain class levels and other such abilities in. Besides, against evil foes, Mylf would send the ones that are already adults underneath the curses. Why waste good human kobold shields as cannon fodder?

That's all under the assumption that the curse would age the kobolds in accordance with kobold age categories. If they just jump straight to adulthood, that obviously over triples her maximal output – though it'd take a bit longer to get to maximal output, under these assumptions.

So, how do the good-aligned foes this NE monster is fighting deal with the descendants? Dispelling is the obvious answer, but the CL of the curses she's casting on them is 12 (level 6 sorceress, greater rite of passage, arcane thesis, reserves of strength) which should prove very hard to dispel in combat. Remove curse would be the more potent answer, though they still get to use their spell resistance and a will save against that. The book calls it harmless, they don't care. And even if they de-mature a couple back to the juvenile age category – they're getting pumped out like coca cola bottles. There's thousands of them.

No, the only real answers are dying, running away, or turning NE by murdering cursed babies. Win-win-win for Mylf.

So, the main components of the strategy are there immediately upon level 6, while the first 3 epic feats fortify the curses to make them virtually undispellable in an E6 context. One of the third level spells is there for fertilization (while still being an excellent spell in combat) while the other is the main buff with unlimited target a sorceress can access. Stack ya'boys, and give a whole heaping bunch of them an extra attack, no silly CL limitations. Nice!

So, we'll use the remaining spells to capitalize on the spells Mylf already has in use. Mainly, summon monster III. Arcane thesis makes it CL 9, Augment summoning is great. Imbued summoning is huge with arcane thesis. Summon a single SM3 monster (or 1d3 SM2's, or 1d4+1 SM1's) and give them (all) the benefit of a touch-range spell. As funny as it'd be to summon a creature just to curse it so all its money will be stolen within a week (another banger from BoVD), more credibly Mylf would use protection against good, mage armor, babau slime, or heroics – all depending on the scenario.

Invisible spell arguably makes the monsters she summons invisible. I SAID ARGUABLY, STOP THROWING BOOKS AT MY HEAD. More importantly, it's a free +1 metamagic through arcane thesis. So Mylf takes repeat spell, so she can double-cast summon monster in combat.

To sum up, Mylf is a powerful and versatile sorceress with excellent spell access and a boosted CL / spells known / spells per day, that also happens to be able to breed entire armies of half fiends in the span of mere months.

Source Features
Races of the Dragon Kobolds, Draconic right of Passage, Dragonblood Sorcerer substitution levels, Practical Metamagic.
Dragon Compendium Fiendish Bloodline,
Player's Handbook II Arcane Thesis, imbued summoning
Dragonlance Campaign Setting Reserves of Strength
Cityscape Invisible Spell
Complete Arcane Repeat Spell
Spell Compendium Non-SRD spells.

Venger
2023-11-19, 12:40 AM
When nine lives isn't enough.
The cat of Death
Any evil Tibbit Ranger 5/ Soul eater 1

This tibbit once was good and a member of the fangshield , but revenge, and his life in danger moved him toward the evil side , with him becoming a soul eater who creates various spectral spawn without doing any damage.




Stat
Point Buy
Final

Strength
8 (0 point)
6 (-2 racial)/3 (while in cat form)

Dexterity
16 (10 point)
18 (+2 racial)/20 (while in cat form)

Constitution
14 (6 point)
14 (no change )

Intelligence
14 (6 point)
14 (no change)

Wisdom
12 (4 point)
12 (no change)

Charisma
14 (6 point)
14 (no change)

4th level point goes to Charisma



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


1st
Ranger 1
+1
+2
+2
+0
Knowledge arcana 2 (cross class) Knowledge religion 1 (cross class) Hide 4 Move silently 4 Listen 4 Spot 4 Survival 4 Handle animal 4 Knowledge nature 2
Alertness, Track
Arcane Hunter ACF , Track, Wild empathy


2nd
Fangshield Ranger 2
+2
+3
+3
+0
Knowledge arcana 2 Knowledge religion 1 Hide 5 Move silently 5 Listen 5 Spot 5 Survival 5 Handle animal 5 Knowledge nature 4
Multiattack
Combat style


3rd
Ranger 3
+3
+3
+3
+1
Knowledge arcana 2 Knowledge religion 1 Hide 6 Move silently 6 Listen 6 Spot 6 Survival 6 Handle animal 5 Knowledge nature 5 Knowledge geography 2
Weapon focus (claw), Endurance
Endurance


4th
Ranger 4
+4
+4
+4
+1
Knowledge arcana 2 Knowledge religion 1 Hide 7 Move silently 7 Listen 7 Spot 7 Survival 7 Handle animal 5 Knowledge nature 5 Knowledge geography 5

Distracting attack ACF


5th
Ranger 5
+5
+4
+4
+1
Knowledge arcana 2 Knowledge religion 1 Hide 7 Move silently 7 Listen 8 Spot 8 Survival 8 Handle animal 5 Knowledge nature 5 Knowledge dungeoneering 5 Knowledge geography 5

2nd favored enemy (construct)


6th
Soul eater 1
+6
+6
+6
+3
Knowledge arcana 2 Knowledge religion 1 Hide 9 Move silently 9 Listen 9 Spot 9 Survival 8 Handle animal 5 Knowledge nature 5 Knowledge dungeoneering 5 Knowledge geography 5
Weapon finesse
Energy drain 1

We have 1 spell for day from the ranger spell list from fourth level
Favored enemy Arcanist +4 , Construct +2
1° Don’t mind me
2° Create Spectral spawn
3° Necromantic presence
4° Necromantic might
5° Darkstalker
6° Shape soulmeld (astral vambrace)
7° Open chakra (hands)
8° Improved multiattack
9° Life drain
10° Improved energy drain

The base class of this tibbit is the ranger, because it give us full base attack (which we need later), many skills, and there is even a combat style that can boost our natural attacks and an ACF that can let us flank even if we are of tiny size.

At the 1st level the main utility of this tibbit is being a scout between the skills and scent in cat form. To fight sometimes we will use the bow while in the normal form , not the cat form, because our damage is quite low, even against the arcanists for which we took some ranks in knowledge arcana (because we need them later).
At the 2nd level the rank in knowledge religion we took let us enter the fangshield which give us the multiattack feat which is quite useful for our claw and bite but we doesn’t do damage so it will not be used for now. We still are a scouts with wild empathy boosted by the synergy bonus of handle animal now , our survival now is being boosted with a synergy from knowledge nature

At the 3rd level we still insists in boosting our claws with weapon focus, and we gain endurance, not so much but still something

At the 4th level we can do something, now there is the distracting attack ACF that will boost our ally, why not taking the animal companion or the fangshield animal companion which is boosted? About this later. Survival is being boosted now even from knowledge geography and we even gain a 1st level spell slot , which could be for alarm, or magic fang, or delay poison, Nothing too necessary to fight but still useful

At the 5th level we gain another favored enemy which we put as construct here but it can change depending on the campaign , the important thing is that we are boosting favored enemy arcanist so we can use better skills against them. And we gain knowledge (dungeoneering) that will boost again survival (to be honest knowledge dungeoneering and knowledge nature can be exchanged if the campaign is underground)

Now at the 6th level there are big changes, somewhere between this and the 2nd level the tibbit became evil (maybe is unwilling to become a soul eater, maybe not , didn’t made the background because I don’t have enough time), and now there is the true damage that this tibbit can does , the energy drain from the soul eater. The full bab, alertness and weapon focus where all necessary for this prestige class, that is good, because the energy drain only ask for a successful attack not doing any damage so while in cat form , we can use our high to hit bonus to strike the enemies not doing many damage (maybe they will think we are petting them) and giving a negative levels for each one of our natural weapons that hit, so for that we took weapon finesse . To not provoke an attack of opportunity because we doesn’t have any reach we use the feline feat Don’t mind me , so we can enter while not provoking and strike easily. And for each level we gain temporary hit points which are quite useful as our AC is dependent on equipment that still give bonus while in cat form so no armor no shields and no robes

After having resolved our problem with hitting we pass at making allies, with the create spectral spawn feat that we can use thanks to the Soul eater, so now who will die from the energy drain will rise as a specter(if humanoid) or as a spectral spawn if not , which means we have a possible infinite army of spectres with us because they are loyal until we die. We even has some feats to empower them necromantic presence and necromantic might, and with distracting attack we can flank him with our spectres even if we are in the space of the enemy, they will help even when fighting undead and constructs , because these two types are immune to energy drain which is our main way to fight and to create new beings that help us. We didn’t take an animal companion because every spectre and spectral spawn has an unnatural aura that doesn’t help with animals.

As the spectres are enough sneaky as they are incorporeal we need darkstalker to be sneaky and avoiding senses that could detect us , so it is necessary
But why doing only 3 attacks when there is the possibility to gain another two attack with two simple feats? For that we take shape soulmeld (astral vambrace) and open least chakra (hands) to shape them , even when we are in cat form. Probably now we can hit with the paw? Something similar? It is strange to see but the astral vambraces have another function , they give a DR 2/magic, which means that now our natural attack are considered magic even without items so we can hit incorporeal enemy which is good. We can now fight even while not in cat form as the slam of the astral vambraces give us a natural weapon to use the energy drain, but while we gain in AC , we lose many attack in that form

Improved multiattack is another way we have to hit more, to took away the penalty on the secondary natural weapons.

