PDA

View Full Version : Optimization Iron Chef Optimization Challenge in the Playground CXXX



The Viscount
2023-12-08, 10:35 AM
Welcome to Optimization Stadium, the field of combat for our storied competition. Here the contestants will be transmuting lead into gold as we showcase the overlooked, underused, weird, wild, and wonky prestige classes.

You see the number, you know what that means! It's time for the adult round of Iron Chef, where we engage in some explicit optimization action.
Sorry, couldn't resist. It can be awkward when you get an unwanted gift. It's even more awkward when you're getting it from the awe-inspiring entity that gives you your powers. For the first time (but probably not the last) for Iron Chef Optimization Challenge in the Playground, crack open Manual of the Planes and grip your mace with your tiny hand (check out the art), this round we're cooking with Divine Agent!

Welcome, contestants, judges, and guests to Iron Chef. Here in Optimization Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D 3.5 prestige class as a "Secret Ingredient".

Contestants: You will need to present a full 20-level build for your entry. Also required is a rundown of how your build works at lower levels, to demonstrate that it is a functional character that could be played from 1-20 in a real game. Traditionally contestants give "snapshots" of tactics and abilities at levels 5, 10, 15, and 20. The purpose of these snapshots is not just to showcase your use of the SI, it is to demonstrate that your character is playable at every level. For this reason, it's still worth giving a snapshot before you have entered the SI.

Menu: The "special ingredient" can be drawn from any legal source. Originally, the plan was to mostly use Core and Completes, but that was a long time ago, and we've started running out of interesting classes to use if we restrict ourselves to those.

32 point-buy is the presumed creation method.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Here's a guide to most of what has and hasn't been updated. (http://archive.wizards.com/default.asp?x=dnd/dnd/20050110x) Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden. Please refrain from using Taint unless it's necessary for the Secret Ingredient (subject to a penalty in Elegance proportional to the degree of cheesiness of the Taint usage).
NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.

Cooking Time: Contestants will have until 13:59 GMT on Sunday, January 14th, 2024 to create their builds and PM them to the Chairman, The Viscount. You may submit build by email if it is too large for a single PM. Please put the name of your build in the subject line of your PM. Builds will then be posted simultaneously, to avoid copying. Judges will have until 13:59 GMT on Sunday, January 28th, 2024 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

Judging: Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept. Please note the following: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using conflicting setting material may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry. (A fillable, pre-formatted version found here (https://docs.google.com/spreadsheets/d/1BG0-5sq4dL9Ooh7-QfXuyHzO4rXSz-CRcj29t6BeUVE/edit#gid=0))NAME OF ENTRY


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.
Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means. If your entry includes a prestige class that requires Leadership, you still need to qualify, but the feat should thereafter be ignored.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing!

We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honorable mention via post in the thread or PM. If there are no votes, Honorable Mention will go to the chairman's favorite build.

Past Competitions

Courtesy of some wonderful volunteers, there is a handy-dandy spreadsheet guide to all previous builds here (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0). PM if you'd like to contribute to the spreadsheet for access.

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)
Iron Chef XXV: Scion of Tem-Et-Nu (http://www.giantitp.com/forums/showthread.php?t=217441)
Iron Chef XXVI: Shadowdancer (http://www.giantitp.com/forums/showthread.php?t=220956)
Iron Chef XXVII: Mindbender (http://www.giantitp.com/forums/showthread.php?t=224008)
Iron Chef XXVIII: Cryokineticist (http://www.giantitp.com/forums/showthread.php?t=227304)
Iron Chef XXIX: Consecrated Harrier (http://www.giantitp.com/forums/showthread.php?t=229688)
Iron Chef XXX: Initiate of Pistis Sophia (http://www.giantitp.com/forums/showthread.php?t=233346)
Iron Chef XXXI: Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=236908)
Iron Chef XXXII: Temple Raider of Olidammara (http://www.giantitp.com/forums/showthread.php?t=239786)
Iron Chef XXXIII: Drow Judicator (http://www.giantitp.com/forums/showthread.php?t=243052)
Iron Chef XXXIV: Dragon Disciple (http://www.giantitp.com/forums/showthread.php?t=246072)
Iron Chef XXXV: Death Delver (http://www.giantitp.com/forums/showthread.php?t=249542)
Iron Chef XXXVI: Acolyte of the Skin (http://www.giantitp.com/forums/showthread.php?t=252923)
Iron Chef XXXVII: Justiciar (https://forums.giantitp.com/showthread.php?255215-Iron-Chef-Optimization-Challenge-in-the-Playground-XXXVII)
Iron Chef XXXVIII: Hand of the Winged Master (http://www.giantitp.com/forums/showthread.php?t=255215)
Iron Chef XXXIX: Renegade Mastermaker (http://www.giantitp.com/forums/showthread.php?t=260333)
Iron Chef XL: Nightsong Infiltrator (http://www.giantitp.com/forums/showthread.php?t=263173)
Iron Chef XLI: Geomancer (http://www.giantitp.com/forums/showthread.php?t=266709)
Iron Chef XLII: Shadowblade (http://www.giantitp.com/forums/showthread.php?t=270196)
Iron Chef XLIII: Bladesinger (http://www.giantitp.com/forums/showthread.php?t=274122)
Iron Chef XLIV: Urban Soul (http://www.giantitp.com/forums/showthread.php?t=279116)
Iron Chef XLV: Talon of Tiamat (http://www.giantitp.com/forums/showthread.php?p=15216595)
Iron Chef XLVI: Cipher Adept (http://www.giantitp.com/forums/showthread.php?t=287314)
Iron Chef XLVII: Cold Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=291294)
Iron Chef XLVIII: Shadow Sun Ninja (http://www.giantitp.com/forums/showthread.php?t=297327)
Iron Chef XLIX: Thrall of Orcus (http://www.giantitp.com/forums/showthread.php?t=302487)
Iron Chef L: Corrupt Avenger (http://www.giantitp.com/forums/showthread.php?t=307823)
Iron Chef LI: Black Flame Zealot (http://www.giantitp.com/forums/showthread.php?t=312773)
Iron Chef LII: Anointed Knight (http://www.giantitp.com/forums/showthread.php?t=317934)
Iron Chef LIII: Zerth Cenobite (http://www.giantitp.com/forums/showthread.php?t=325164)
Iron Chef LIV: Osteomancer (http://www.giantitp.com/forums/showthread.php?t=330890)
Iron Chef LV: Mountebank (http://www.giantitp.com/forums/showthread.php?336373-Iron-Chef-Optimization-Challenge-in-the-Playground-LV)
Iron Chef LVI: Dwarven Defender (http://www.giantitp.com/forums/showthread.php?342807-Iron-Chef-Optimization-Challenge-in-the-Playground-LVI)
Iron Chef LVII: Darkrunner (http://www.giantitp.com/forums/showthread.php?349040-Iron-Chef-Optimization-Challenge-in-the-Playground-LVII)
Iron Chef LVIII: Spellsword (http://www.giantitp.com/forums/showthread.php?357412-Iron-Chef-Optimization-Challenge-in-the-Playground-LVIII)
Iron Chef LIX: Fleet Runner of Ehlonna (http://www.giantitp.com/forums/showthread.php?364667-Iron-Chef-Optimization-Challenge-in-the-Playground-LIX)
Iron Chef LX: Lasher (http://www.giantitp.com/forums/showthread.php?371835-Iron-Chef-Optimisation-Challenge-in-the-Playground-LX)
Iron Chef LX(II): Acolyte of the Ego (http://www.giantitp.com/forums/showthread.php?372145-Iron-Chef-Optimization-Challenge-in-the-Playground-LX)
Iron Chef LXII: Dungeon Lord (http://www.giantitp.com/forums/showthread.php?376810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXII)
Iron Chef LXIII: Witchborn Binder (http://www.giantitp.com/forums/showthread.php?382632-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIII)
Iron Chef LXIV: Slime Lord (http://www.giantitp.com/forums/showthread.php?387166-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIV)
Iron Chef LXV: Thunder Guide (http://www.giantitp.com/forums/showthread.php?394981-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXV)
Iron Chef LXVI: Dwarven Chanter (http://www.giantitp.com/forums/showthread.php?400810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVI)
Irogn Chef LXVII: Gnome Giant Slayer (http://www.giantitp.com/forums/showthread.php?406613-Irogn-Chef-Optimisatiogn-Challegnge-ign-the-Playgrougnd-LXVII)
Iron Chef LXVIII: Fang of Lolth (http://www.giantitp.com/forums/showthread.php?412530-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVIII)
Iron Chef LXIX: Shiba Protector (http://www.giantitp.com/forums/showthread.php?420165-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIX)
Iron Chef LXX: Order of the Bow Initiate (http://www.giantitp.com/forums/showthread.php?425634-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXX)
Iron Chef LXXI: Silver Key (http://www.giantitp.com/forums/showthread.php?431484-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXI)
Iron Chef LXXII: Spellfire Channeler (http://www.giantitp.com/forums/showthread.php?439020-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXII)
Iron Chef LXXIII: Flux Adept (http://www.giantitp.com/forums/showthread.php?448596-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIII)
Iron Chef LXXIV: Crinti Shadow Marauder (http://www.giantitp.com/forums/showthread.php?458711-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIV)
Iron Chef LXXV: Thief of Life (http://www.giantitp.com/forums/showthread.php?472831-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXV)
Iron Chef LXXVI: Legacy Champion (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI)
Iron Chef LXXVII: Great Rift Skyguard (http://www.giantitp.com/forums/showthread.php?482249-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVII)
Iron Chef LXVIII: Risen Martyr (http://www.giantitp.com/forums/showthread.php?487560-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVIII)
Iron Chef LXXIX: Black Blood Hunter (http://www.giantitp.com/forums/showthread.php?492923-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIX)
Iron Chef LXXX: Master of Many Forms (http://www.giantitp.com/forums/showthread.php?498359-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXX)
Iron Chef LXXXI: Serene Guardian (http://www.giantitp.com/forums/showthread.php?502666-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXI)
Iron Chef LXXXII: Elocator (http://www.giantitp.com/forums/showthread.php?505762-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXII)
Iron Chef LXXXIII: Winterhaunt of Iboorighu (http://www.giantitp.com/forums/showthread.php?510581-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIII)
Iron Chef LXXXIV: Waverider (http://www.giantitp.com/forums/showthread.php?514631-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIV)
Iron Chef LXXXV: Astral Dancer (http://www.giantitp.com/forums/showthread.php?519296-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXV)
Iron Chef LXXXVI: Twisted Lord (http://www.giantitp.com/forums/showthread.php?525401-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVI)
Iron Chef LXXXVII: Shadowsmith (http://www.giantitp.com/forums/showthread.php?528361-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVII)
Iron Chef LXXXVIII: Arboreal Guardian (http://www.giantitp.com/forums/showthread.php?533367-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVIII)
Iron Chef LXXXIX: Thrall of Demogorgon (http://www.giantitp.com/forums/showthread.php?536247-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIX)
Iron Chef XC: Bloodstorm Blade (http://www.giantitp.com/forums/showthread.php?542380-Iron-Chef-Optimisation-Challenge-in-the-Playground-XC)
Iron Chef XCI: Fatemaker (http://www.giantitp.com/forums/showthread.php?550203-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCI)
Iron Chef XCII: Eye of the Xanathar (http://www.giantitp.com/forums/showthread.php?556092-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCII)
Iron Chef XCIII: Hoardstealer (http://www.giantitp.com/forums/showthread.php?560330-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIII)
Iron Chef XCIV: Doomlord (http://www.giantitp.com/forums/showthread.php?564804-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIV)
Iron Chef XCV: Gnomish Artificer (http://www.giantitp.com/forums/showthread.php?571065-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCV)
Iron Chef XCVI: Oozemaster (http://www.giantitp.com/forums/showthread.php?576075-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVI)
Iron Chef XCVII: Aerial Avenger (http://www.giantitp.com/forums/showthread.php?579553-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVII)
Iron Chef XCVIII: Visionary Seeker (http://www.giantitp.com/forums/showthread.php?583331-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVIII)
Iron Chef XCIX: Life Eater (http://www.giantitp.com/forums/showthread.php?589964-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIX)
Iron Chef C: Swiftblade (https://forums.giantitp.com/showthread.php?601292-Iron-Chef-Optimisation-Challenge-in-the-Playground-C)