The last two feats are used to empower even more our energy drain , using the point of the 4th level to charisma to qualify for improved energy drain that give us a good bonus (we will bestow negative levels easily) and for each negative level now we gain even more temporary hit points 7 without any item.
Monstrous humanoid Ranger 5 /soul eater 1
Initiative :+5
Hp 42 (8+5d8+12) with a DR 2/magic from astral vambrace
AC It is a bit difficult say how much it is because is quite dependent from items, but in cat form should be 17 (+2 size+ 5 dexterity) while in human form it could be around 19-20 with a chain shirt , size and our 18 of dexterity
Saves Fortitude +8, Reflex +11 (10 while non in cat form) ,Will +4
Stats in cat form Strength 3, Dexterity 20, Constitution 14, Intelligence 14, Wisdom 12, Charisma 15
To hit Claw +14 (6 bab +5 dexterity +1 weapon focus+ 2 size) Damage 1d2-4+ energy drain If we aren’t in cat form we have the slam 1d4-2 from the astral vambraces with a +11 (6 bab+ 1 size +4 dexterity) to hit
Full attack Order of attacks Claw Claw Bite Slam Slam (+14/+14/+13/+13/+13) Damage of claws is 1d2-4 Damage of bite 1d3 -4 Damage of slam 1d3 -4 Each attack does energy drain
Skills Knowledge (arcana) +4 ,Knowledge (religion) +3, Knowledge (geography)+ 7 , Knowledge (nature) +9 (+2 synergy survival), Knowledge (dungeoneering) + 7, Survival +10* , Move silently +14, Hide +22 (with +8 from size), Listen +13 (alertness), Spot +13 (alertness) , Handle animal +7
Survival has various bonus from knowledge geography (+2 to checks made to keep from getting lost or avoid natural hazards) Knowledge nature (+2 to checks made in aboveground natural environments), Knowledge dungeoneering (+2 to checks made in underground)
There is wild empathy which has a bonus of +9 (5 level of ranger +2 charisma +2 handle animal synergy)
While in cat form we have scent that is quite useful to scout.
Against arcanist there is a bonus of +4 to damage and to each skill
Against construct there is a bonus of +2 to damage and to each skill
Whenever we bestow a negative level upon a creature we gain a +1 bonus on skill checks, ability checks, attack rolls, and saving throws for 1 hour from improved energy drain.
Tibbit: Dragon compendium
Ranger: Player handbook
Arcane Hunter: Complete mage
Track: Player handbook
Fangshield Ranger: Champions of Valor
Multiattack: Monster manual
Endurance Player Handbook
Alertness Player Handbook
Weapon focus Player Handbook
Distracting Attack ACF: Player Handbook 2
Weapon Finess Player Handbook
Soul Eater: Book of vile Darkness
Don’t mind me : Fabuluos cats article (https://web.archive.org/web/20140924022347/http://archive.wizards.com/default.asp?x=dnd/fools/20030401c)
Create Spectral Spawn :Dragons of Faerun web article part 3 (https://web.archive.org/web/20161031221729/http://archive.wizards.com/default.asp?x=dnd/we/20070425a)
Spectral Spawn template: Dragons of faerun.
Necromantic Presence : Libris Mortis
Necromantic Might: Libris Mortis
Darkstalker : Lord of madness
Shape soulmeld: Magic of Incarnum
Astral vambraces: Psionics of Incarnum (https://web.archive.org/web/20161031215651/http://archive.wizards.com/default.asp?x=dnd/psm/20060217a)
Open least chakra (hands): Magic of incarnum
Improved multiattack: Draconomicon
Improved energy Drain: Libris Mortis
Life drain: Libris Mortis

Venger
2023-11-19, 12:40 AM
Intelligence is knowing Forgenstein is the doctor. Wisdom is knowing Forgenstein is the monster.

Doctor Forgenstein
https://media.discordapp.net/attachments/704885103867723830/1173500609698205707/Screenshot_2023-11-13_at_12.51.44_AM.png?ex=65642e9b&is=6551b99b&hm=6efc3741d7eb1ea1e025e23342c61b4f4eda2c7b348b202 a470d941037354321&=&width=800&height=690
Prototype: soulboundfortificationcomforteager

NG Lesser Gray Dwarf Savant 2/Incarnate 2/Ironsoul Forgemaster 2







Abilities

Initial
Race

1st
4th



STR

12

12



DEX
14

14



CON
14
+2
16



INT
17

17
18


WIS
11

11



CHA
8
-4
4





Lesser Duergar (PGTF 190) have the following racial traits in addition to the standard dwarf abilities, except where noted:

+2 Constitution, -4 Charisma: Lesser duergar are extremely withdrawn and guarded. These adjustments replace the ability adjustments given for dwarves.

Weapon Familiarity: Unlike other dwarves, lesser duergar do not have weapon familiarity with the dwarven waraxe or dwarven urgrosh.

+2 racial bonus on saving throws against poison, phantasms, and paralysis: This trait replaces the dwarf's +2 racial bonus on saves against poison.

+2 racial bonus on Hide and Move Silently checks: Lesser gray dwarves excel at stealthy movement.

Spell-Like Abilities: 1/day - enlarge person. Caster level equals twice the lesser duergar's class levels (minimum 3rd). These abilities affect only the lesser duergar and whatever he carries.

Light Sensitivity: Lesser duergar are dazzled in bright sunlight or within the radius of a daylight spell.





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


1st
Savant (Dragon Compendium 45)
0
0
0
2
36: {+4} Craft (weaponsmithing): 4; {+4} Craft (Armorsmithing): 4; {+4} Knowledge (Arcana): 4; {+4} Disable Device: 4; {+4} Search: 4; {+3} Knowledge (planes): 3; {+3} Move Silently: 3; {+3} Hide: 3; {+3} Use Magic Device: 3; {+1} Handle animal: 1; {+3} K. psychology: 3;
Mercantile Background (PGTF 41)
Academic lore, skill assistance (5 feet), trapfinding


2nd
Incarnate (Magic of Incarnum 20)
0
2
0
4
5: {+1} Craft (weaponsmithing): 5; {+1} Craft (Armorsmithing): 5; {+1} Knowledge (Arcana): 5; Disable Device: 4; Search: 4; {+1} Knowledge (planes): 4; Move Silently: 3; Hide: 3; Use Magic Device: 3; {+1 CC} Handle animal: 1.5; K. psychology: 3;

Aura, detect opposition, 2 soulmelds, 1 essentia


3rd
Incarnate
1
3
0
5
5: {+1} Craft (weaponsmithing): 6; {+1} Craft (Armorsmithing): 6; {+1} Knowledge (Arcana): 6; Disable Device: 4; Search: 4; {+1} Knowledge (planes): 5; Move Silently: 3; Hide: 3; Use Magic Device: 3; {+1 CC} Handle animal: 2; K. psychology: 3;
Favored (cityscape 61): Heroic Organization (craft (weaponsmithing))
Chakra bind (crown), 3 soulmelds, 2 essentia, 1 chakra bind


4th
Savant
2
3
0
6
10: {+1} Craft (weaponsmithing): 7; {+1} Craft (Armorsmithing): 7; {+1} Knowledge (Arcana): 7; {+1} Disable Device: 5; Search: 4; Knowledge (planes): 5; {+1} Move Silently: 4; {+1} Hide: 4; {+3} Use Magic Device: 6; Handle animal: 2; {+1} K. psychology: 4;
Primary Contact (cityscape 61) +1 rank Craft Weaponsmithing
Talent lore


5th
Ironsoul Forgemaster (Magic of Incarnum 126)
2
5
0
8
6: {+1} Craft (weaponsmithing): 8; {+1} Craft (Armorsmithing): 8; {+1} Knowledge (Arcana): 8; Disable Device: 5; Search: 4; Knowledge (planes): 5; Move Silently: 4; Hide: 4; {+2 CC} Use Magic Device: 7; Handle animal: 2; {+1 CC} K. psychology: 4.5;

Shield bond


6th
Ironsoul Forgemaster
3
6
0
9
6: {+1} Craft (weaponsmithing): 9; {+1} Craft (Armorsmithing): 9; {+1} Knowledge (Arcana): 9; Disable Device: 5; Search: 4; Knowledge (planes): 5; Move Silently: 4; Hide: 4; {+2 CC} Use Magic Device: 8; Handle animal: 2; {+1 CC} K. psychology: 5;
Craft Magic Arms and Armor, Magical Artisan (PGTF 41)
Secrets of the forge , 3 essentia








Epic Feats


1
Extraordinary Artisan (Eberron Campaign Setting, p. 53)


2
Wild Cohort (Web (https://web.archive.org/web/20161101073942/http://archive.wizards.com/default.asp?x=dnd/re/20031118a))


3
Heavy Armor Proficiency


4
Dwarven Armor Proficiency (Races of Stone 138)


5
Exceptional Artisan (Eberron Campaign setting 52


6
Legendary Artisan (Eberron Campaign Setting 56)


7
Craft Wondrous Item


8
Ritual Transference (PHB2 Web (https://web.archive.org/web/20161031221141/http://archive.wizards.com/default.asp?x=dnd/we/20060526a))


9
Cerulean Reflexes (Magic of Incarnum 35)


10
Lightning Reflexes




I have a charisma of 4. I get to be nuts and bolts about things.

Lesser Duergar dwarves have a caster level of 12 for the enlarge person SLA that they get as a racial feature at level 6.

Ironsoul Forgemaster’s “effective caster level for the purpose of crafting magic arms and armor is three times their ironsoul forgemaster level. For example, a 5th-level incarnate/2nd-level ironsoul forgemaster is treated as a 6th-level caster for the purpose of creating magic arms and armor. These effective levels also stack with any other caster levels that might apply.”

This E6 crafter has an effective caster level of 18 for the purpose of creating magic arms and armor.


To create an intelligent item (https://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#intelligentItemCreation), a character must have a caster level of 15th or higher. Time and creation cost are based on the normal item creation rules, with the market price values on Table: Item Intelligence, Wisdom, Charisma, and Capabilities (https://www.d20srd.org/srd/magicItems/intelligentItems.htm#tableItemIntelligenceWisdomCh arismaandCapabilities) treated as additions to time, gp cost, and XP cost. The item’s alignment (https://www.d20srd.org/srd/description.htm#alignment) is the same as its creator’s. Determine other features randomly, following the guidelines in the relevant section.]

Looking at Table: Item Intelligence, Wisdom, Charisma, and Capabilities, it becomes apparent that for an extra 15,000 gp added onto the cost of creating a magic suit of armor or weapons, you can get an item that is NG, treated as a construct, created by a dwarf so of course for an extra 600 gp they can be made dwarvencraft (Races of Stone 159), with two mental attributes of 19, 4 lesser powers (including 10 ranks in skills), 3 major powers or 2 major powers and a dedicated purpose, darkvision, blindsense, and hearing, with an Ego Score of 21 (assuming dedicated purpose).

The will save to resist an intelligent item is equal to its Ego score.

The intended purpose of a crafted intelligent item is, I think, randomly rolled.

Meaning that the 15k cost upcharge for some huge power boosts is well worth it, as there is no direction to add the costs of these additional abilities to the base cost when creating the item, and the directions for creating a magic item simply directs you to a single table, with instructions to roll the rest randomly.

Most any armor can have spikes added, So if those spikes can be enchanted as weapons, intelligent weapons, with ego scores of 21 as spikes +1.[

Most suits of heavier armor come with helmets and gauntlets as part of their descriptions, so the presence of the horned helmet in Races of faerun (page 156) indicates that you might be able to add more intelligent magic items to a single suit of armor. The fact that gauntlets are weapons that can have weapon enchantments placed on them also frees up another 21 EGO to add to a suit of armor.

All of these weapons and the armor itself have slots for weapon or armor augment crystals, which can be crafted with craft magic arms and armor. Therefor they can be intelligent too.

Each of these highly sentient beings then vie for control of a subjects body
That is a total of 8 DC 21 will saves against stated action that a wearer of this armor must take. (Armor, gauntlets, armor spikes, horned helmet, and 4 weapon crystals)

There are a number of lesser and greater powers that are quite powerful for e6. Cloudkill, for example. And it doesn’t say that you choose them

And this leads to a conversation about if you have to pay the GP cost of those powers in the base price calculation, which leads to variable crafting time as an issue, (oh sorry, you’re crafting a +1 magical item, you’re gonna need 80,000 additional gold due to random rolls that i was instructed to make)

Now these 8 ego scores have average bell curve chances of being in charge. And they’re all Neutral good, so they are prone to work together.

So getting the right synergy of special purpose powers becomes a psychology game

For example: Like all dragonhide armors of +1 armor ability based on dragons with dragonbane spikes +1, and dragon bane gauntlets and skillful dragon bane horned helmet, and dragon bane boot blades. Is highly likely to create an insane dragon slayer: The host body would always be in some state of dragonslaying

Wild cohorts can then be animal test subjects for these armors. Ideally, apes would be an option, but we cannot get to a character level high enough for them, but horses can get barding.

So the question becomes this: if special abilities on the armor contribute to the psychology of the item and the following passages seem to indicate that this is the case


Note that intelligent weapons already have alignments, either stated or by implication.
(A weapon made to kill chaotic outsiders would hardly be chaotic itself; it would be lawful.) If you’re generating a random intelligent weapon, that weapon’s alignment must fit with any alignment-oriented special abilities it has (such as the holy special ability).


An item’s purpose must suit the type and alignment of the item and should always be treated reasonably.


[All magic items with personalities desire to play an important role in whatever activity is underway, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others.


An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior. A holy avenger, for example, would certainly not allow destruction of any other lawful good item and might encourage their discovery, even at the risk of having to face grim odds to do so.All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others.

All of these facets together establish that the armor in question has a good chance of taking over a person, and moving them towards its intended purpose, and thus, there is reason to believe that the shared NG alignment of the items and synergies of intended purpose could have a character ruled by an intelligent item commitee.

Obviously, all of these rolls are untenable at the table top. So some simplification of rules may be necessary, and it is likely that the committee of magic items create a gestalt personality comprised of each of the elements involved. For this reason, choosing the right combinations of magic item personalities is an excercise in psychology. Fortunately, page 10 of Sword and Fist says the following: "With your DM’s approval, you can invent other new areas of knowledge."

Savant is unique in its class skill description which reads as the following, "The savant's class skills are all skills." This means that the savant is privy to "knowledge: psychology." If this seems inelegant to the reader or judge, simply replace the skill ranks with Profession: psychologist. These ranks will empower Dr. Forgenstein to create the intelligent armor gestalt personality with some success.

Now, this suit of armor is a stand alone entity and thus fills the spirit and letter of the e6 competition, assuming that we all accept that parasitism is a viable life strategy for a magical organism. The armor is parasitic on a being capable of wearing armor and can routinely take over the being to which it has been donned to achieve its overarching Neutral good goals.

This brings us to the use of the ritual of transference feat. The armor can be privy to a ritual that allows it to transfer XP for the comission of a new magic item. So if the gestalt personality was one that would return to the forge, it could supplement the NG goal of transferring XP towards the commission of new great suits of armor.

If, you wanted to use Dr. Forgenstein to create a completely independent intelligent item, the creation of an intelligent weapon with the viper enchantment (serpent kingdom 151) allows the blade of a weapon to become a serpent capable of making its own attacks, but it doesn't have a listed move speed and its butt is the pommel of a sword. The flying enchantment (Magic of Faerun) or fly enchantment (OA) allow the viper to move and attack. Further, you can make custom armor for the sword that will ironman onto the viper sword viper with all sorts of new personalities and abilities to round it out.


Dr. Forgenstein begins play as a rich savant lesser duergar who can sell his later crafted items for 75% of their base price. This grants a bunch of skill ranks and some roguelike utility. At level 2 and 3, we add 2 incarnate levels, lending all of the versatility of the incarnate chassis. The level 3 feat is cityscape’s Favored (heroic guid) which grants a bonus to weaponsmithing checks. The favored benefits are poor, but we need the skill rank. Ideally, if you find a custom favored organization that grants the favored benefit of an arcane guild, you can deduct 5% from your magic item crafting costs. At level 4, the talent lore savant class feature adds a bonus feat, primary contact, which can be used to push up one skill rank to 8. This allows Dr. Forgenstein to enter into ironsoul forgemaster early. At level 6, Dr. Forgenstein gets craft magic arms and armor as a bonus feat, and we begin taking feats that limit our expenses when crafting. We wind up with two 25% gp cost reductions, a 25% xp cost reduction, and 25% item crafting time reduction.

With Epic feats, we can get animal test subjects via wild cohort. Dwarven armor proficiencies are mostly flavor, but they do add significant dwarfiness, AC bonuses, and background identity as a dwarf. Craft wondrous item CL is provided by the lesser duergar SLA and allows Dr. Forgenstein access to the XP transference abilities of PHB2.

Rounding out the last two epic feats, we buff the reflex save and add an essencia to the character, lending aid to survivability.

Mostly, this character is a home base builder, ideally near a magical forge (as described in races of stone) who crafts items of such supreme power that he is likely to be banned from fully functioning as a dedicated crafter in an e6 environment. See the spoiler above for a run down how all of that works.

Venger
2023-11-19, 12:41 AM
He's in his element.


Established for lasting life in this plane.
“This is the place alright, but its gotten quieter. Oye, open up and take me to the director!”
“Caw!”
“Don’t give me no caw! I know you are one of the residents, ravens don’t sit above doors in the catacombs.”
“Follow me, the director will see you.”
“You geezers used to be all elemental, what’s with the bird flesh?”
“The director changed our forms in hopes we would settle down after you guards complained about all the ruckus we were causing.”
“That was yesterday, right?”
“So Peter was breaking curfew again?”
“Probably, but more importantly the captain’s wife saw him get eaten by something in their bedroom.”
“Well, that’s the directors problem. You can go in.”

“Guardsman Lucas, what brings you to my foundation?”
“Director, last night one of your residents was eaten in the captain’s house.”
“Well that’s probably Peter. Any remains of our wayward resident?”
“Obviously not, he was a peeping air elemental. Who we fined just 2 weeks ago. What do you have to say about the incident.”
“After the last incident with Peter I talked to all the residents and changed the contracts of all the elemental residents. Curfew violations are now punished by infernal rat. Would you like to see the contract and addendum?”
“Infernal rat? Gods, just give me his file.”
“oo23, Peter. Contract terminated. I’d like that back as I don’t make copies.”
“What do you mean by terminated? I thought those elementals were immortal?”
“Bitten out of existence by infernal rat. Well, residents in elemental state don’t age but they can die. They are not immortal.”
“Gods, what an infernal contract. Can you tell me what this addendum means?”
“Ah, the new permanent residency addendum. Simply put, after a 2 week elemental period of transition, the resident is given a fixed planar form and punishments are immediately meted during the transition and permanent residencies. Peter agreed on a fixed rat form, so he was bitten by a rat. Bob who brought you in settled on raven for his fixed form.”
“So he chose his own punishment?”
“Not really. I’m a limited practitioner in many ways. Spider, raven, rat and hog are the only forms I can manage at this time.”
“I’ve heard you also had a lot of complaints from the families of your residents. Is it still worth it to operate this place?”
“I still think this is a better choice than being a ghost or going to the lands of the dead. My soul will finally be at rest this way. I honestly would have preferred to keep the residents in their elemental state but the guilds insisted in stronger contracts. It was quite upsetting to make the changes. I’m sure you’d like to tour the foundation again before you leave. Just have Bob guide you anywhere.”


The most powerful light of my first hundred years was the blinding skies over the city seen through my own legs during my first death. Then I picked up my spectral head to find my killer to rob for mortuary fees. Everyday after was spent conniving spells to buy back my life from the morgue.

Ectoplasmic life flows quickly even in a busy perch, searching for the scaled ones. My second life was an illusion, ending so fast I only remember being thankful to not really need a spellbook. My second ghostly life was when I started cursing the gods. You can only curse when your first familiar is only good for flying into walls so hard he stole one of my spells. That misbegotten bird did give me the idea to try that familiar transformation on my pet rat. Watching that windy rodent bully the bird gave me an idea for the foundation. The stable earnings as director were great but as the years went that bird still wouldn’t die.

Feeling the call I raised myself again and had an epiphany on how to end that bird. I struck an infernal deal, made some minor changes at the foundation, and was finally free of the bird. It was horrifying, imps are actually less useful than the scores of crafters I had built up in the foundation. Plus it seems some disgruntled family member is convincing people I run a demonic cult trying to end the world. I pay my taxes and try to bring the infernal prince back from the outer dead but I’m called demonic. Thankfully the imps gobble up all the evidence in my infernalfoundationstronghold.