Iron Chef CI: Night Mask Deathbringer (https://forums.giantitp.com/showthread.php?610308-Iron-Chef-Optimization-Challenge-in-the-Playground-CI)
Iron Chef CII: Blade Dancer (https://forums.giantitp.com/showthread.php?613031-Iron-Chef-Optimization-Challenge-in-the-Playground-CII)
Iron Chef CIII: Psion Uncarnate (https://forums.giantitp.com/showthread.php?614461-Iron-Chef-Optimization-Challenge-in-the-Playground-CIII)
Iron Chef CIV: Atavist (https://forums.giantitp.com/showthread.php?615697-Iron-Chef-Optimization-Challenge-in-the-Playground-CIV)
Iron Chev CV: Primeval (https://forums.giantitp.com/showthread.php?618136-Iron-Chef-Optimization-Challenge-in-the-Playground-CV)
Iron Chef CVI: Disciple of Mammon (https://forums.giantitp.com/showthread.php?620730-Iron-Chef-Optimization-Challenge-in-the-Playground-CVI)
Iron Chef CVII: Insidious Corruptor (https://forums.giantitp.com/showthread.php?622560-Iron-Chef-Optimization-Challenge-in-the-Playground-CVII)
Iron Chef CVIII: Crimson Scourge (https://forums.giantitp.com/showthread.php?624099-Iron-Chef-Optimization-Challenge-in-the-Playground-CVIII)
Iron Chef CIX: Tattooed Monk (https://forums.giantitp.com/showthread.php?626458-Iron-Chef-Optimization-Challenge-in-the-Playground-CIX)
Iron Chef CX: Rage Mage (https://forums.giantitp.com/showthread.php?628809-Iron-Chef-Optimization-Challenge-in-the-Playground-CX)
Iron Chef CXI: Watch Detective (https://forums.giantitp.com/showthread.php?630421-Iron-Chef-Optimization-Challenge-in-the-Playground-CXI)
Iron Chef CXII: Spinemeld Warrior (https://forums.giantitp.com/showthread.php?632291-Iron-Chef-Optimization-Challenge-in-the-Playground-CXII)
Iron Chef CXIII: Celebrant of Sharess (https://forums.giantitp.com/showthread.php?633637-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIII)
Iron Chef CXIV: Thayan Gladiator (https://forums.giantitp.com/showthread.php?635212-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIV)
Iron Chef CXV: Shining Blade of Heironeous (https://forums.giantitp.com/showthread.php?637097-Iron-Chef-Optimization-Challenge-in-the-Playground-CXV)
Iron Chef CXVI: Peregrine Runner (https://forums.giantitp.com/showthread.php?638522-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVI)
Iron Chef CXVII: Imaskari Vengeance Taker (https://forums.giantitp.com/showthread.php?640260-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVII)
Iron Chef CXVII: Siren (https://forums.giantitp.com/showthread.php?641848-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVIII)
Iron Chef CXIX: Arcane Duelist (https://forums.giantitp.com/showthread.php?645786-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIX)
Iron Chef CXX: Berserk (https://forums.giantitp.com/showthread.php?646933-Iron-Chef-Optimization-Challenge-in-the-Playground-CXX)
Iron Chef CXXI: Dragon Descendant (https://forums.giantitp.com/showthread.php?648507-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXI)
Iron Chef CXXII: Cerebrex (https://forums.giantitp.com/showthread.php?650262-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXII)
Iron Chef CXXIII: Defiant (https://forums.giantitp.com/showthread.php?651923-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXIII)
Iron Chef CXXIV: Beast Heart Adept (https://forums.giantitp.com/showthread.php?652714-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXIV)
Iron Chef CXXV: Shadowspy (https://forums.giantitp.com/showthread.php?654631-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXV)
Iron Chef CXXVI: Ballisteer (https://forums.giantitp.com/showthread.php?655924-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXVI)
Iron Chef CXXVII: Umbral Disciple (https://forums.giantitp.com/showthread.php?656764-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXVII)
Iron Chef CXXVIII: Vengeance Knight (https://forums.giantitp.com/showthread.php?659069-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXVIII)
Iron Chef CXXIX: Demonologist (https://forums.giantitp.com/showthread.php?661607-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXIX)

The Viscount
2023-12-08, 10:37 AM
FAQ:
Q: What's this even about?
A: I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

Q: Is Dragon Compendium Allowed?
A: Yes (as well as its Errata), but individual issues of Dragon Magazine are not.

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

Q: Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources?
A: The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party). Materials from Ravenloft, Planescape, Dark Sun, and Kingdoms of Kalamar are considered 3rd party for purposes of this contest, and are therefore not allowed.

Q: What about online sources in general?
A: If the online source is a) published by WotC, and b) not replaced by an updated version at a later time, it is eligible. Use it, link it.

Q: Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana?
A: A few specific things are explicitly acceptable. The elemental/environmental races, spelltouched feats, variant character classes, specialist wizard variants, whirling frenzy, aspect of nature, and racial paragon classes are legal. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. In a similar vein, LA buyoff and fractional BAB are also disallowed. Bloodlines and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

Q: What, exactly, does the ban on Leadership mean?
A: As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

Q: What's the minimum score in a category?
A: Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is mechanically illegal by the RAW, the judge may give the build a score of 0 in Elegance, and proceed to judge the entry as if the offending material was not included. Failing to meet a special requirement for a prestige class does not merit a 0, but may qualify for a penalty, at the judge's discretion. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

Q: Creatures and templates with no listed LA are playable, right?
A: No. No listed LA is equivalent to LA: -. It is not suitable for PCs. If you use it, expect judges to look extremely disfavorably on it.

Q: So what's the deal with equipment, anyway?
A: There is no official policy on how much equipment you should list. Historically, judges have frowned upon "item dependent" builds, but unfortunately the definition of that has been applied to mean anything from builds that don't function if you remove one very specific item, to builds that so much as mention a particular weapon. Builds that don't list gear should be assumed to buy useful generics - items to boost their primary stats, cloaks of resistance, appropriate magical weapons and armor, and so forth. If a build would find particular items useful, they should be listed, but experience suggests that the more generic you keep them, the more favorably judges are likely to look upon them, as a build being shut down because the Thundering Bagpipes of Urist McTrumpetbritches were unavailable is considered a weakness. Similarly, requiring items in order to be able to qualify for things tends to be frowned upon.

Q: Do you have any other rules and guidelines on how to judge?
A: We do, actually, designed to try and avoid unpleasantness we've encountered in past contests. The things we've come up with to avoid repeating this are given below.

One Mistake, One Penalty

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:

Penalizing 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 penalize if a fluff prereq is not addressed at all, but not for how well it is addressed.
Please don't base your scores off the scores of another judge.


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.

Q: Do you have any contest house rules or clarifications to ambiguous rules?
A: Some that have come up in previous contests and needed answers to:

All creatures are proficient with any natural weapons they may have or acquire.
Bonus feats that are granted even if you do not meet the prerequisites do not require you to meet the prerequisites in order to use.
Able Learner's benefit applies to the level you take it.
Weapons from soulmelds are considered to be magic weapons for the purpose of overcoming DR.
Unarmed Swordsage grants Improved Unarmed Strike at level 1.
Not finishing Savage Progression is subject to a penalty to Elegance
One dispute per entry. Submit disputes by PM to the Chair.
Ghostwalk ghost is banned
Gold, silver, and bronze are awarded regardless of ties (e.g., 2 silvers does not preclude bronze)
Spelltouched feats are legal and can be taken just like any other feat when you meet the prerequisites and have the feat slot available.
The Variant Classes in Unearthed Arcana are considered ACFs.

Q: Can I submit more than one entry?
A: You may submit up to two entries into a given competition.

Q: Can I make edits or revisions to my submission?
A: As long as it is before the dishes have been posted in the reveal, you are welcome to revise or make edits to your entry. Please do so by sending a new PM with the changes incorporated.

Q: What is the chair's stance on builds with an "adaptation/variants" section?
A: If chefs have adaptations or variations on the build they want to present, they are strongly encouraged to put them together in a single section in the entry writeup. If you have a large enough variation, consider something like this linked build (https://forums.giantitp.com/showsinglepost.php?p=25514412&postcount=108) which presents two similar concepts to be judged separately.
In a build where major adaptations or variants are presented that would alter the score, judges are free to score the entry based only on the "central" or "main" build.

Q: What's with the deadline?
A: With the holidays, I wanted to give some more time for people to cook their dishes. I understand that this might still be tight for people, and I'm open to extending it out if the need arises.

Q: Is the DR updated?
A: It is. (https://forums.giantitp.com/showsinglepost.php?p=25922856&postcount=4)

H_H_F_F
2023-12-08, 10:40 AM
Ooohhhh.

We'll see.

What do we do about the DR? /magic?

The Viscount
2023-12-08, 10:48 AM
What do we do about the DR? /magic?

This one time, we actually do have an official answer in the 3.5 update for Manual of the Planes. I know these can be hard to navigate after the archives got taken down, so I'll post it here.

Divine Agent: The mystic union class feature grants 10 points of damage reduction bypassed by weapons aligned opposite the deity’s alignment. For example, a divine agent of Kord would have damage reduction of 10/lawful or evil. Divine agents of completely neutral deities such as Obad-hai gain damage reduction of 15/magic instead.

Inevitability
2023-12-08, 11:22 AM
Big fan of this round: let's see what I can cook up.

H_H_F_F
2023-12-08, 11:27 AM
A couple more clarifications, if I may: Do we use the default suggestion for Godly Gift? And is plane shift to any plane its own ability, or is it an upgrade to plane shift to deity's plane?

loky1109
2023-12-08, 04:27 PM
Oh... Don't know. Don't have any ideas for now.

Battlechaser
2023-12-09, 09:39 AM
Just a quick question. Would Paladine be an appropriate god to follow since he is not mentioned in Dragonlance campaign setting, but in the splatbook Holy orders?

Chronos
2023-12-09, 09:51 AM
Ugh, that's bad... Natural entry point from cleric, but it only gives half casting progression, and then most of the abilities just replicate cleric spells you could have cast anyway? Tough to find a reason to take this class.

There's also a lot in here that seems to be DM dependent. It looks like the choice of Divine Gift, and the entire Contact ability, are entirely under the DM's control.

grip your mace with your tiny hand (check out the art)
The shoulders are even worse. She appears to have normal shoulders, except that her arms attach to a point about six inches below them.

quetzalcoatl5
2023-12-09, 10:38 AM
Imma cook! I have some thoughts and divine builds are my cup o' tea always!