1. This character use the Ghostwalk rules without the calling. Ghostwalk allows the dead to rise without level loss and only 500gp; temples but not spells are necessary(p14).
2. Aging bonuses are added to first level stats; penalties do not accumulate for the dead.
3. I had to worship an elder evil, sock it to me.
4. Frequent abuse of alter self to gain (chosen/human/strongheart) bonus feat of choice.

LE-Male-Deep Imaskari (http://web.archive.org/web/20120915041019/http://www.wizards.com/default.asp?x=dnd/ex/20031003b)
Spellthief/Wizard/Eidoloncer->Spellthief/Wizard/WuJen/Magewright/Diabolist

Abilities Initial Race / Template 4th
STR 8
DEX 8 -2
CON 14
INT 18 +5 1
WIS 13 +3
CHA 13 +3

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Spellthief (http://web.archive.org/web/20140717235557/http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=1) 2 54: {+1} Autohypnosis: 1; {+4} Bluff: 4; {+4} Concentration: 4; {+4} Disable Device: 4; {+4} Escape Artist: 4; {+4} Hide: 4; {+2} Intimidate: 2; {+1} Knowledge (planes): 1; {+4} Listen: 4; {+4} Move Silently: 4; {+1} Open Lock: 1; {+4} Search: 4; {+4} Sleight of Hand: 4; {+4} Spellcraft: 4; {+4} Spot: 4; {+1} Tumble: 1; {+4} Use Magic Device: 4; Evil BrandEE, Favored (the confluence) Sneak attack +1d6, steal spell, trapfinding
2nd High Illusionist (https://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants) 4 8: Autohypnosis: 1; {+1} Bluff: 5; {+1} Concentration: 5; {+1} Decipher Script: 1; Disable Device: 4; Escape Artist: 4; {+1} Hide: 5; Intimidate: 2; {+1} Knowledge (planes): 2; Listen: 4; Move Silently: 4; Open Lock: 1; Search: 4; {+1} Sleight of Hand: 5; {+1} Spellcraft: 5; Spot: 4; Tumble: 1; {+1} Use Magic Device: 5; Scribe ScrollB Focused specialist(conj, ench, evoc), illusion mastery, shadow shaper, wizard of sun & moon
3rd Wu Jen 6 8: Autohypnosis: 1; Bluff: 5; {+1} Concentration: 6; Decipher Script: 1; Disable Device: 4; Escape Artist: 4; Hide: 5; {+1} Intimidate: 3; {+4} Knowledge (planes): 6; Listen: 4; Move Silently: 4; Open Lock: 1; Search: 4; Sleight of Hand: 5; {+1} Spellcraft: 6; Spot: 4; Tumble: 1; {+1} Use Magic Device: 6; Corrupt SpellB, Familiar Spell Taboo (must curse gods), watchful spirit
4th Magewright 8 9: Autohypnosis: 1; Bluff: 5; {+1} Concentration: 7; Decipher Script: 1; Disable Device: 4; Escape Artist: 4; {+1} Handle Animal: 1; Hide: 5; Intimidate: 3; {+1} Knowledge (architecture): 1; {+1} Knowledge (dungeon): 1; {+1} Knowledge (nature): 1; {+1} Knowledge (planes): 7; Listen: 4; Move Silently: 4; Open Lock: 1; {+1} Profession (Lawyer): 1; Search: 4; Sleight of Hand: 5; {+1} Spellcraft: 7; Spot: 4; Tumble: 1; {+1} Use Magic Device: 7; Spell MasteryB
5th Diabolist 10 9: Autohypnosis: 1; {+3} Bluff: 8; {+1} Concentration: 8; Decipher Script: 1; Disable Device: 4; Escape Artist: 4; Handle Animal: 1; Hide: 5; Intimidate: 3; Knowledge (architecture): 1; Knowledge (dungeon): 1; Knowledge (nature): 1; {+1} Knowledge (planes): 8; Listen: 4; Move Silently: 4; Open Lock: 1; Profession (Lawyer): 1; Search: 4; Sleight of Hand: 5; {+1} Spellcraft: 8; Spot: 4; Tumble: 1; {+1} Use Magic Device: 8; {+2} Conceal Spellcasting; Dark SpeechEE Diabolism +1d6
6th Diabolist 1 11 14: Autohypnosis: 1; {+1} Bluff: 9; {+1} Concentration: 9; Decipher Script: 1; Disable Device: 4; Escape Artist: 4; Handle Animal: 1; Hide: 5; {+6} Intimidate: 9; Knowledge (architecture): 1; Knowledge (dungeon): 1; Knowledge (nature): 1; Knowledge (planes): 8; Listen: 4; Move Silently: 4; Open Lock: 1; Profession (Lawyer): 1; Search: 4; Sleight of Hand: 5; {+1} Spellcraft: 9; {+2} Spot: 6; Tumble: 1; {+1} Use Magic Device: 9; {+2} False Theurgy, Conceal Spellcasting; Master Spellthief Imp familiar
Epic Feats
Enspell Familiar
Arcane Preparation
Mother Cyst
Uncanny Forethought
Circle Magic
Node Spellcasting
Spell-linked Familiar
Cooperative Spell
Sanctum Spell
Invisible Spell
Level Class 0th 1st 2nd
1st Spellthief
2nd Wizard 3 1
3rd Wu Jen 3 1
4th Magewright 3 1
5th Diabolist [WJ] 4 2
6th Diabolist [WJ] 4 2 1

0-(All Mgw/Wiz/WJ Illusions)+Detect Magic, Light, Prestidigitation, Read Magic
1-(All Mgw/Wiz/WJ Illusions)+Alarm, Animate Rope, Grease, Magecraft, Mount, Tenser’s Floating Disk, Unseen Servant
2-(All Mgw/Wiz/WJ Illusions)+Arcane Lock, Augury, Locate Object, Make Whole, Shriveling, Unseen Crafter, Whispering Wind
3-(All Mgw/Wiz/WJ Illusions)+Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Gentle Repose, Glyph of Warding, Phantom Steed

https://fg-a.com/food/cheese-wheel.gif
Necrotic Cyst Spells(9) + Node Spells(2) + Magewright (6 cantrips + 42) + All Mgw/Wiz/WJ Illusions



BoVD: Corupt Spell, Diabolist, Shriveling.
City: Favored(Sect), Invisible Spell, Primary Contact.
CArcane: Arcane Preparation, Cooperative Spell, Obtain Familiar, Sanctum Spell, Wu Jen.
CMage: Focused Specialist.
DComp: Enspell Familiar.
DMG2: Apprentice.
Dscape: Wizard of Sun & Moon.
DoF: The Confluence, Blood of Morueme.
ECS: Magecraft, Magewright.
EE: Dark Speech, Evil Brand, Elder Evils.
EoE: Uncanny Forethought.
Ghost: Circle Magic, Eidoloncer.
LM: Mother Cyst.
RoD: Able Learner, Human Heritage
RoE: Unseen Crafter.
Under: Deep Imaskari, Familiar Spell, Node Spellcasting.



At this level, you join the confluence to abuse alter self 2 levels early. Bonus feats taken which added to skill points were Able Learner(autohypnosis), Apprentice (planes), and Human Heritage. More importantly your racial spell-clutch can recover a stolen prepared spell per day. On off days you can use spell-clutch to build up a repertoire of other people’s 1st level spells. Hopefully with metamagic on top.


As a ghost you advance illusionist spellcasting and gain Familiar Spell and Master Spellthief feats. Alter Self is used to acquire a familiar via the Obtain Familiar feat(CL via spell-clutch; arcane ranks lost in epiphany). This isn’t strictly necessary as you could steal the spell, Elementary Familiar, from a valid caster once to start building your Foundation. The feat is necessary to the prerequisites of Familiar Spell. Illusion mastery is not strictly Spell Mastery the feat but the prereq for Familiar Spell also doesn’t specify Spell Mastery as a feat either. Familiar Spell allows you to retain spellcasting after leaving eidoloncer so that Master Spellthief still applies and shriveling can be cast for entry into Diabolist.


After life epiphany we dip into Wu Jen&Magewright for metamagic&mastery, while the last qualification comes from Primary Contact via alter self. All prerequisites met for Diabolist. By now the confluence is most likely fed up with you. Other good organizations to join include: Halaster's Heirs(spellbook), Blackstaff Tower(spellbook), Blood of Morueme(8th level caster), Sect(Deceptive Spell). Personally partial to the sect as it fits the foundation. Not to worry, alter self abuse will continue with a bit of Open Minded and a lot of Extra Spell for the spellbook.


Enspell Familiar and Arcane Preparation expand basic competency. Spell-clutch has fallen behind and now you can turn stolen spells into prepared spells from (Mgw/Wiz/WJ) since you don’t know (Spt) spells without equipment.
Mother Cyst and Uncanny Forethought shatter E6 and get you booted from the game. Mother Cyst teaches level 4-9 spells which can be prepared via Familiar Spell(Imp horde). Then magewright steps up and allows you to learn (your Intelligence plus a cantrip) spells per level of spells you can cast. Uncanny Forethought then moves in to turn Int# Familiar Spells into spell levels 0-9 until cast. That allows you to stably gain bonus spells for those levels in each of Spt/Ill/WJ/Mgw.
Did you curse the big Galaedrosturtle and spell-clutch a divine spell? If so, Circle Magic(81) and Node Spellcasting(#) will reward you with an obscene caster level. All your simulacrums agree your previous caster level of six was insufficient for 9th level spells. This allows you to loan out low level spells to your imp horde. Can you calculate the weight of your DM’s D&D collection?
Lastly, a different style of metamagic abuse. Cooperative Spell + Familiar Spell + Scribe Scroll + Spell-linked Familiar can all be combined in a multitude of ways. As a home-body Sanctum Spell is a personal reward and every Illusionist likes Invisible Spell.


Elemental Familiar (http://web.archive.org/web/20140606023150/http://wizards.com/dnd/article.asp?x=dnd/sb/sb20030504x) has an error in its target line (Living creature touched) despite the implication that you cast it on your familiar. This allows you to contract with a horde of NPCs that you turn into tiny elementals that mimic their previous form. These not-familiars can be pretty awesome depending on who you know and they are suitable targets for the familiar line of spells(animate dead, augment, enhance, pocket, refuge, fortify, imbue w/, planar) but don’t allow share spell abuse.
So per theme of this contest, they all become imp chow. Now those are real familiars with share spell deserving of you stealing planar familiar to make them axiomatic/fiendish. Its somewhat of a waste with all those lost corpses that could have been recycled with animate dead familiar. Don't get a fiendish familiar symbiont unless you want an imp to chew his way out of your guts.

Venger
2023-11-19, 01:06 AM
And those are our contestants! Judges, to you!

H_H_F_F
2023-11-19, 03:23 AM
Great roster! So fun to read so many different approaches.

My HM, surprise surprise, is going to the good doctor. As usual.

Inevitability
2023-11-19, 04:28 AM
That's far more builds, and far more diverse approaches between them, than I expected!

I had a half-formed build based around Create Crawling Claw. When that spell got printed in MoF, the 'Crawling Claw' statblock described a singular claw. Flash forward to Lost Empires of Faerun, and an 'update' is printed, still called Crawling Claw, but which for some reason describes a CR 2 swarm of them. The spell is never updated, of course.

So legally, you could harvest a single hand from something and turn it into a CR2 swarm that obeys your commands. I thought I'd add in Bigby's Tripping Hand to get enemies knocked prone and subject to the swarms' double-damage-against-fallen clause, and at that point I figured I'd commit to the bit and use the wide variety of hand-themed magic D&D has to offer.

The fundamental inelegance at its heart didn't sit well with me, though, and I felt that the slow, hard-to-repair, weak swarms were ultimately just not a big enough payoff.

daremetoidareyo
2023-11-19, 09:50 AM
That's far more builds, and far more diverse approaches between them, than I expected!

I had a half-formed build based around Create Crawling Claw. When that spell got printed in MoF, the 'Crawling Claw' statblock described a singular claw. Flash forward to Lost Empires of Faerun, and an 'update' is printed, still called Crawling Claw, but which for some reason describes a CR 2 swarm of them. The spell is never updated, of course.

So legally, you could harvest a single hand from something and turn it into a CR2 swarm that obeys your commands. I thought I'd add in Bigby's Tripping Hand to get enemies knocked prone and subject to the swarms' double-damage-against-fallen clause, and at that point I figured I'd commit to the bit and use the wide variety of hand-themed magic D&D has to offer.

The fundamental inelegance at its heart didn't sit well with me, though, and I felt that the slow, hard-to-repair, weak swarms were ultimately just not a big enough payoff.

You needed to find an away to upcast to 4th level spells and add grim revenge to your schtick.

Quentinas
2023-11-19, 01:24 PM
My idea was trying to play within the craft reserve of the artificer to trying to make construct from that reserve completely, but it was a problem as I had to say that i would retain essence of everything i crafted until i gained craft construct, but there were two problems. First to optimize the craft reserve i had to make a warfoged artificer, but the malus to charisma didn't help and i had to take various feat to compensate the malus and to avoid failure i was thinking about using hardened criminal from the city of stormreach, which meant iron will

The problem i had was choosing one among a empowered fang golem, an umbral spy, a serpentflesh golem, or a brass steed , but i didn't had the time to choose one among these construct

loky1109
2023-11-19, 01:42 PM
Table will be tomorrow.
Can I call my HM nominate here or need PM to chair?

daremetoidareyo
2023-11-19, 04:00 PM
My idea was trying to play within the craft reserve of the artificer to trying to make construct from that reserve completely, but it was a problem as I had to say that i would retain essence of everything i crafted until i gained craft construct, but there were two problems. First to optimize the craft reserve i had to make a warfoged artificer, but the malus to charisma didn't help and i had to take various feat to compensate the malus and to avoid failure i was thinking about using hardened criminal from the city of stormreach, which meant iron will

The problem i had was choosing one among a empowered fang golem, an umbral spy, a serpentflesh golem, or a brass steed , but i didn't had the time to choose one among these construct

Which construct direction did you like the most?

Quentinas
2023-11-19, 04:43 PM
Which construct direction did you like the most?

This was my preference list among these four

1° An augmented hit dice fang golem , it would have had more hit points than the others and it would have had a ranged attack but only 5/day that isn't so good

2° An umbral spy with three more hit dice, it would have meant a feat and skillpoints, and it could have benefited from the infusions of the artificer that wouldn't have worked on the other because well...they are golems or at least with golem immunity

3° A brass steed, it has a 8d6 ray attack each 1d4 round but it couldn't be augmented as hit dice

4° Serpentflesh golem , while it is the hgihest cr , and I could add arms , but it could be baited too easily.

To be honest i could even tried to make two of these construct but i didn't do the math about that probably the umbral spy and a brass steed maybe? I was using extraordinary artisan and magical artisan on craft construct (necessary to stay in the reserve of the artificer) I didn't want to use more points , because I could had the usual crafting rants that in some round there is (and i don't know how the artificer work in e6)

Venger
2023-11-20, 03:27 AM
Table will be tomorrow.
Can I call my HM nominate here or need PM to chair?

Feel free to post it openly.

H_H_F_F
2023-11-20, 06:45 AM
We don't have anyone judging yet, do we?

loky1109
2023-11-20, 07:33 AM
Feel free to post it openly.

My HM goes to Lantern Archon guy.

Aaaand the table!

# Name Alignment / Race Class Levels Chef Total Place
1 Adro, the Lamplighter (https://forums.giantitp.com/showsinglepost.php?p=25910398&postcount=25) CG Desert Half-Elf Healer 4/Warlock 1/Visionary Seeker 1
2 Musketball, the Drive-By Daredevil (https://forums.giantitp.com/showsinglepost.php?p=25910399&postcount=26) TN Jungle Halfling Urban Druid 6
3 The Fried Mercenary (https://forums.giantitp.com/showsinglepost.php?p=25910400&postcount=27) CE Ghost Human Sneak Attack Skilled City-Dweller Thug Fighter 3/Eidolon 3
4 Mylf (https://forums.giantitp.com/showsinglepost.php?p=25910401&postcount=28) NE Desert Kobold Dragonblood Sorcerer 6
5 The cat of Death (https://forums.giantitp.com/showsinglepost.php?p=25910402&postcount=29) ?E Tibbit Fangshield Arcane Hunter Distracting Attack Ranger 5/Soul Eater 1
6 Dr. Forgenstein (https://forums.giantitp.com/showsinglepost.php?p=25910403&postcount=30) NG Lesser Gray Dwarf Savant 2/Incarnate 2/Ironsoul Forgemaster 2
7 The Director (https://forums.giantitp.com/showsinglepost.php?p=25910404&postcount=31) LE Deep Imaskari Spellthief 1/High Illusionist Focused Specialist Wizard 1/Wu Jen 1/Magewright 1/Diabolist 2

Inevitability
2023-11-21, 04:29 AM
HM to Dr Forgenstein.

H_H_F_F
2023-11-24, 04:28 AM
Anyone interested in judging this round?

Quentinas
2023-12-06, 03:46 AM
Do we need to craft a judge?

Venger
2023-12-11, 01:39 AM
Knew I should've put more points in craft.

H_H_F_F
2023-12-11, 01:43 AM
If no judge comes forward in the coming week, I'll withdraw my entry and judge.

Quentinas
2023-12-11, 05:19 AM
If no judge comes forward in the coming week, I'll withdraw my entry and judge.

I had the same idea about that , so..which one of us do that?

Inevitability
2023-12-11, 06:53 AM
If the both of you do a partial judging, it wouldn't be necessary for anyone to drop their submission, right?

Like, H_H_F_F judges everything but his own entry, Quentinas does likewise, their scores are normalized to reach parity with each other, and then average scores are calculated normally. Sure, two builds would be based on only a single judgement, and the other 5 on two, but the math still works out and I don't think anyone would have an unfair advantage.

loky1109
2023-12-11, 07:44 AM
If the both of you do a partial judging, it wouldn't be necessary for anyone to drop their submission, right?
No, it doesn't work this way.
Let assume there are only 3 submissions: Quentinas's (A), H_H_F_F's (B) and mine (C).

Quentinas judges B (18.5 points) and C (15.5 points).
H_H_F_F judges A (8 points) and C (9 points).

B and A will have one score each, C will have two scores.

How will you calculate total score?
Normalization: (A - 8, B - 18.5, C - 12.25)

I don't believe in normalization in judging. Different judges judge differently. They have different criteria, different average scores.
In example Quentinas could evaluate A as 17, and H_H_F_F could evaluate B as 8.5 if it weren't their entries. It would be: A - 25, B - 27, C - 24.5

I don't have time right now, but it's possible to make example where normalization will turn all upside down.


It'd be great to judge all entries without anybody withdrawing, but your method doesn't work.

H_H_F_F
2023-12-11, 07:54 AM
I think there's a perverse incentive there to low-ball the scores on the builds you judge. If we use average score, and my scores fluctuate around 9 while Quentinas's fluctuate around 16, I win.

Not that I distrust myself or Quentinas, but I still feel that an absolute separation between contestants and judges is paramount.

loky1109
2023-12-11, 07:58 AM
I think there's a perverse incentive there to low-ball the scores on the builds you judge. If we use average score, and my scores fluctuate around 9 while Quentinas's fluctuate around 16, I win.

Not that I distrust myself or Quentinas, but I still feel that an absolute separation between contestants and judges is paramount.

I almost guessed average scores. )))

AsuraKyoko
2023-12-11, 09:25 AM
I will judge, though it will probably take some time, as I'm rather busy. I'll try to have an update in a few days on how long it will take.