The Viscount
2023-12-09, 10:41 AM
A couple more clarifications, if I may: Do we use the default suggestion for Godly Gift? And is plane shift to any plane its own ability, or is it an upgrade to plane shift to deity's plane?
For simplicity, we will just use the exammple. Godly gift gives you a spell from one of your domains as a spell like ability. You may select a spell of your divine agent level or lower.

Plane shift to deity's plane and plane shift to any plane are two separate abilities, each usable once per day.


question
I'll PM you.


The shoulders are even worse. She appears to have normal shoulders, except that her arms attach to a point about six inches below them.
That's why she has such big pauldrons, they're full of secrets they're to hide her shoulder situation. Kindred spirits with the tiefling from races of destiny.


While I'm making rulings, before anyone gets too far, don't read too far into the weird 3.0 wording of the spellcasting advancement the class gives. It's just advancing your casting every other level.

Inevitability
2023-12-09, 10:57 AM
I have an idea! An idea that's proving much harder than I thought to put in practice, but an idea nonetheless!

Very much in to cook.

H_H_F_F
2023-12-10, 04:21 AM
I'm not too much into what I'm currently thinking of, but it might end up cute. Might do it, might not.

Vizzini stalks.

Khatoblepas
2023-12-10, 05:44 AM
Interesting class! I think I could cook this time, though I have a few questions about Mystic Union.


Plane Shift to Deity's Plane (Sp): A divine agent of 5th level or higher may plane shift to her deity's home plane once per day, and from that plane to the divine agent's native plane. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent's character level.


Mystic Union: At 9th level, a divine agent becomes a magical creature. She is treated as an outsider of the deity's home plane rather than as a humanoid. For instance, charm person does not affect her. Additionally, the divine agent gains damage reduction 20/+1. This damage reduction does not stack with other forms of damage reduction. Despite this outsider status, a divine agent may still be brought back from the dead if slain.

Wouldn't this mean that at 9th level, you can plane shift to your deity's home plane, and then plane shift from your deity's home plane to.... your deity's home plane, since you are an outsider whose native plane is there? I don't think you can even plane shift away and then back again, since the ability only lets you return to your home plane.

Furthermore, what are the subtypes that you gain as an outsider native to your deity's plane? Just Extraplanar? Do you get the alignment or elemental subtypes given to outsiders native to that plane? Do you have body/soul duality? This is a really weird ability that usually is answered with "native outsider" literally everywhere else in the game, but it's explicitly NOT a native outsider.

Inevitability
2023-12-10, 05:50 AM
How does this paragraph:


No matter what their prior class was, divine agents gain the granted power of the domain they choose. In cases where the granted ability relies on cleric levels or allows turning or rebuking, use the sum of a character's cleric and divine agent levels to determine the ability's effect.

interact with domains that add skills to your cleric list specifically? Do they grant you those skills during your divine agent levels?

Chronos
2023-12-10, 08:19 AM
While we're at it with the domains...

1: It says what to do if a domain granted power grants turning, such as the elemental domains. But what if a domain granted power uses turning, like the Sun domain, but you don't already have turning?

2: It says how the domain spells interact with a cleric entry (the obvious way: You now have three domain spells to choose from instead of two), but it doesn't say how to handle domain spells for a non-cleric. Do we back-port in Complete Divine's rules?

daremetoidareyo
2023-12-10, 12:17 PM
While we're at it with the domains...

1: It says what to do if a domain granted power grants turning, such as the elemental domains. But what if a domain granted power uses turning, like the Sun domain, but you don't already have turning?

2: It says how the domain spells interact with a cleric entry (the obvious way: You now have three domain spells to choose from instead of two), but it doesn't say how to handle domain spells for a non-cleric. Do we back-port in Complete Divine's rules?

For question 2, do you have a page number?

Prime32
2023-12-10, 12:51 PM
For question 2, do you have a page number?
Page 20

"She can use the granted power bestowed by the domain normally" (effective cleric level not specified)
Domain spells are added to your class spell list
Prepared casters can only prepare one domain spell at each spell level (you don't get extra slots)
Arcane casters with a domain treat its spells as arcane unless specified otherwise
Dragon Magic p15 does have a ruling that classes which cast from the cleric list have an effective cleric level for the purpose of selecting and using Initiate feats, which is something...

EDIT:

It says what to do if a domain granted power grants turning, such as the elemental domains. But what if a domain granted power uses turning, like the Sun domain, but you don't already have turning?
There's precedent for this with the DLCS Mystic class, where gaining the Sun domain grants it the cleric's turning ability in place of the normal power.

H_H_F_F
2023-12-10, 02:35 PM
Right, so, I have a build. It's probably my least inspired build since like, Spinemeld Warrior? That's also the last time I didn't get anything, so probably fitting.

I might be too harsh on myself since it features some things I've thought of a long while ago, so they kind of lost their shine for me.

I think I'll try to write some fluff, and if I end up liking the character that emerges I'll submit the build.

Anybody else making progress? And do we have any prospective judges in town?

The Viscount
2023-12-10, 02:50 PM
Interesting class! I think I could cook this time, though I have a few questions about Mystic Union.





Wouldn't this mean that at 9th level, you can plane shift to your deity's home plane, and then plane shift from your deity's home plane to.... your deity's home plane, since you are an outsider whose native plane is there? I don't think you can even plane shift away and then back again, since the ability only lets you return to your home plane.

Furthermore, what are the subtypes that you gain as an outsider native to your deity's plane? Just Extraplanar? Do you get the alignment or elemental subtypes given to outsiders native to that plane? Do you have body/soul duality? This is a really weird ability that usually is answered with "native outsider" literally everywhere else in the game, but it's explicitly NOT a native outsider.

Due to their sloppy wording, you in fact cannot use the 5th level ability to leave your deity's plane, only go to it. You'll have to burn a use of your 7th level plane shift, or other means, to leave the plane.
You do not gain subtypes from mystic union, other than (extraplanar) if outside your deity's plane. Given that you can still be raised and resurrected, we'll say you do have body/soul duality in a manner similar to native outsiders.


How does this paragraph:



interact with domains that add skills to your cleric list specifically? Do they grant you those skills during your divine agent levels?

Yes, they would grant you those skills for your divine agent levels.


While we're at it with the domains...

1: It says what to do if a domain granted power grants turning, such as the elemental domains. But what if a domain granted power uses turning, like the Sun domain, but you don't already have turning?

2: It says how the domain spells interact with a cleric entry (the obvious way: You now have three domain spells to choose from instead of two), but it doesn't say how to handle domain spells for a non-cleric. Do we back-port in Complete Divine's rules?

In the example of the Sun domain, you can perform a greater turning 1/day, and since it works like turning, means you have 1 effective use of turn undead per day for things that use turn undead. If the domain would otherwise use turn undead, it does nothing until you have uses of turn undead to fuel it.

For domains for non-clerics, use the Complete Divine rules found on page 20.

Tohron
2023-12-10, 07:20 PM
One clarification: an overly literal reading of "Spells Per Day" seems to imply that Divine Agent does not increase the caster level of the character on even levels, only their spells per day. Are we to assume that their caster level is, in fact, increased?

EDIT: Nevermind, saw the clarification.

Rebel7284
2023-12-11, 11:24 AM
I sent a PM with my question

H_H_F_F
2023-12-12, 07:42 AM
I'm set on my fluff angle. This build is going to take some work (though obviously not as much as my previous build, thank God) but it is on its way.

How's everybody else doing?

Inevitability
2023-12-12, 08:00 AM
Figured out a build stub and the fluff for it, really quite happy with it. Writing it up might take a bit while I also work on monster mash, though.

loky1109
2023-12-12, 09:15 AM
Working on JW entry. Next - MM. After that will look here. Quick idea I had doesn't work. (

Battlechaser
2023-12-12, 04:39 PM
The fluff is almost done and the barebones of the build are shaping up.

quetzalcoatl5
2023-12-13, 06:29 PM
I've got to say... the SI is not a good Prestige Class, but it is a fascinating example of class design. Like you can see where ideas that would lead to the 3.5 Warlock and by extension the 5e Warlock are being formed. If you blitz to get into the class and race through levels, you can access a 9th level spell once a day at 15th level, 2 (one is Gate) at 16th!

Paragon
2023-12-14, 04:51 PM
Due to their sloppy wording, you in fact cannot use the 5th level ability to leave your deity's plane, only go to it. You'll have to burn a use of your 7th level plane shift, or other means, to leave the plane.


I mean it's pretty clearly worded
A divine agent of 5th level or higher may plane shift to her deity's home plane once per day, and from that plane to the divine agent's native plane.
It's pretty clear up until Mystic Union comes into play and say the Divine Agent is considered as an outsider from her deity's plane.
Now that messes it up but by then 7th level Plane Shift is up.

H_H_F_F
2023-12-16, 09:04 AM
Done with my entry. Took so long! Sometimes, even after you know exactly what you're doing, just putting it to paper is a huge task.

I'm playing around with a second entry, we'll see.

Paragon
2023-12-20, 03:08 PM
I'm done with mine as well even though it's probably the least satisfying build I ever submitted. As I was building it feels like inspiration didn't hit, at all and I managed to finish it anyway.

Inevitability
2023-12-20, 03:26 PM
I got my entry in: I had to compromise on a couple points, and had to rework a pretty big trick right before submitting, but I'm overall still quite happy with how it turned out. It's always nice when a build makes you feel like you're exploring uncharted terrain.

quetzalcoatl5
2023-12-20, 08:47 PM
Almost done with mine!

Battlechaser
2023-12-21, 09:22 AM
Build is submitted.

Rebel7284
2023-12-21, 10:34 AM
The mechanical parts are pretty much done.
Backstory part to go!
Hopefully I will be able to combine the various background things I have floating in my head into an engaging narrative.

WhamBamSam
2023-12-24, 03:19 PM
Build is in. Dunno how it'll end up doing, but I'm really happy with it.

Had another abandoned idea that I'll talk about after the reveal.

Paragon
2023-12-24, 03:55 PM
Meh I built something in a jiff just for fun. If this competition has taught me anything it's probably that it'll score better than my first

Paragon
2023-12-25, 01:37 PM
For future references, does Savage Tide player's guide count as first party ?
Does Diablo II : Diablerie ?

The Viscount
2023-12-25, 08:15 PM
For future references, does Savage Tide player's guide count as first party ?
Does Diablo II : Diablerie ?

The savage tide player's guide I found is published by Paizo, so no.

Diablo II Diablerie is first party. It was made for 3.0, so update appropriately. I remember someone making a build pulling from it in a previous competition, but I couldn't find it when I looked.

The Viscount
2023-12-26, 10:31 PM
By request, the deadline has been extended by a week to 13:59 GMT January 7th, 2024. The OP is updated to reflect this.

loky1109
2024-01-01, 04:03 PM
My entry was killed by wrong LA. If nothing will happen I'll judge.

H_H_F_F
2024-01-05, 04:06 AM
Reveal coming soon! I gave up on my second entry idea, I'll share it after the reveal.

How's everybody else doing? Loky, did you come up with anything, or will we be blessed with your judgment?

FactualArcher
2024-01-05, 06:23 AM
I’m not going to get an entry in. The next two and a half weeks are going to be super busy for me, but I’m happy to judge if no one else has judged by the time I’m more free.

loky1109
2024-01-05, 08:02 AM
Reveal coming soon! I gave up on my second entry idea, I'll share it after the reveal.

How's everybody else doing? Loky, did you come up with anything, or will we be blessed with your judgment?
The second option.

Tohron
2024-01-05, 02:19 PM
I'm curious to see how the judges will evaluate my entry.

Rebel7284
2024-01-05, 02:55 PM
Happy that someone requested an extension. My entry is almost done!

Rebel7284
2024-01-06, 08:53 PM
Should be submitted in a couple of hours

Rebel7284
2024-01-07, 12:59 AM
Apologies for the triple submission, the server is extremely unstable and kept timing out on me (but apparently the messages went through anyway?)

(Please use the latest version anyway, minor spelling fixes)

quetzalcoatl5
2024-01-07, 04:16 AM
My entry is in!

Paragon
2024-01-07, 07:55 AM
Rolling drums

The Viscount
2024-01-07, 03:13 PM
Apologies for the triple submission, the server is extremely unstable and kept timing out on me (but apparently the messages went through anyway?)

(Please use the latest version anyway, minor spelling fixes)

No worries, they made it through. Sometimes the server gets a little twitchy.
When it does it always makes me worried it's going to be a repeat of Swiftblade when the board went down entirely for like 2 months.

Per request, the deadline is extended by 1 more week.

Paragon
2024-01-14, 06:56 AM
Drums getting tired of rolling continuously for a week

The Viscount
2024-01-14, 11:38 AM
Wait no longer! It's time for the reveal! (Please hold of on posting until the all clear.)

The Viscount
2024-01-14, 11:43 AM
The wildest thing since Mae West.



Jae Wes, forging order from chaos, dominating everything including death itself.
https://static.wikia.nocookie.net/rythiae/images/b/be/Shyrath_Kellani.jpg/revision/latest?cb=20141115094431


Alignment : LN
Race : Aasimar, Lesser
Level 1 : Mother Cyst
Level 3 : Undying Fate
Level 6 : Corpsecrafter
Level 9 : Nimble Bones
Level 12 : Practiced Spellcaster (Cleric)
Level 15 : Divine Spellpower
Level 18 : Martial Stance (Aura of Perfect Order)

Point Buy at level 1
STR 14
DEX 10
CON 14
INT 10
WIS 16 +2 Aasimar, Lesser
CHA 14 +2 Aasimar, Lesser

Level 4 to 20 in Wis



Born into a humble family in the ancient city of Serenya, Jae came to understand the delicate harmony that exists between the boundaries of existence early in her life. Fascinated by the potency and complexity of necromancy, she found herself intrigued by Wee Jas, the goddess who embodied the balance and control over life and death through the realms of law.
Jae's parents, recognizing her innate talents and her unwavering devotion to the matters of life and death, arranged for her to undergo formal training Under the guidance of experienced priests and priestesses. She honed her skills in enchantment and necromancy, studying ancient tomes and participating in rituals that bridged the realms of the living and the dead. Jae voraciously sought knowledge about the connection between souls and the influence they held over the mortal realms.
Upon completing her training, Jae embarked on a pilgrimage to visit the holy sites sanctified by Wee Jas. She travelled through treacherous lands, encountering numerous trials that tested not only her physical prowess but also her unwavering faith and resolve. This journey allowed her to witness the manifestations of life and death in various forms: in nature's ferocity, the suffering of people, and the beauty hidden in the darkest corners of the world.
One fateful evening, exhausted and injured, Jae stumbled upon an ancient tomb deep within an eerie forest. Inside, she found a sacred relic, an ancient dagger imbued with the essence of Wee Jas herself. Recognizing the profound significance of this discovery, Jae swore an oath to utilise this weapon and her divine powers to ensure the balance and control between life and death.
Guided by her newfound connection to the deity, Jae dedicated her life to actively maintaining harmony within the world. She sought out necromantic forces threatening to disrupt the balance of life and death, taking decisive actions to counteract their influence. Additionally, she worked diligently to make sure the Law of Balance was respected and, just to be sure it would be, enforced Wee Jas’ agenda through different means of domination whether over the living or the dead.
Over time, Jae gained renown as a devout cleric, fiercely loyal to Wee Jas and revered for her unwavering commitment to the divine balance. Her presence in the realms grew, expanding her reach and influence, enabling her to influence the political landscape through her prestigious connections and extensive knowledge.
Jae's story continues to unravel, as she navigates the complexities of the realms beyond the material plane, unravelling deeper secrets and orchestrating events to ensure the dominance of her deity's agenda. With her dagger in hand and her unwavering faith, she remains ever vigilant, standing as a guardian of the delicate scales of life and death, ensuring that the forces that shape existence continue to maintain perfect balance.



LevelClassBase Attack BonusFort SaveReflex SaveWill SaveSkillsFeatsClass Features
1stCleric 10202Hide (+4 CC) 2; Know (Arcana) (+1) 1; Know (Religion) (+3) 3; Mother Cyst, Spell Focus (Enchantment) (Domain Bonus)Death and Domination Domains, Rebuking
2ndCleric 21303Hide (+1 CC) 2.5; Know (Arcana) 1; Know (Religion) (+1) 4; Undead Intuition (web)
3rdCleric 32313Hide (+1 CC) 3; Know (Arcana) 1; Know (Religion) (+1) 5; Undying Fate
4thCleric 43414Hide (+1 CC) 3.5; Know (Arcana) 1; Know (Religion) (+1) 6;
5thCrusader 14614Hide 3.5; Intimidate (+3) 3; Know (Arcana) 1; Know (Religion) (+1) 7; Furious Counterstrike, Steely Resolve 5
6thDivine Agent 14616Concentration (+2) 2; Hide (+1 CC) 4; Intimidate 3; Know (Arcana) 1; Know (Religion) (+1) 8; CorpsecrafterGranted Domain (Magic)
7thDivine Agent 25617Concentration (+4) 6; Hide 4; Intimidate 3; Know (Arcana) 1; Know (Religion) 8; Contact
8thDivine Agent 36727Concentration (+4) 10; Hide 4; Intimidate 3; Know (Arcana) 1; Know (Religion) 8; Menacing Aura, Godly Gift
9thDivine Agent 47728Concentration (+2) 12; Hide 4; Intimidate 3; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+2) 2; Nimble BonesAltered Appearance
10thDivine Agent 57728Concentration (+1) 13; Hide 4; Intimidate 3; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+3) 5; Commune, Plane Shift to deity's plane
11thDivine Agent 68839Concentration (+1) 14; Hide 4; Intimidate 3; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+3) 8; Godly Gift
12thDivine Agent 79839Concentration (+1) 15; Hide 4; Intimidate 3; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+3) 11; Practiced Spellcaster (Cleric)Plane Shift to any plane
13thDivine Agent 8108310Concentration (+1) 16; Hide 4; Intimidate 3; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+3) 14; Audience, Alignement Shift
14thDivine Agent 9109410Concentration (+1) 17; Hide 4; Intimidate 3; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+3) 17; Mystic Union, Godly Gift
15thDivine Agent 10119411Concentration (+1) 18; Hide 4; Intimidate (+2) 5; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+1) 18; Divine Spell PowerGate
16thRuby Knight Vindicator 1129413Concentration (+1) 19; Hide 4; Intimidate (+2) 7; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+1) 19; -
17thRuby Knight Vindicator 2139414Concentration 19; Hide 4; Intimidate (+3) 10; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+1) 20; Divine Recovery
18thRuby Knight Vindicator 31410514Concentration 19; Hide 4; Intimidate (+3) 13; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+1) 21; Martial Stance (Aura of Perfect Order)-
19thRuby Knight Vindicator 41510515Concentration 19; Hide 4; Intimidate (+3) 16; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+1) 22; -
20thRuby Knight Vindicator 51610515Concentration 19; Hide 4; Intimidate (+3) 19; Know (Arcana) 1; Know (Religion) 8; Spellcraft (+1) 23; Armored Stealth



LevelClass0th1st2nd3rd4th5th6th7th
1stCleric 131+1
2ndCleric 242+1
3rdCleric 342+11+1
4thCleric 453+12+1
5th
6th
7thCleric 553+12+11+1
8th
9thCleric 653+13+12+1
10th
11thCleric 764+13+12+11+1
12th
13thCleric 864+13+13+12+1
14th
15thCleric 964+14+13+12+11+1
16th
17thCleric 10 64+14+13+13+12+1
18thCleric 1165+14+14+13+12+11+1
19thCleric 1265+14+14+13+13+12+1
20thCleric 1365+15+14+14+13+12+11+1


LevelClassInitiator LevelManeuvers KnownManeuvers ReadiedStances Known
1st0.5
2nd1
3rd1.5
4th2
5thCrusader 13"Crusader's Strike (DS)
Vanguard Strike (DS)
Shield Block (DS)
Mountain Hammer (SD)
Tactical Strike (WR)"2Leading the Charge (WR)
6th3.5
7th4
8th4.5
9th5
10th5.5
11th6
12th6.5
13th7
14th7.5
15th8
16thRuby Knight Vindicator 19Press the Advantage (WR)
17thRuby Knight Vindicator 210Flanking Maneuver
18thRuby Knight Vindicator 3113Aura of Perfect Order (DS)
19thRuby Knight Vindicator 412Order forged from Chaos
20thRuby Knight Vindicator 513



Level 1 – 5
First 4 levels of Cleric netting +3 BAB and Crusader bringing the final +1 while both classes have Know (Religion).
Jae picks the Death and Domination domains from Wee Jas’s portefolio asserting this build’s overbearingness. The Mother Cyst and its line of spell completely matches the chosen path for Jae.
The Undead Intuition (Dead Level article, see Sources) fits perfectly with our flavour and the Undying Fate feat will just give us Deathwatch as an ex ability as well as some useful spells.
Crusader flying in at 5th level is a known trick to boost BAB as well as getting 2nd level manoeuvres such as Mountain Hammer or Shield Block.
Fun finding, Crusader’s Strike can actually heal undead and living creatures alike !
Overall d8s and 1d10 with 14 Con/Str and heavy armor and shield proficiency and those maneuvers mean we can hold our own in melee while our casting is still Tier 1.

Level 5 – 15
We enter the SI for the next 10 levels.
As a Granted Domain we chose Magic which opens up great stuff like free Identify, Anti Magic Field two levels early and Spell Turning. Our domain granted power is pretty strong thanks to Divine Agent’s mention of stacking Cleric & DA levels for the purpose of the granted power. This means we’ll end up having a wizard effective level of 7 for spell completion and trigger items.
Contact is completely passive and the later version Commune/Audience have the good taste of being XP free when cast opposed to the spells of the same name.
Menacing Aura mostly works on targets that fumble and even then, only until they damage us which we might be able to delay a bit with our crusader pool.
Godly Gift (our first really optimizable feature) is very good once applied to Animate Undead at 3rd and Create Undead at 6th; casting time reduced to 1 std and no cost for casting them is a sweet deal that makes them usable during combat.
Our last Godly Gift we use on Monstrous Thrall from the Domination Domain that lets us get any creature as a permanent minion.
Altered Appearance (passive again) is probably granting us a silver skin tone since Wee Jas is neutral and goddess of Death.
The Plane Shifts abilities are funny. The first one lets you get to Acheron (an Outer Plane) without needing any attuned metal rod. Before we get the second ability, Jae needs to bear in mind that it can only cast this once per day meaning she might need to spend some time on a very very unwelcoming plane.
Once you have the ability to Plane Shift to any plane you can use it to get anywhere and then the first ability to get back “to the divine agent's native plane”. At ECL 14, Mystic Union changes our very essence meaning the divine agent’s native plane is now considered to be the deity’s plane, which can leave you stranded if you’re not careful.
After ECL 15, Jae can actually cast Plane Shift so no more problems on that front.
As said before, Mystic Union changes our type to outsider, getting us our ancestry back. This and the Magic domain means the Transmutation Staff casting Polymorph opens up 13HD forms (Astral Deva, Leonal) for us.
Practiced Spellcaster is there to have this build try and keep up with CL loss and Divine Spell Power can bridge the rest of the gap (even 35% chance of getting CL21 while only 5% chance of underperforming ; nothing a circlet of persuasion can’t solve).
Finally, Gate. We can call up to a 30HD creature at first and 40HD eventually meaning we can call Wee Jas herself (even though she can deny our call). More realistically, calling stuff like a Horned Devil and using Monstrous Thrall on it is a much better use of our ability.