It's my first time judging, so wish me luck!

H_H_F_F
2023-12-11, 09:28 AM
Hooray! Thank you, AsurakKyoko.

loky1109
2023-12-11, 10:13 AM
I wish you luck AsuraKyoko! And thank you!

AsuraKyoko
2023-12-21, 01:29 PM
Quick update on judging:

I'm still working on things slowly, but I'm taking next week off from work, so I'll be able to get a bunch done then. Sorry it's taking so long.

Venger
2023-12-21, 02:03 PM
We appreciate your hard work. Thank you very much. While we're waiting, does anyone have any suggestions on what they might like for next round? I'll take them into consideration with my other ideas.

Inevitability
2023-12-22, 05:20 AM
We appreciate your hard work. Thank you very much. While we're waiting, does anyone have any suggestions on what they might like for next round? I'll take them into consideration with my other ideas.

Another spell school round might be fun (though I've got an idea involving Divinations for the next round of Junkyard, so maybe not that one).

Relatedly: maybe a warmage round? It'd be fun seeing people try and justify it over a blasty sorcerer.

daremetoidareyo
2023-12-22, 09:50 AM
Elves dwarves and gnomes all have a bunch of splat support so a racial round could work. Jester with bardic feat transparency works too

Inevitability
2023-12-22, 12:59 PM
Elves dwarves and gnomes all have a bunch of splat support so a racial round could work. Jester with bardic feat transparency works too

Maybe not Elves: I think the next VC round has already be decided to feature those.

daremetoidareyo
2023-12-22, 01:41 PM
Maybe not Elves: I think the next VC round has already be decided to feature those.

Also, elves are lame.

But maybe we should look at dropping the level adjustment ban and re-running old competitions. As to balance, Maybe an elegance point per LA like it’s using flaws to make a build. That sets a hard cap at LA 4. Which you know, that’s a lot of LA for an E6 comp. So that build better do something spectacular with that LA.

Thoughts?

H_H_F_F
2023-12-22, 02:48 PM
I think there's still plenty to do before we start repeating rounds. That being said, I'm not sure that introducing LA would be all that harmful to the comp, anyway. I get that crazy attribute bonuses or whatever can really skew the martial power curve, but I personally would be very in favor of the suggestion of allowing LA with the same rule as flaws.

As for next round: I've offered a generic "race" round before. Obviously, you could squeeze a lot more juice out of this idea, but I think a "race" round is more likely to offer a very diverse roster and high enthusiasm.

That being said, it might need to be a high originality round.

Korahir
2023-12-23, 12:52 AM
How about a race: outsider or monstrous humanoid round?

Inevitability
2023-12-23, 04:52 AM
There's also that 'six of Something' idea I brought up last round; that might be worth it for the 50-round anniversary?

As for now: there's probably a few good class-based rounds left, and it's been a while since the last. Dragonfire Adept might make for a solid and many-sided ingredient, Savant would be tough but interesting, Sohei (with the Dcomp 318 update) seems like it could work as well. Psychic Rogue is another class that might be fun, and I think someone brought up Battle Dancer last round?

daremetoidareyo
2024-01-01, 05:08 PM
What’s the status update here?

AsuraKyoko
2024-01-02, 12:45 PM
Update:

I'm still working on judging, probably about halfway through. I was planning on getting it done las week, which I took off from work. Unfortunately, life got in the way, so I wasn't able to do much at all. :smallsigh:

Sorry it's taking so long...

H_H_F_F
2024-01-02, 01:01 PM
That'll happen. Thanks for the update!

H_H_F_F
2024-01-09, 10:19 AM
Any news on your front, AsuraKyoko?

AsuraKyoko
2024-01-09, 04:48 PM
Still working on it. I had to re do a big part of one analysis because I had made a (rather critical) mistake as to how something worked.

Sorry again for taking so long...

Inevitability
2024-01-15, 11:01 AM
Proposed rules update: make clear that (however we handle LA from here on), template classes, as well as levels of savage progressions that do not grant HD count as level adjustment. Right now, there's technically nothing stopping someone from taking levels in the ghost template class or the imp savage progression, which seems contrary to the competition's spirit.

In the same breath, make clear that savage progression levels that do grant RHD are fair game, though at first glance that only matters for athachs.

LostDeviljho
2024-01-15, 02:33 PM
A potential option for the next round: Traps. Particularly in the vein of containing, sealing, or binding stuff.

AsuraKyoko
2024-01-16, 01:17 PM
Quick judging update: I'm most of the way through the final writeups, and will probably finish up in the next couple of days. Once again sorry it's been so long.

H_H_F_F
2024-01-16, 01:25 PM
Looking forward to it!

loky1109
2024-01-16, 03:07 PM
Quick judging update: I'm most of the way through the final writeups, and will probably finish up in the next couple of days. Once again sorry it's been so long.

Better good than quick!
Thank you!

H_H_F_F
2024-01-23, 03:55 AM
But when the world needed her most... she vanished.

Hope everything's alright IRL, AsuraKyoko! Let us know if you can't judge for one reason or another, we have myself (or Quentinas?) ready to withdraw and jump in, if need be.

daremetoidareyo
2024-01-23, 09:50 PM
Withdrawing seems like it would be a shame, round Robbin judging by competitors?

Quentinas
2024-01-26, 10:44 AM
Withdrawing seems like it would be a shame, round Robbin judging by competitors?

Yeah it could be the solution...or exhibition round , but there are enough builds for the top three so maybe it's not worth that.

Inevitability
2024-01-26, 12:59 PM
I'm down to do round robin competitor judgements.

FactualArcher
2024-01-26, 02:42 PM
I’ve been busy for the past couple of weeks, but if not everyone wants to do round robin judging, I could start judging. Hopefully, I’d be able to get it done by next weekend.

daremetoidareyo
2024-01-26, 03:49 PM
We do a small write up of what we like and what we didn’t and then vote 3,2,1 points? That way we can’t game giving everyone low scores.

Alternatively we could do the same with the four categories which allows for ties

loky1109
2024-01-26, 04:13 PM
We do a small write up of what we like and what we didn’t and then vote 3,2,1 points? That way we can’t game giving everyone low scores.

Alternatively we could do the same with the four categories which allows for ties
It doesn't work good with different amount of entries. Math is math.

H_H_F_F
2024-01-26, 04:54 PM
I’ve been busy for the past couple of weeks, but if not everyone wants to do round robin judging, I could start judging. Hopefully, I’d be able to get it done by next weekend.

Real judgement is always better, in my opinion. That'd be extremely welcome.

AsuraKyoko
2024-01-26, 05:51 PM
ACK! Sorry, things got really hectic at work this past week, so I didn't have the energy to finish judging. I'll get that finished up and posted tonight.

My many apologies for how long this is taking...

AsuraKyoko
2024-01-26, 09:12 PM
Alright, I have my judging writeup. I tried to break down scores where possible, but in some cases I had to just give a category a score holistically. I tried to explain my reasoning as best I could, but if you have any disputes or need clarification, then please submit a dispute.

Originality - Starts at 1

Power - Starts at 1
takes into account utility at early levels, ability to contribute to encounters, and ability to solve problems in general. Being unable to participate outside of certain fields will result in a penalty, while being able to solve a wide variety of encounters gives a high score.

Elegance - Starts at 3
Missing qualifications and dodgy interpretations warrant a penalty, straightforward builds that follow a natural pattern warrant a bonus.

UotSI - Starts at 1
How powerful, versatile, and central to your theme your minions are. Being able to produce lots of minions gives a bonus, but no penalty for having a small number of minions.



Adro, the Lamplighter (19.25)

Originality (4.25)
Nice Story, very well written! (+0.25)
Healer is a very unusual class (+1.5)
Seeing a Prestige Class is rare in E6 (+0.5)
Half Elf is a pretty rare race to see in these contests (+0.5)
I was definitely not expecting someone to get such good use out of Create Lantern Archon (+0.5)

Power (5.0)
You are going to have some difficulty contributing in the very early levels, but as you advance you become an absolute terror to be reckoned with. +26 diplomacy at level 3 is staggering.

Your diplomacy is going to solve a lot of encounters before they start, and your lantern archons will laser down the rest. If I was your DM I would have a legitimately difficult time coming up with reasonable encounters that you can’t just solve.

Given the potency of your diplomacy, and how much you are going to cause a change to the world, I can’t really give you less than a 5 here. There are some challenges that you don’t have good tools to overcome, but that’s true of basically any character, and there are many challenges that can’t be solved by anybody else.

Elegance (5.0)
I am absolutely shocked at how elegant this build is. Not only do you qualify for everything in a nice, straightforward manner, but you have chosen a synergistic set of options that fit into your concept incredibly well. Using Fharlanghn as your deity is truly inspired, and your other choices all fit in well with that. Visionary Seeker is thematic in addition to providing the skills you want.

I could easily gush about how elegant this build is, and if I could give it higher than a 5, I would. Additionally, I really appreciate the presentation, with the breakdowns of what your modifiers are on your main skill, and with the specific citations.

Use of the Secret Ingredient (5.0)
Well, your character certainly does create minions. They are certainly very useful minions to have, and they provide a lot of utility, some of which are things that are hard to get in E6 (like teleportation). More than that, being able to truly make a change in the world is a powerful thing to be able to say in E6, and I am legitimately impressed by how you did it.

That being said, I would argue that the Lantern Archons are actually somewhat secondary for your ability to solve problems as an adventurer. Diplomacy is the main source of your character’s power on a personal level, and the Lantern Archons are really just a supplement to that. I don’t think that this is worth taking off points for, since you can create so many of them, and they let you do so much for the world, but I did want to make note of it.