Level 15 – 20
So far Jae has an Animate/Create Undead pool that she can easily keep full (always done in desecrated grounds, of course). A small number of undeads under our command with the rebuke attempts and/or the ability to cast Command Undead from a wiz wand.
As for other thralls, Dominate Person (Domination 4), Necrotic Tumor (Clr7) and Monstrous Thrall (Godly Gift 9th) we can have a decent minionmancy thing going on.
Our last 5 levels, we dedicate to Wee Jas, again. Ruby Knight Vindicator is a 4/5 spellcasting PrC for us, full BAB meaning we reach the +16 sweetspot and we still learn useful maneuvers namely Flanking Maneuver and Order forged from Chaos. Those two put together are perfect for the minionmancer we have become. Our undeads/dominated thralls can move into tactical position (the former benefiting from Nimble Bones), they can then attack when you hit the target just afterwards.
Stance-wise, Press the Advantage doubles our 5ft step ability (even on difficult terrain) but our prized jewel granted by Martial Stance, is Aura of Perfect Order. It is useful for all kinds of things like :
to power through Spell Resistance (automatically bypassing SR 38 by ECL 20)
or to cast wizard spells from scrolls : succeeding on any 9th level spell, automatically. (DC = minimum CL +1 = 18 for a 9th level. AoPO nets a roll of 11 +7 from our effective wizard level = 18).
or when we really need to save against a debilitating effect…
Divine Recovery is really nice too ; spending a rebuke attempt as a swift action to get back the maneuver you want is a good deal.
Our capstone ability is mostly there for the joke but we do reach Cleric 13th on the casting side opening up 7th level spells and that is pretty good (Necrotic Tumor is a good one for the minionmancy thing we got going on).



The Summon Undead line of spells benefits from Corpsecrafter/Nimble Bones which is pretty nice.
The Necrotic X line of spells, Necrotic Cyst into Domination/Tumor is a nasty combination.

Going into melee we can cast the usual Righteous Might and Divine Power. Access to AntiMagic Field can also be a game changer later game


Wis boosting items.
Circlet of Persuasion and overall Cha boosting items for turning checks

Reliquary Holy Symbol (MIC)
+1 Rebuke Attempt from 5 ranks in Know (Religion), +1 from 1 Divine feat.
Nightsticks of course (LM)

The Ruby Blade relic from Wee Jas (MIC), a Phylactery of Undead Turning (SRD) and a Scepter of Netherworld (LM) can get us up to effective Cleric 15 for commanding more/better undeads.

Spell trigger items with stuff from the wizard spell list.
Transmutation Staff is a must have because of Polymorph (and our Outsider type).
Spell completion like scrolls can be very useful in a pinch too ; A Time Stop scroll can do wonders.



Initiate of Wee Jas would have been an awesome feat to take for this build but it’s from Dr#342 so automatically banned. It’s sad really.

Monstrous Thrall.
This spell is among the worst spells ever written. I swear CD has it as Instantaneous, Draconomicon as Permanent and SC litteraly says it is permanent and yet gives it a duration… wtf WotC ?!!
If, like me, you believe text takes precedence, the spell effectively grants you permanent thrall which in turn can grant us access to SLA over 8th level which we will never get otherwise. If your DM feels it’s just an expensive dominate monster, just take Mage’s Disjunction from the Magic Domain instead since Necrotic Tumor gives us permanent minions (even though the pool is more limited).



RoD - Unyielding Fate
LM - Corpsecrafter, Nimble Bones, Mother Cyst (+spells), Nightsticks, Scepter of Netherworld
Spell Compendium - Domains
SRD - Cleric
ToB - Crusader, Ruby Knight Vindicator, Maneuvers
MotP - Divine Agent, Acheron, Wee Jas
Web - Undead Intuition (https://rpg.nobl.ca/archive.php?x=dnd/cwc/20061013a)

The Viscount
2024-01-14, 11:49 AM
I respect the formatting. (first of two parts)



Prologue

Fade in. Present-day south-west Faerun, approximately 400,000 years ago.



The faerie's oasis was dying. Summer by Summer, the pond in its midst shrank. Winter by winter, the trees died, desiccated and cold.

She tried calling for help. She was a life giver, and could not witness this death. She called upon the winds, to sent forth her words. She called upon the ground, to echo her pain. She called upon the birds and the vermin and the tiny specks of life in the sand. She breathed life into messengers, and felt their pain as they died one by one, draining her connection to the world around her, until she could call them no more.

As she laid on the sand, dying, she felt more than sorrow. She was too diminished to feel anger, but she did feel turmoil. Uncertainty. How could it have come to this? How could nature, life, give in so easily to death and dust?

Incredibly deep within her, or unfathomably far without, something answered.

One and the same.

And with that, surrender.

And blessed dark.




Fade out.





Echo

https://cdna.artstation.com/p/assets/images/images/031/005/580/large/daniel-denova-lysarith.jpg?1602291455

TN->NE female Spellscale Blighter 4 / Warblade 1 / Divine Agent of Velsharoon 10 / Nature's Warrior 5.

Abilities Echo 8th 12th 14th (inherent bonuses) 16th 20th
STR 15 15 15 20 20 20
DEX 15 15 15 20 20 20
CON 8 8 8 13 13 14
INT 10 10 11 16 16 16
WIS 19 20 20 25 26 26
CHA 10 10 10 15 15 15


Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
5th Blighter 4 / Warblade 1 4 6 1 4 Knowledge: Religion (7), Survival (5). Track, Natural Spell Deforestation, Blightfire, Sustenance, Undead wildshape 2/day, Speak With Dead Animals, Battle Clarity, Weapon Aptitude.
6th Divine Agent 1 4 6 1 6 +2 Conentration (2), +1 Knowledge: Nature (through Seeker of Unseen Words) (1), Knowledge: Religion (7), +1 Knowlede: The Planes (1), Survival (5). Knowledge Devotion (Planes) Granted Domain (Undeath)
7th Divine Agent 2 5 6 1 7 +4 Conentration (6), Knowledge: Nature (1), Knowledge: Religion (7), Knowlede: The Planes (1), Survival (5). - Contact
8th Divine Agent 3 6 7 2 7 +2 Concentration (8), +2(cc) Knowledge: Dungeoneering (1), Knowledge: Nature (1), Knowledge: Religion (7), Knowlede: The Planes (1), Survival (5). - Menacing Aura, Godly Gift (Animate Dead)
9th Divine Agent 4 7 7 2 8 Concentration 8, +2(cc) Knowledge: Arcana (1), Knowledge: Dungeoneering (1), +2 Knowledge: Nature (3), Knowledge: Religion (7), Knowledge: The Planes (1), Survival (5). Frozen Wild Shape Altered Appearence
10th Divine Agent 5 7 7 2 8 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), +4 Knowledge: Nature (7), Knowledge: Religion (7), Knowledge: The Planes (1), Survival (5). - Commune, Plane Shift (Dweomerheart)
11th Divine Agent 6 8 8 3 9 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), +4 Knowledge: Nature (11), Knowledge: Religion (7), Knowledge: The Planes (1), Survival (5). - Godly Gift (Create Undead)
12th Divine Agent 7 9 8 3 9 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), +4 Knowledge: Nature (15), Knowledge: Religion (7), Knowledge: The Planes (1), Survival (5). Heretic of the Faith (Envy) Plane Shift to Any Plane
13th Divine Agent 8 10 8 3 10 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), Knowledge: Nature (15), Knowledge: Religion (7), Knowledge: The Planes (1), +4(cc) Survival (7). - Audience, Alignment Shift (NE)
14th Divine Agent 9 10 9 4 10 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), Knowledge: Nature (15), Knowledge: Religion (7), Knowledge: The Planes (1), +4 Spellcraft (4), Survival (7). - Mystic Union, Godly Gift (Wish)
15th Divine Agent 10 11 9 4 11 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), Knowledge: Nature (15), Knowledge: Religion (7), +1 Knowledge: The Planes (2), +4 Spellcraft (8), +2(cc) Survival (8). Dragon Wild Shape Gate
16th Nature's Warrior 1 12 11 4 11 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), Knowledge: Nature (15), Knowledge: Religion (7), +3 Knowledge: The Planes (5), Spellcraft (8), +2 Survival (10). - Wildling, Wings of the Hurricane
17th Nature's Warrior 2 13 12 4 11 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), Knowledge: Nature (15), Knowledge: Religion (7), +3 Knowledge: The Planes (8), Spellcraft (8), +2 Survival (12). - -
18th Nature's Warrior 3 14 12 5 12 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), Knowledge: Nature (15), Knowledge: Religion (7), +3 Knowledge: The Planes (11), Spellcraft (8), +2 Survival (14). Astral Tracking Serpent's Coils
19th Nature's Warrior 4 15 13 5 12 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), Knowledge: Nature (15), Knowledge: Religion (7), +1 Knowledge: The Planes (12), Spellcraft (8), +4 Survival (18). - -
20th Nature's Warrior 5 16 13 5 12 Concentration 8, Knowledge: Arcana (1), Knowledge: Dungeoneering (1), Knowledge: Nature (15), Knowledge: Religion (7), Knowledge: The Planes (12), Spellcraft (8), +5 Survival (23). - Armor of the Crocodile

Spells/day:
Level Orisons 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
5th 6 3 2 1 0 - - - - -
7th 6 3 3 2 1 0 - - - -
9th 6 3 3 3 2 1 0 - - -
11th 6 4 3 3 3 2 1 0 - -
13th 6 4 4 3 3 3 2 1 0 -
15th 6 5 4 4 4 4 3 2 1 0
17th 6 5 5 4 4 4 4 3 2 1




Echo's Journey


The room was quiet, the last resonances of dark incantations slowly dying out, replaced, again, by the silence of dead stone.

Echo looked down at her hands. Long fingers, covered by hundreds of delicate scales in every shade of green. Anyone looking from afar would simply see them as green skin.

Life, it seems, is always more complicated up close than it appeared from a bird's eye view.

She felt… Not much. There was certainly a part of her that expected more, but there was also a part of her that expected much worse. No anguish. No pain, no burning fire. That was certainly better than the alternative.

She raised her eyes again, studying the creature before her. Pits of black ash instead of eyes, tortured protruding bones. Clearly female, somehow, despite it all. Was she a fiend, an undead, or something else entirely? Echo would've probably known, if she hadn't given up so much. How much has she lost forever, when she made her choice?

She regretted nothing.

"You could've betrayed me, easily. Turned me undead, used me as nothing more than a tool, lacking any will of its own."

The clerics – spellscales, like her – shifted awkwardly, but the terrible creature in front of her did not flinch. Her voice, truly ancient, creaking like primordial restless stone, betrayed no discomfort. "We are not as dark as you think us to be, young spellscale. Undeath is an opportunity – the greatest of all – that we offer to those who seek it. Nothing more."

'Young sepllscale'? amusing, though she knew not the timeframe this thing was operating on. In a sense, of course, she was right – but still.

Echo looked back at her hands. No wounds, no hidden flaws. No sign of betrayal.

"I could leave, if I wanted to?"

"you could." the creature affirmed. "We wish you no harm. It is easy for mortals to lose sight of that which guides us: life, death – in essence, they are one and the same."

Echo looked into those ageless eyes.

"Then, I accept."

The creature smiled.
Echo, TN female spellscale Blighter 4 / Warblade 1

A new adventure begins! Echo has accepted a divinely mandated task from an emissary of Velsharoon. Upon the task's completion, she could join the ranks of the divine agents. At this stage, though, she is a divine gish of sorts. She has maxed Wisdom for her spells (and for tracking, which she's decent at), but also very nice Strength and Dex. Her toolkit isn't the most versatile, perhaps, and she obviously has less skill points than many of her peers, but she can still offer some versatility through her spells (up to level 4 by this point, slightly ahead of most casters), which are discussed in a spoiler tag below.

Combat-wise, besides her spells (detailed below) she has access to a few signature moves. Blightfire is a 5d6 area of effect around her as a standard action, at will. It'll taper off with time, but at this ECL it's great. It is usable while she's wild shaped – a choice she'll often make, since Natural Spell is already online, allowing her to cast to her heart's content while being in the form of a skeleton animal (weird!)

Combat is amplified by her warblade maneuvers and stance. Grappling is an attractive option due to Echo's Crushing weight of the mountain stance, Mountain Hammer does its goodness, and Mithral Tornado allows Echo to apply her singular strong bite (from many of her forms, especially with Fangs of the Vampire King mentioned in her spells below) to multiple enemies at once – an option that'll stay incredibly important throughout her entire career. Iron Heart Surge is awesome, and requires no introduction.

A note on alignment: my reading of Echo is that she's True Neutral – but with extremely high usage of Corrupt spells, some DMs might force her to change to NE. That's fine – TN has no mechanical significance here over NE, it's simply what I personally would rule Echo's alignment to be.

This isn't a complete list of spells prepared, as that'll change. Rather, it is a discussion of her favorite spells to use. However, it should be noted that the blighter spell list is very short, and can be simply read on page 25 in Complete Divine, and all corrupt spells can be found in Book of Vile Darkness and Heroes of Horror.Seething Eyebane! This spell is absolutely fantastic. It's touch range, which is just fine for Echo, and it's a pretty unfixable form of blindness. Absolutely bonkers return on investment for a first level spell. It'll often be prepared 2 or 3 times a day. The reason most casters would be more hesitant is the Constitution damage involved, but Echo is immune to that when she's in wild shape, and therefore undead.

Some other spells: Decomposition is great to prepare an instance of at this level, if you have reason to assume you'll run into large-scale battles. It's a low-investment opportunity to have a lot of impact on any large-scale encounter – it causes extra damage to enemies damaged, and with a 50 ft radius it can be effectively used when other AoE options are less effective. Ray of Enfeeblement is a classic, and will always remain a useful option to prepare. Once she starts hanging out with undead, Inflict light wounds can also be helpful – same goes for the spell at every level. The rest of the Blighter spell list for this level is either not great or highly situational.
Another corrupt spell takes the top spot this round: [i]fangs of the vampire king, which again has a corruption cost Echo doesn't take when wild shaped, and gives a bite attack that does constitution damage and has the equivalent of BaB 10. That obviously combos extremely well with her offensive maneuvers. The spell will remain a staple for many levels to come.

The humble Resist Elements goes ignored too often in a competition environment, and I'm shouting it out here. One of the best 2nd level spells in the game, in my opinion. Chill/Heat Metal is an encounter ender in the right circumstances. Chill Touch is sick, and usually limited to more vulnerable wizards/sorcerers. Echo goes into melee range anyway, so it's a great spell for her. As a character with a lot of standard-action options, flaming sphere might also prove occasionally useful during early levels.
Dispel Magic will wear off in time as enemy CL rises, but it's fantastic early on. Poison is one of my favorites, and again a spell that's highly potent at these early stages. Desecrate is great for undead, which she can both be and raise on occasion. Vampiric Touch might get readied quite often at these levels.

As for Corrupt spells of this level: there are some weird spells this level. Rotting Curse of Urfestra is nasty, but more situational on a PC than on a villain, as it deals constitution damage every *hour*. Even nastier is Touch of Jubilex, which turns the target into goo in 4 rounds. Both can be used without repercussion in wild shape.
No big ticket items from the corrupt skills on this level. Before items, Echo can only prepare one 4th level spell at this level per day, which'll often be either Animate Dead or Unhallow. This level is full of gems, though: Langour is buffed up slow, Wall of Fire is great battlefield control, and Deathward and Transmute Rock/Mud to Mud/Rock are great spells.
Echo looked down at the mangled corpse beneath her. Her vision was different in bone than it was in flesh, but she saw it clearly. Beautiful, gentle, graceful, elegant. More than any mortal could be.

Everything she wasn't.

She roared, and tore into the body, again and again and again.

Taken from me!

Nothing left but blood.

"Echo! We're on the move! What in the hells are you doing!"

She growled, and moved away, skeletal toes tapping on the floor. Shame filled her. Control yourself. Accept what is.

She had a mission to do.

But within her, something ugly burned.

Echo, TN female spellscale Blighter 4 / Warblade 1 / Divine Agent of Velsharoon 5

Into the SI! Echo has been serving Velsharoon since level 5, and became his Divine Agent immediately upon leveling up. The divinations (including contact) and plane shift (to Dweomerheart, a friendly plane that's very fun for casters) are an extremely welcomed addition to the narrow list of spells available to a blighter, granting her options she simply wouldn't be able to access otherwise. Her bonus domain, undeath, isn’t very helpful as far as spell selection, offering her Mass Inflict Light Wounds as the only spell not already on her list. It does, however, offer her extremely strong minionmancy through Godly Gift – animate dead once per day, at CL = HD, without having to pay the material components. Menacing aura is hard to optimize, but being a melee-type is helpful for it. Altered Appearance is… here.

Knowledge devotion isn't super optimized here, granted – but it is still helpful against most enemy types, and helps Echo keep up her martial prowess despite stagnating BaB. Access to iteratives is made useful even in wild shape forms due to Crushing Weight of the Mountain. Frozen Wild Shape comes along a bit late, but it's still very useful, and significantly expands the wild shape forms accessible to her. Its language means, in my opinion, that normal transformation is subsumed by the frozen shape – which would mean no undead type, which is less useful for corrupt spells but greatly expands Echo's versatility.

You might have concerns about Echo's qualification for the feat, but I believe the language of Undead Wild Shape is conclusive. Undead Wild Shape isn't "like" wild shape, and it doesn't "work as wild shape"; rather, it is wild shape.
At 3rd level, the blighter gains a version of the wild shape ability.It's a type of wild shape. It doesn't need to "count as" wild shape for feats, because it just is.

Divine agent also advances her spellcasting. By level 7, she gains access to 5th level spells. Those include a couple of great consequence-free Corrupt spells. to grant claws for undead shapes that lack them (the spell doesn't require arms or hands), and [i]Power Leech lets Echo steal attribute bonuses from her enemies. Call Forth the Beast is far more situational, and probably should be avoided until Echo's alignment changes due to her class; it's not just corrupt, it truly endangers innocents. Forbidden Speech is super fun, but unfortunately sort of broken; it has a permanent duration, which corrupt spells aren't allowed to have.

This level also offers some true bangers from the blighter list: the excellent Antilife Shell (normally accessible only 4 levels ahead of her, by full casters), Create Undead (very useful, but will be replaed by an SLA from her next Godly Gift at 11), Forbiddance, and the situationally excellent Waves of Fatigue. Harm shows up here, but unfortunately the errata clarifies that it should be removed, and that the instance of it in the 6th level list is the correct one.

She does get access to Harm at level 9 though, along with the corrupt Consume likeness which is fantastic to have the benefits of the undead type while wearing a non-animal form, but unfortunately again sort of broken due to its duration. I really think they meant these to be instantaneous, otherwise they would've included a list of spells that break forbidden speech. Whatever.

Alongside Harm, the 6th level blighter list includes the always excellent Acid Fog and the incredibly underleveled Antipathy. Probably a print error, but who knows – no reference in the errata. With slots being somewhat limited, preparing Acid Fog will usually be the best bet.
Huh?I'm sorry, I'm not sure what you're so riled up about. Is it about Acid Fog?Scout's honor, that was my best guess – that's the last thing I talked about before you interrupted. What is it, then?Say what?I thought my breakdown was very useful, actually. Is something about the tactics unclear? Or did you perhaps forget that undead are immune to ability drain and physical ability damage, which explains how Echo uses corrupt spells so casually?*Sigh*Some people's past is too painful to talk about. Can't we just let it go?I can't begin play as a blighter.Listen, I know. But they're not my secrets to share.I just might.It would, yeah.I'll ask Echo if I can share her secrets. But please be respectful. There's a lot of anguish there.……Okay. She said Okay.

[i]Fade in. The jungles of Chult, 1360 DR.

She awoke with a scream, the blessed dark of mindlessness ripped away like the warmth of the sands around her oasis in nightfall. Time, space, thought, reason, and memory rushed back. Dulled. Slow. Painful. Painful like this body – her own body, yet fundamentally not. Same proportions, but graceless. Same features, but crude. Same flesh, but aching and itching and burning.

And her soul ached, for she had lost something much larger. Her connection to everything that lived and breathed… was severed. More than severed, gone. As if it never was. The ground underneath her curled form did not hug her. It rejected her, pushed her away.

She wailed, her voice harsh.

The air felt wrong. Humid. Darkness enveloped her, and her eyes didn't adjust. Above her, the night sky was filled with stars, blinking faintly. So dark, so pale, that she didn't realize they were in the wrong location.

But she didn't need to realize. Every drop of her essence told her that it was not just her body that was wrong, but the world itself. She did. Not. Belong here. Her stomach riled, and she vomited strands of black ash on the ground.

She cried again, a shout of pure anguish.

Only then did she realize there were voices around her, speaking a language she didn't yet understand.

"…The poor thing is suffering, Comulus! We shouldn't have done this. Reverse it!"

"Wouldn't even if I could, Nimbus. She's alive now. Reversing the process would be murder."

Echo gasped and vomited again. Black acid and sand splashed on the ground, clinging to her body. Unclean. Vile.

"Would that really be worse than what we have done? Look at it!"

"Look at her, Nimbus! She's alive, and she carries knowledge the assembly could only dream of before!"

"We don’t know that! It could've wondered here from any desert. It's unlikely, sure, but less unlikely than whatever it is you're proposing. Besides, It doesn't even look like it can think, Comulus, let alone remember. Its mind must be fractured beyond repair."

"But something remains, Nimbus. These aren't the eyes of an animal. She can think. Something must remain. Memories from when this was a desert – before any time we can recall! Before the Ages of Thunder, before the time of Ice. Knowledge that not even the Gods hold! Will you give that chance up, however slim it may be, just to spare one being some suffering? Why did you join the Assembly, Nimbus, if not for this?"

Silence.

She heard a new sound, then, a whisper accompanied by a wave of power. She could feel it tugging at her – a memory of what was lost. Something that was once simple, everywhere, was now… weaved.

A creature leaned towards her, unlike anything she's ever seen before. A pale imitation of her form, but… animal. No innate nature, no true intent in its form. Like I am now.

"Fear not, we mean you no harm. I am Comulus of the Paragnostic Assembly, and it is my honor and joy to have returned you to consciousness. What is your name?"