Musketball (16.25)

Originality (4.0)
I like your backstory, it’s fun. (+0.25)
Jungle Halfling is a rarer halfling variant (+0.25)
Your theming of essentially being a gadgeteer, crafting all sorts of alchemical items is pretty neat (+0.25)
Urban Druid is an unusual variant; I wasn’t aware until now that it was charisma based. (+0.75)
Using thrown splash weapons while doing drivebys is an unexpected direction (+0.5)
Using Urban Companion to make an animated car is quite clever and unexpected (+1)

Power (3.5)
You have a reasonable damage output, and a very good way of guaranteeing your safety while doing so. (+0.5)
You have some very good face utility, and access to some very powerful spells (+1.5)
Your mobility is quite high, and that can be very useful on its own (+0.5)
Your ability to affect the world beyond your immediate presence is limited, given that you have a single minion.

Elegance (4.75)
You are relying on a little bit of DM permission on some of your early stuff, but what you ask for is very reasonable, and a logical adaptation of what already exists. (+0.75)
You stick with a single class throughout, and that class gives you everything your build wants. (+1.0)

Use of the Secret Ingredient (4.0)
You are very dedicated to your car, and have centered your entire combat strategy around using it. (+2.0)
You made sure that your car can handle the challenges that it is likely to encounter when driving through the city (particularly stairs) (+1.0)
Unlike the other builds, you focus on having created a single creature that you use for everything. This means that you are going to have less widespread impact than the others, but that’s going to impact power, not UotSI.



The Fried Mercenary (15.25)

Originality (3.75)
You do have a backstory. (+0)
Ghostwalk is legal!? I wasn’t expecting that! (+1)
I was definitely not expecting Fighter to be a class that showed up in this (+1.5)
I’ve never heard of Create Spectral Spawn before. How horrifying. (+0.5)
Taking 8 Improved Deflection is a bit much, I think that at least some of those feats could provide you more utility as something else. (-0.25)

Power (4.0)
At low levels you aren’t that strong, essentially a more durable Rogue in combat. Once you hit level 3, though, being Incorporeal is a big boost to power. (+1.0)
Getting to level 3 as a low-strength melee fighter is going to be painful without Weapon Finesse. Improved Feint helps, but still. (-0.25)
Your minions are horrifyingly strong, and can easily get out of control, fast. (+2.0)
You have okay skills, but nothing to write home about, aside from intimidate (+0.25)

Elegance (3.75)
Your build progression is straightforward, and follows a rather natural progression. (+1.0)
Agony touch can only be applied to physical ability scores. This isn’t a major impact, but does not work as you listed. No penalty, but worth mentioning. (-0)
You are going to have difficulty interacting with things. Ghost Hand helps, but doesn’t allow you to equip magic items. (-0.25)

Use of the Secret Ingredient (3.75)
Your minions are a significant source of strength, and your build is centered on them doing the heavy lifting. (+2.0)
You can make a lot of minions, and your minions can make more minions, and most of those will be under your control, since you have no control limit. (+1.0)
Your minions are limited in the out of combat utility they can provide. They would make excellent spies and the like, but can’t really interact with polite company. (-0)
You are fundamentally reliant on other creatures in order to make your minions, as opposed to making them whole-cloth on your own. This is a problem because you need to hunt down living creatures in order to expand your company, and that is the sort of thing that is likely to get negative attention on you. (-0.25)



Mylf (17.25)

Before I begin, I want to mention that this build is incredibly similar to the stub I was considering submitting before I dropped out. Having lots of children, cursing them into adulthood, even summoning fiends in order to make half-fiends. Mylf, though, is far better at doing it than the stub I had come up with, and a lot of research was done to ensure that everything worked properly.

Originality (4.0)
Your lore snippet is pretty cool (+0.25)
Using an innate ability that isn’t normally covered by game mechanics to make your minions is certainly very unusual. (+1.5)
Kobold without taking Dragonwrought? That’s rare (+0.5)
Casting Bestow Curse via sorcerer in E6 is really surprising (+1)
You are using a lot of very common optimization options for casters, such as Reserves of Strength and metamagic reducers. (-0.25)

Power (5.0)
You are a powerful spellcaster with a very potent spell list (+1.5)
You have a bunch of powerful feats that make your spells very strong (+0.5)
You can produce a large number of powerful minions pretty quickly, and your family will grow exponentially over time. (+1.0)
Your minions are very flexible, and can cover for any weaknesses you might have, just by going into different classes. (+1.0)

Elegance (3.75)
First off, thank you for the very specific breakdown of the specifics of what you are doing, that is very, very helpful. (+0.25)
You aren’t doing anything crazy with your class progression, it’s very straightforward (+1.0)
This is fundamentally something that will require DM approval, and involves some weird corner cases in the rules regarding things like aging. The thing that would break it for me is the idea of cracking the egg open early, which (as per RotD page 40) is lethal if it happens before the last 15 days of incubation. That, in and of itself doesn’t affect the score, but the required DM approval (and consent of the table) does. (-0.25)
Arcane thesis and +0 metamagic is somewhat contentious, as is Versatile Spellcaster allowing you to cast Bestow Curse here. For the record, I’m of the opinion that both of those things work, but due to their contentious nature, they’re worth a minor ding. (-0.25)

Use of the Secret Ingredient (4.5)
Your whole build is centered around having as many babies as possible, then making those babies combat ready as fast as possible. (+2.0)
Your minions are super versatile, given that they can take different classes based on the needs of your family (+1.0)
Your minions can actually continue your work without you entirely, which brings up an interesting question: wouldn’t any mother (or maybe even father) technically qualify for submission? (+0.5)



The Cat of Death (14.0)

Originality (3.5)
You don’t have a story (-0.25)
Tibet is a rare race (+0.5)
Ranger is certainly an unexpected class for this contest (+1.5)
Prestige classes are rare in E6 (+0.5)
Rushing into Soul Eater is a pretty well-known build. (-0.25)
Two people using the same feat I’ve never heard of? Wow! (+0.5)

Power (3.5)
Your early levels are going to be very painful. You do very little damage, and you don’t have the feats required to be an effective archer. Outside of negative levels, you can provide some incidental combat support at best. (-1.0)
Once you do hit 6, you get a huge spike in utility and combat strength. Your Soul Eater levels mean that you can output a bunch of negative levels (+1.5)
Your minions are even more horrifying, being incorporeal, and inflicting 2 Negative levels per hit. (+2.0)

Elegance (4.0)
Your classes both directly contribute to your strategy, and are straightforward in their progression (+1.0)
I like that you used the Cat Article feats, but some DMs may not allow them. No penalty, but worth noting (-0)
Not much specific to say here, you’re not doing anything particularly unusual, and you take your feats in a logical order.

Use of the Secret Ingredient (3.0)
Your minions are very powerful, and you took feats to empower them further. (2.25)
That being said, this build feels like a Negative levels natural attacks spammer that grabbed some incidental minion options, rather than a build centered around making your minions. (-1.0)
Your minions are terrifyingly powerful, and can make more of themselves under your (indirect) control (+1.0)
You are fundamentally reliant on other creatures in order to make your minions, as opposed to making them whole-cloth on your own. This is a problem because you need to hunt down living creatures in order to expand your company, and that is the sort of thing that is likely to get negative attention on you. (-0.25)



Doctor Forgenstein (16.75)

Originality (5.0)
You, uh, don’t have any sort of backstory (-0.25)
Lesser Duergar is a rare race (+0.25)
Savant is a rare class (+1.0)
Taking not just 1, but 2 levels in a prestige class? Impressive! (+1.0)
Making Intelligent items? In E6!? Wow, I was not expecting that at all. Very clever! (+1.5)

Power (4.25)
You are going to be making yourself somewhat useful with your skills and soulmelds in the early levels (+0.25)
The real power of this build is, of course, the items that you craft. Intelligent items are incredibly powerful in e6, as you pointed out in the entry (though I do not see cloudkill in the table of powers anywhere). (+2.0)
Your minions can compel their wielders, further increasing your army’s size. (+1.0)

Elegance (3.75)
You meet all of your prerequisites, and your only questionable build element is using Primary Contact for early entry (-0)
Your choices all complement each other, and combine in a clever way (+0.25)
Unfortunately, you are doing some things that are going to raise some issues:
First of all, it is explicitly stated that intelligent items refuse to share a wielder with other intelligent items. While alignment may change their behavior, they still will not be happy. (-0)
Additionally, while you did dedicate skill towards crafting item personalities, there aren’t really rules governing such things, which makes it a matter of DM arbitration, especially in the case of conflicting Special Purposes. (-0.25)
Thirdly, money. Your build is going to require a lot of money. While this can be made up for via adventuring, you are still going to have a hard time amassing enough funds to craft very many items. Combined with the matter of unclear crafting pricing on Special Powers, it’s going to be an awkward thing for the DM to handle. (-0.25)
Finally, making a committee of intelligences to mind control things into helping you doesn’t seem particularly Neutral Good to me. (-0)

Use of the Secret Ingredient (4.25)
Your minions can do some powerful things, but are going to require someone to wield them. (+1.5)
Your minions are pretty versatile, but you can’t really control what they can do. (+0.75)
Your entire build is centered around making your minions. (+1.0)



The Director (14.0)

Originality (5.0)
Wow, this build is crazy, you are doing some absolutely wild things. Your method of making minions is pretty creative, and your class progression is all kinds of surprising. You even make use of an NPC class! You also use Ghostwalk as a setting, and do something pretty creative with it. Such creativity does come at a cost, though. I also like your story.

Power (4.0)
Ohhh, boy. This is tricky. On the one hand, if all of your tricks work, you completely break open the game. On the other hand, I’m pretty sure that at least some of your tricks don’t work. I will evaluate your power based on what I think is the most “reasonable” interpretation. Specifically, that you get one familiar in which you can prepare a single spell of any level. You know the spells you normally know, plus all of the spells from Mother Cyst.
You have access to a number of pretty powerful spells. They require some setup (casting Necrotic Cyst on the target), but you can then do some pretty powerful things, including permanently controlling creatures. Honestly, even without other spells you are pretty powerful and have a decent amount of utility.