Somehow, she understood his words. Carried to her by the essence of the world, in a way that was not once possible. Weave. She understood the words, yes, but her mind could not fully grasp the meaning of the last one. A request of her very being. An Identity, surmised in a word.

But how could she have an identity? She was no longer herself, no longer anything resembling herself. She wasn't even a shadow, something that reveals an entity that remains. She was just the reverberation of something already gone. She was...





Echo

https://d3d00swyhr67nd.cloudfront.net/w1200h1200/collection/DOR/BAAG/DOR_BRC_BORGM_01749-001.jpg

TN female Nymph Druid 1, Dustform, Incarnate Construct, Blighter 4 / Warblade 1.

Abilities 32 PB Nymph "8th" Dustform Incarnate "12th" Spellscale Assumption
STR 15 15 15 19 19 19 15
DEX 15 21 22 20 20 20 15
CON 8 10 10 - 10 10 8
INT 8 14 14 - 10 10 10
WIS 18 24 24 24 24 25 19
CHA 8 16 16 16 16 16 10

HD Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Fey 1 0 0 2 2 +4 Concentration 4, +4(cc) Knowledge: Arcana (2), +4(cc) Knowledge: Dungeoneering (2), +4(cc) Knowledge: Geography (2), +4(cc) Knowledge: Local (2), +4 Knowledge: Nature (4), +4(cc) Knowledge: The Planes (2), +4 Sruvival (4). Apprentice (Woodswoman) Fey type
2nd Fey 2 1 0 3 3 +1 Concentration 5, +1(cc) Knowledge: Arcana (2.5), +1(cc) Knowledge: Dungeoneering (2.5), +1(cc) Knowledge: Geography (2.5), +1(cc) Knowledge: Local (2.5), +1 Knowledge: Nature (5), +1(cc) Knowledge: The Planes (2.5), +1 Sruvival (5). - Blinding beauty, spells, spell-like abilities, stunning glance, damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy.
3rd Fey 3 1 1 3 3 Concentration 5, +1(cc) Knowledge: Arcana (3), +1(cc) Knowledge: Dungeoneering (3), +1(cc) Knowledge: Geography (3), +1(cc) Knowledge: Local (3), +1 Knowledge: Nature (6), +1 Knowledge; Religion (1), +1(cc) Knowledge: The Planes (3), +1 Sruvival (6). Knowledge Devotion (Religion) -
4th Fey 4 2 1 4 4 Concentration 5, +1(cc) Knowledge: Arcana (3.5), +1(cc) Knowledge: Dungeoneering (3.5), +1(cc) Knowledge: Geography (3.5), +1(cc) Knowledge: Local (3.5), +1 Knowledge: Nature (7), +1 Knowledge; Religion (2), +1(cc) Knowledge: The Planes (3.5), +1 Sruvival (7). - -
5th Fey 5 2 1 4 4 Concentration 5, +1(cc) Knowledge: Arcana (4), +1(cc) Knowledge: Dungeoneering (4), +1(cc) Knowledge: Geography (4), +1(cc) Knowledge: Local (4), +1 Knowledge: Nature (8), +1 Knowledge; Religion (3), +1(cc) Knowledge: The Planes (4), +1 Sruvival (8). - -
6th Fey 6 3 2 5 5 Concentration 5, +1(cc) Knowledge: Arcana (4.5), +1(cc) Knowledge: Dungeoneering (4.5), +1(cc) Knowledge: Geography (4.5), +1(cc) Knowledge: History (0.5), +1(cc) Knowledge: Local (4.5), +1 Knowledge: Nature (9), +1 Knowledge; Religion (4), +1(cc) Knowledge: The Planes (4.5), Sruvival (8). Martial Study: Wall of Blades LA +7
7th Fey 7 3 2 5 5 Concentration 5, +1(cc) Knowledge: Arcana (5), +1(cc) Knowledge: Dungeoneering (5), +1(cc) Knowledge: Geography (5), +1(cc) Knowledge: History (1), +1(cc) Knowledge: Local (5), +1 Knowledge: Nature (10), +1 Knowledge; Religion (5), +1(cc) Knowledge: The Planes (5), Sruvival (8). - Advance HD
8th Fey 8 4 2 6 6 Concentration 5, Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), +8(cc) Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), Knowledge; Religion (5), Knowledge: The Planes (5), Sruvival (8). - Advance HD
9th Druid 1 4 4 6 8 +6 Concentration (11), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), Knowledge; Religion (5), Knowledge: The Planes (5), Sruvival (8). Craft Wonderous Item Urban Companion, nature sense
8th Druid 1 4 2 6 6 -6 Concentration (5), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), Knowledge; Religion (5), Knowledge: The Planes (5), Sruvival (8). Craft Wonderous Item Urban Companion, nature sense
8th Dustform 4 2 6 6 Concentration (5), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), Knowledge; Religion (5), Knowledge: The Planes (5), Sruvival (8). Gain: Construct type, LA +2 (9), Natural Armor +5, Slam Attack, Breath Weapon, Blindsight, Hide Bonus. Lose: Fey Type, Int Score, Con Score, blinding beauty, spells, spell-like abilities, stunning glance
8th Incarnate Construct 4 6 2 2 Concentration (5), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), Knowledge; Religion (5), Knowledge: The Planes (5), Sruvival (8). - Humanoid Type (recalculate saves), LA -2 (7), Int 10, Con 10, speed 30. NA reduced to 2, lose all special qualities and attacks.
9th Blighter 1 4 8 2 4 Concentration (5), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), Knowledge; Religion (5), Knowledge: The Planes (5), +2 Sruvival (10). Track Deforestation, join the paragnostic assembly
10th Blighter 2 5 9 2 5 Concentration (5), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), +1 Knowledge; Religion (6), Knowledge: The Planes (5), +1 Sruvival (11). - Blightfire, Sustenance
11th Blighter 3 6 9 3 5 Concentration (5), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), +1 Knowledge; Religion (7), Knowledge: The Planes (5), +1 Sruvival (12). - Undead Wild Shape
12th Blighter 4 7 10 3 6 Concentration (5), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), +1 Knowledge; Religion (8), Knowledge: The Planes (5), +1 Sruvival (13). Natural Spell Speak with Dead Animal
13th Warblade 1 8 12 3 6 Concentration (5), Knowledge: Arcana (5), Knowledge: Dungeoneering (5), Knowledge: Geography (5), Knowledge: History (5), Knowledge: Local (5), Knowledge: Nature (10), +4 Knowledge; Religion (12), Knowledge: The Planes (5), Sruvival (13). - Battle Clarity, Weapon Aptitude
5th Ritual of spellscale assumption 4 6 1 4 -Everything but the points added in the last 5 levels: Knowledge: religion 7, Survival 5. Apprentice, Knowledge Devotion, Martial Study Lose all HD, La, racial traits, replace with spellscale

Echo was once a nymph, powerful and proud. She advanced by 2 HD, and then took a level of druid with the Urban Companion ACF, granting her a familiar. In the prologue, she de-leveled from creating and losing familiar after familiar – but mechanically, if she was to need more than the loss of XP from a single dismissed familiar to go back a level, she could just craft a wonderous item – either normally for use, or even a cheap one while replacing gp with xp. While crafting cannot make you lose a level, losing/dismissing a familiar certainly can – but it's also an extremely efficient way to lose a level, being both under your complete control and making sure that you lose a minimal amount of XP, going back to being right on the cusp of leveling back up. Much better than anything else that'd lose you a level.

This lost level, of course, makes her an ex-druid. "Ex-druid", isn't a keyword, a class; One can plainly see that by the fact that the example blighter in Complete Divine is still signified as a druid. It is a case of natural language – someone who was once a druid, and is no longer. If it helps, you can imagine it as her breaking her vows once she's within the XP range for the level – losing her features would mean her familiar would walk out on her, causing the level loss.

Soon after deleveling, Echo adds the Dustform acquired template – and after that (400,000 years in the story, but mechanically might as well be immediately) she becomes an incarnate construct. The Viscount instructed me that incarnate construct sets her non-abilities to 10. Other than that, the only issue is the line claiming that an incarnate construct "has no feats" upon becoming humanoid.

In my opinion, that is clearly a strictly descriptive piece of text, not prescriptive. An incarnate construct does not "lose" feats, he simply gains none for the construct hd he had (which usually would not have feats) just like the skills paragraph.

Upon becoming an incarnate construct, Echo loses all of her previous features – including her natural druid spellcasting. She is now an ex-druid previously capable of casting 3rd level druid. With a +4 BaB from her HD, she now fully qualifies to become a blighter.

She wailed in frustration, as the weave slipped away from her grasp again. She gathered all knowledge she could about this world, delving deeper and deeper into the archives of the Assembly, trying to adapt her understandings to a world that was eons removed from her own, in the hope that with better understanding, she could again grasp what she once had.

Her body still hurt. She learned to function, but it tortured her clouded mind. The creatures – humans – around her kept insisting that she was fine, that her mind was just as sharp as theirs. Their dull, dull minds.

She headed outside, to the garden. It calmed her still, even though it mocked her in its distance, emptiness. She reached out to it, could almost feel it, but… nothing. Should she go back to her books? Distraction. That's all she had. Better than death, probably. Maybe.

Maybe not.

And suddenly, she remembered. Her last moments. Pain, desiccation, fear. Life giving way to death.

And a fundamental truth.

One and the same.

She inhaled, sharply. All around her, things died. Plants, vermin, the tiny specks of life in the ground. And within her, something bloomed.

After years of emptiness, sweet magic coursed through her veins again.

She screamed in joy, tears bursting from her small red eyes.

One and the same.
After years as an acolyte in the assembly, Echo has made the breakthrough. She takes four levels as a blighter and one as a warblade, utilizing the knowledge devotion (religion) feat from her fey HD to take it as a class skill in these levels. Upon becoming a warblade, her IL is 7 – enough to qualify for all her maneuvers. Her familiarity with Wall of Blades from her martial study qualifies her for Iron Heart surge, which qualifies her for Mithral Tornado. Once she has both, she'd self-qualify even without Wall of Blades. That free maneuver allows her to pick Mountain Hammer, which allows her to take Crushing Weight of the Mountain – which as you remember, is a very useful stance for a wild-shape user.

During these levels, with high HD, many years of experience, and plenty of knowledge skills, it's trivial for Echo to reach affiliation score 16 and above within the assembly, and she takes knowledge (nature) as her permanent class skill.

That final warblade level brings her BaB to +8. It's time.

If she was human, her mouth would grow dry as she stepped deeper into the monastery. It was always dry, though, her tongue laying like a burning strip of sandpaper between coarse lips. The disciples walking her down the dark corridor radiated hostility, and a chill ran down her spine as she felt unseen eyes watching her every move. She came this far. She will not falter.

She stepped into the main hall. An altar, priests. A throne of bones, and upon it, a strange being of ash and protruding bone.

"What brings you here?" The voice creaked.

How could she answer succinctly? Years of research. Pain, sorrow, loneliness. A yearning for change, for knowledge, for… redemption. And a dogma that echoed words spoken half a million years ago. "The disciples of Velsharoon believe life and death are the twin faces of eternal existence".

"I have heard that you offer undeath, to those who wish to remain. That you do not fear change and monstrosity. My body is a blight upon my soul. Every moment is pain.

"I seek not undeath yet, though I know it well.

"I seek salvation."

The creature on the throne leaned forward. "And what, ancient one, would you be willing to give in return?"

Her body ached. Her mind was clouded. Her connection severed.