Elegance (1.0)
Well, you were probably expecting this. Several of your key tricks just don’t work:
First and foremost, Life epiphany requires you to convert Eidoloncer levels into levels of the class that you advanced the spellcasting of. This means that you can’t go into Wu Jen or Magewright.
Secondly, Elemental Familiar doesn’t turn creatures into your familiar.
Third, Diabolist does not give you more than 1 familiar, and it’s dubious that the imp familiar that you get is created by you or not. Even if the mini-elementals counted as familiars, a single imp would devour all of them.
Fourth, you do not qualify for Circle Magic. You are not a divine spellcaster, and you don’t have a patron deity. No, spellthief does not count, even if you steal spells from a divine caster.
Fifth, the way Magewright works with Mother Cyst is very dubious. There is an argument that it works, but it’s not a very strong one. (Mother Cyst giving you access to the entire line of spells is dubious, but I think it technically works with Enspell Familiar)
Sixth, storing a spell in your familiar, then changing class to something that does not grant that spell does not count as being able to cast the spell.
Additionally, you are using some pretty dodgy qualification tricks, like using alter self to gain a prereq feat. Also, you are using an Elder Evil to gain bonus feats, which is roughly the same as a flaw.
All in all, while this build does some pretty cool stuff, you ultimately, to quote a friend, “cooked too close to the sun”.

Use of the Secret Ingredient (4.0)
Because it’s ambiguous where familiars come from, I’m going to give you the benefit of the doubt and say that the Imp from Diabolist counts as a minion you can create. Your build certainly centers on that minion, and uses it to significant effect. (+1.0)
You can also create multiple kinds of creatures (Skulking Cysts via the Necrotic Cyst spells) (+0.5)
You centered everything in your build around your minions, even if it didn’t work out entirely. (+1.5)



Sorry again that that took so long, my deepest apologies. If you think I have been inconsistent or made any mistakes, please submit disputes. As I mentioned before, this is my first time judging, so I'm sure I made mistakes.

daremetoidareyo
2024-01-27, 12:18 AM
No disputes

H_H_F_F
2024-01-27, 04:22 AM
Thank you very much for judging, AsuraKyoko!

Inevitability
2024-01-27, 05:24 AM
Thank you for your judgement!

No disputes here.

FactualArcher
2024-01-27, 07:26 AM
Thanks for judging.

I assume no one wants to wait a week for me to judge, which I’m perfectly happy with, seeing as I had only gotten as far as reading the entries. Looking forward to next round.

Quentinas
2024-01-27, 10:29 AM
No disputes for me

loky1109
2024-01-27, 11:52 AM
Table.

# Name Alignment / Race Class Levels Chef AsuraKyoko Total Place
1 Adro, the Lamplighter (https://forums.giantitp.com/showsinglepost.php?p=25910398&postcount=25) CG Desert Half-Elf Healer 4/Warlock 1/Visionary Seeker 1 19.25 19.25 1st
2 Musketball, the Drive-By Daredevil (https://forums.giantitp.com/showsinglepost.php?p=25910399&postcount=26) TN Jungle Halfling Urban Druid 6 16.25 16.25 4th
3 The Fried Mercenary (https://forums.giantitp.com/showsinglepost.php?p=25910400&postcount=27) CE Ghost Human Sneak Attack Skilled City-Dweller Thug Fighter 3/Eidolon 3 15.25 15.25 5th
4 Mylf (https://forums.giantitp.com/showsinglepost.php?p=25910401&postcount=28) NE Desert Kobold Dragonblood Sorcerer 6 17.25 17.25 2nd
5 The cat of Death (https://forums.giantitp.com/showsinglepost.php?p=25910402&postcount=29) ?E Tibbit Fangshield Arcane Hunter Distracting Attack Ranger 5/Soul Eater 1 14.00 14.00 6th
6 Dr. Forgenstein (https://forums.giantitp.com/showsinglepost.php?p=25910403&postcount=30) NG Lesser Gray Dwarf Savant 2/Incarnate 2/Ironsoul Forgemaster 2 16.75 16.75 3rd
7 The Director (https://forums.giantitp.com/showsinglepost.php?p=25910404&postcount=31) LE Deep Imaskari Spellthief 1/High Illusionist Focused Specialist Wizard 1/Wu Jen 1/Magewright 1/Diabolist 2 14.00 14.00 6th

Thank you AsuraKyoko!

Venger
2024-01-27, 07:08 PM
Thanks for judging! Will give it a day or so if there's any disputes then will put up reveal and the new round. Let me know if there's any other themes people are interested in for the next round.

daremetoidareyo
2024-01-27, 08:22 PM
Fish themed?

Signature psionic power?

BAB +6?

Hard target: AC and saves

H_H_F_F
2024-01-28, 03:15 AM
Signature psionic power?

Great idea.

Inevitability
2024-01-28, 03:17 AM
I think I made some suggestions upthread, but in addition to those... how about a shapechanging round?

I do also like signature psionic power!

Quentinas
2024-01-28, 05:13 PM
As San Valentine is nearing something based around cooperation or charm maybe? Don't know if it is possible . Or because the next month is Carnival a Jester round?

Inevitability
2024-01-28, 05:22 PM
As San Valentine is nearing something based around cooperation or charm maybe? Don't know if it is possible . Or because the next month is Carnival a Jester round?

Cooperation feels a bit double to do right after a creature creation round. We had an illusion round not too long ago, but an enchantment round would presumably touch on some new ground... Or perhaps a round based around healing?

Jester seems fun too!

daremetoidareyo
2024-01-28, 07:18 PM
Cooperation feels a bit double to do right after a creature creation round. We had an illusion round not too long ago, but an enchantment round would presumably touch on some new ground... Or perhaps a round based around healing?

Jester seems fun too!

For jester i would want bardic feat transparency

Venger
2024-01-30, 09:58 PM
Thank you to everyone for your patience, the reveal is upon us!

# Name Alignment / Race Class Levels Chef AsuraKyoko Judge 2 Judge 3 Total Place
1 Adro, the Lamplighter (https://forums.giantitp.com/showsinglepost.php?p=25910398&postcount=25) CG Desert Half-Elf Healer 4/Warlock 1/Visionary Seeker 1 Inevitability 19.25 19.25 1st
2 Musketball, the Drive-By Daredevil (https://forums.giantitp.com/showsinglepost.php?p=25910399&postcount=26) TN Jungle Halfling Urban Druid 6 Inevitability 16.25 16.25 4th
3 The Fried Mercenary (https://forums.giantitp.com/showsinglepost.php?p=25910400&postcount=27) CE Ghost Human Sneak Attack Skilled City-Dweller Thug Fighter 3/Eidolon 3 loky1109 15.25 15.25 5th
4 Mylf (https://forums.giantitp.com/showsinglepost.php?p=25910401&postcount=28) NE Desert Kobold Dragonblood Sorcerer 6 H_H_F_F 17.25 17.25 2nd
5 The cat of Death (https://forums.giantitp.com/showsinglepost.php?p=25910402&postcount=29) ?E Tibbit Fangshield Arcane Hunter Distracting Attack Ranger 5/Soul Eater 1 Quentinas 14.00 14.00 6th
6 Dr. Forgenstein (https://forums.giantitp.com/showsinglepost.php?p=25910403&postcount=30) NG Lesser Gray Dwarf Savant 2/Incarnate 2/Ironsoul Forgemaster 2 daremetoidareyo 16.75 16.75 3rd
7 The Director (https://forums.giantitp.com/showsinglepost.php?p=25910404&postcount=31) LE Deep Imaskari Spellthief 1/High Illusionist Focused Specialist Wizard 1/Wu Jen 1/Magewright 1/Diabolist 2 N/Arz 14.00 14.00 6th

Congrats to all our medalists, thanks again to our judge! New round up shortly now. (https://forums.giantitp.com/showthread.php?664159-Iron-Chef-E6-Appetizer-Edition-Round-XLVII&p=25955729#post25955729)

H_H_F_F
2024-01-31, 03:21 AM
Congrats everyone, and thanks again to AsuraKyoko - and to Venger, of course!

As a timy note for judgement, AsuraKyoko: having to wait for eggs doesn't impact the pace of production, long term. It would just mean having to dedicate more time and attention, and being wither more stationary or toed to a wagon.

Good round!

Inevitability
2024-01-31, 03:49 AM
If I had a dollar for every time I submitted a small-sized mounted build to a competition and it failed to place, I'd have three (https://forums.giantitp.com/showsinglepost.php?p=25681917&postcount=38) dollars (https://forums.giantitp.com/showsinglepost.php?p=25788056&postcount=42). Which isn't a lot, but it's weird that it keeps happening.

daremetoidareyo
2024-01-31, 10:04 AM
I particularly enjoyed the approach of mylf. A lot of fluff text about gestation being leveraged impressed me.

Any Thoughts on creating multiple attached intelligent items? There’s rules text about ego driven items having selfish tendencies but there’s also wierd deviations about how intelligent holy swords help find other good aligned intelligent weapons and weapon of legacy has a dual weapon with two intelligences.

Also I have fuzzy recall of different weapon special abilities affecting the personality of the item but couldn’t find it directly stated in 3.5. Does that trigger anything from y’all?

AsuraKyoko
2024-02-01, 09:42 AM
Congrats everyone, and thanks again to AsuraKyoko - and to Venger, of course!

As a timy note for judgement, AsuraKyoko: having to wait for eggs doesn't impact the pace of production, long term. It would just mean having to dedicate more time and attention, and being wither more stationary or toed to a wagon.

Good round!

Ah yeah, that's totally fair. Even if it did impact it, that wouldn't really matter once Mylf had some daughters to help ramp up production.



Any Thoughts on creating multiple attached intelligent items? There’s rules text about ego driven items having selfish tendencies but there’s also wierd deviations about how intelligent holy swords help find other good aligned intelligent weapons and weapon of legacy has a dual weapon with two intelligences.

Also I have fuzzy recall of different weapon special abilities affecting the personality of the item but couldn’t find it directly stated in 3.5. Does that trigger anything from y’all?

Having recently looked into intelligent items, the rules surrounding them are pretty spotty, especially involving creating them. For example, not being able to select a dedicated purpose for the item you are crafting is bizarre.