"Anything."

The moment she gets her warblade level, Echo is ready to go through the ritual of spellscale assumption. The prerequisite is "any willing humanoid" – and as a medium sized incarnate construct, she's a humanoid.

The mechanics of assumption lose all of her racial traits. They also remove all LA, HD and associated skill ranks and feats – which is why she didn't pick feats based on usefulness, but based on what they offered her for the levels she did keep (maneuver qualifications and class skills).

At the end of the rite, Echo is a spellscale blighter 4 / warblade 1. She still qualifies for blighter, as an ex-druid previously capable of casting druid spells. She doesn't have as many skill points as many characters, since she lost all skill points associated with her fey HD, and nowhere do the rules give her back the extra skill points of level 1. She keeps only the skill points she actually took in those levels (7 in K. religion, 5 in survival), and the feats she selected during these levels (Track and Natural spell).

This is the version of Echo you were presented with at the beginning of the build.

Please note: this isn't some "my allip was X when it was alive" stuff. This isn't just backstory. No one died. No mechanical breakpoints. There's a single character here, playable throughout, using completely legal and constantly playable templates and a rite, to slowly turn from a nymph druid 1 to a spellscale blighter 4/ warblade 1. It's one character, which could theoritecally be played throughout in one playthrough.

And away we go. A new adventure begins!

The room was quiet, the last resonances of dark incantations slowly dying out, replaced, again, by the silence of dead stone.

Echo looked down at her hands. Long fingers, covered by hundreds of delicate scales in every shade of green. Anyone looking from afar would simply see them as green skin.

Life, it seems, is always more complicated up close than it appeared from a bird's eye view.

The Viscount
2024-01-14, 11:51 AM
The second of two parts, or, if you will [ducks sudden volley of tomatoes].


Echo stared at the mirror. The face that stared back did not feel like it belonged to her. It was familiar, by now, but not yet hers. Gentle scales became gentler, the greenish tint more prominent. Horns dominated her features, curling above her hairline.

Shaksa stood behind her, observing. She was a beautiful specimen of a human. Perfectly smooth black skin, large, brown eyes, hair in perfect dense curls. She was funny, clever, and beautiful – and Echo's friend. "What's on your mind, Echo?" she asked.

She was quiet for a moment. When she spoke, her voice was cool, measured. "I've struggled for a long time, Shaksa, to come to terms with the life that's been given to me. To appreciate the gifts I've been given, to seek a better way forward, to not be held back by memories of the past. To seek knowledge of life and death, as our young God guides us."

Shaksa layed a comforting hand on her shoulder. "And you're finding it harder."

"No. It's always been hard. Always been impossible."

"What changed, then?"

Echo turned around, a smile of true relief on her face. "I've given up". She struck.

A moment later, a skeletal feline creature was hunched on top of the dead body, eating its flesh as corrupt magic flowed through the room. Its form shifted is it rose, and Echo stood there, looking in the mirror. Perfect, smooth, black skin. White teeth, large eyes. Echo raised a hand, slowly caressing her tight curles. She whispered one word.

"Mine."

Echo, NE female spellscale Blighter 4 / Warblade 1 / Divine Agent of Velsharoon 10.

Back to business! Levels 11-15 are the second half of the SI, and they fly by fast and furious. We'll go through them one by one. As mentioned earlier, the second iteration of Godly Gift brings forth free Create Undead. That spell really cares about your CL, so it's great that the ability links that to Echo's HD. This level also opens up 7th level spells. Death by Thorns is one of the biggest "go to hell" spells in the game, killing up to 3 creatures immediately if they fail a save, and still incapacitating them for 1d4 rounds if they succeed. As usual, she casts it when in an undead form. From the blighter list, Control Undead slaps for someone who creates so many of them, in desecrated, unhallowed grounds. Rest are more blasty, and not as impressive, so Echo usually prepares one oggthe two above.

At level 12, plane shift to any plane is obviously great, a crucial spell that's not at all accessible to normal blighters. This level also replaces Undeath domain with Envy through the Heretic of the Faith feat. You can read the fluff to gather where Echo is coming from, but this is an incredibly easy justification either way; Envy was added as a domain in Dragon Magazine, and that article (the only source for Gods with the Envy domain) has Velsharoon as one of the gods offering it. RAW, echo still needs Heretic of the Faith for the competition, but fluff-wise, Velsharoon is a perfect fit – which is why her heresy is not presented as too radical.

Undeath was awesome for Echo as it granted her tremendously useful Godly Gifts, but it had the downside of being largely redundant for her normal casting, and it granted her a dead bonus feat. Envy, however, grants her access to many excellent spells, radically broadening her arsenal: Disguise Self, Magic Jar and Limited Wish are all excellent spells.

Level 13. Listen, Audience is just commune. Being longer is nice, but it's 26 times rarer. It's not going to be much different. Alignment finally shifting to NE, if it hasn't already, means Echo's cruel streak took full control. She's envious of everything she no longer has, and is ready and willing to punish the world for it. Spellwise, evil weather and Plauge of Nightmares are very evocative but situational at best. The rest of the spells she gets this level – Mind Blank, Waves of Exhaustion, and Horrid wilting – are all bangers, especially Shambler. It's a crazy good 9th level druid spell, and accessing it at level 13 sure is nice. Envy offers Simulacrum another one of the top spells of 3.5.

Level 14, however, is when Echo breaks the game.

The newly NE Echo gets Mystic Union and the third instance of Godly Gift. Admittedly, Mystic Union doesn't get utilized that much. Having DR is nice (and having an NE god means it's harder to beat than a more extreme alignment), and losing humanoid with its vulnerabilities is a net benefit, but nothing more is abused. Godly Gift, however, gets Wish.

Now, unless this is one of the first entries in the line-up, I find it difficult to believe that you haven't yet encountered the concept of free wishes – and so, if you feel like you have a good grasp on how that works and what it can achieve, you can skip this part, in which I'll explain the utility and power of a free wish. I'd recommend staying though.

Wish is obviously the best spell/power/anything really in the game. It usually has an xp cost. Spell-like-abilities have no xp or material costs, and so, free wish. Once per day.

You may think that's great, but no more than that. Allow me to contest that view. See, you may think SLA wish is about as good as Ring of Three Wishes, except it's daily.

It's much better than that.

A Scroll of Wish, or a Ring of Three Wishes, has a pre-paid XP cost. That means there's a strong argument to be made that you can't use it for anything that costs more XP than 5,000, since that was not the version of the spell cast by the creator.

SLA doesn't have that issue. You can cast wish to create any epic +20 armor you'd like (with a wildling clasp, of course), any +20 melee weapon you'd like, any +20 ranged weapon you'd like, any +20 shield (Animated, obviously), a +10 amulet of natural attacks (I think there's no official epic version, I could be wrong) and any and all crazy expensive magic items. WBL can break the game, and Echo has access to any and every non-artifact item in the game. Not sure what to create? Well, Echo can always go for the aforementioned Ring of Three Wishes! She won't be creating any new equipment through those, but she will be using them for any other wish-activity. She creates a couple of those in two days, and can cast wishes repeatedly to give herself a +5 inherent bonus to an ability – and still have a wish remaining! That's way faster than doing it with tomes, though if you have the time do that and save up more wishes. Once she's done all of those, and decked herself out in items, she just casts it for a new ring every day, giving herself and her friends a ton of available wishes when those are needed.

I could go for pages and pages detailing the power of magic items. Assume standard caster and martial stuff, epic versions if those exist – except a lot of immunities are already covers through one of Echo's types. A couple of specifically useful items are Gloves of Man (gives hands in wild shape), Wild Shape Amulet (ups the effective level for wild shape by four), and Epic scrolls of Echo's top spells with every metamagic option in the world stuck on top.

Speaking of top spells, I know everything else seems less impressive once Echo reaches godhood, but she does keep advancing. At level 15, on top of gate (which is great for calling allies without paying the xp cost, as well as traveling the planes) she gets a few nice spells. Antipathy shows up again – but unlike Harm, it was not addressed in the errata, so she's had It for a while. Implosion is probably the nicest of the list, but Foresight can be useful for paranoids.

Apocalypse from the Sky is the most powerful corrupt spell there is, and she's totally immune to its costs when she's undead. It takes a day to cast – but a wish can make a scroll of it with maximized, empowers, fell drain, fell animate, etc. Corrupt and Enervate to feel less of the consequences, and she might as well heighten it a couple dozen times for extra oomph while she's at it. You get the idea.

With a standard action, Echo could destroy anything within miles and miles and miles.

Now, Echo is not some CE psycho. She's obviously not going to destroy entire civilizations.

Not as long as they're nice to her, that is.

Echo sat upon a throne. Before her, masses were bowing down. Bards, to her sides, praised her, telling of her magnificent deeds. It was good. But then –

"…Our magnificent ruler, still a humble servant of Velsharoon, struck down that threat! She was…"

The bard's words were cut short is she rose, killing him with a gesture. People panicked, screamed and ran as her power raged, and they died in droves. Underneath the likeness, she was skeletal, but she could still sense the bitter taste of envy in her mouth. Humble Servant? Her magic raged, and death surrounded her.

Finally, as the screams of the dying made way for perfect silence, she made her decision. She didn't need to move a finger. Behind the throne, a gate gaped open. Behind it a dark stairwell, descending to the deepest parts of the Dweomerheart. She stepped in.

Why be a queen, when you can be a god?


The End

Echo, NE female spellscale Blighter 4 / Warblade 1 / Divine Agent of Velsharoon 10 / Nature's Warrior 5

In Chult culture, where Echo assimilated, there's a saying very commonly used by abnoxious teenage girls for their friends' birthdays: "What could you possibly wish for a girl that has it all?"

Well, there's still more to be done! I didn't mention it last section, since it didn't fit the flow, but at level 15 Echo also got Dragon Wild Shape, further expanding her options. From there, she goes to Nature's Warrior, which advances her wild shape (bringing it to level 9's huge forms by the end, the peak of Blighter's advancement), Makes her fly faster as a dragon, gives her more damage when using Crushing Weight of the Mountain, increases her Natural Armor for all forms by 5, and finishes out her spell progression. She also tops up her survival and gets astral tracking – backing up her class-granted transportation abilities, and meaning that any foe that manages to avoid her divinations is much easier prey.

Divine agent gave Echo free undead summons, expanded the versatility of her limited spell list with SLAs that would never be possible for her to get otherwisee, let her get full casting including simulacrum and limited wish, and gave her unlimited power – and did that with enough resources still open to let her fully deck out her wild shape.


Baseline
Sources
Spellscale Races of the Dragon 23
Blighter Complete Divine 23
Warblade Tome of Battle 20
Nature's Warrior Complete Warrior 63


Features
Sources
Knowledge Devotion Complete Champion 60
Frozen Wild Shape Frostburn 48
Heretic of the Faith Power of Faerun 46
Dragon Wild Shape Draconomicon 105
Astral Tracking Dragon Compendium 92
Apprentice Dungeon Master Guide's II 175
Martial Study Tome of Battle 31
Mithral Tornado Tome of Battle 69
Wall of Blades Tome of Battle 70
Iron Heart Surge Tome of Battle 68
Mountain Hammer Tome of Battle 84
Crushing Weight of the Mountain Tome of Battle 82


Misc
Sources
Call Forth the Beast Heroes of Horror 127
Rest of Corrupt Spells Book of Vile darkness
Epic Magic Items Epic Level Handbook 125 / SRD
` Urban Companion [/td] Web (https://web.archive.org/web/20201112031718/http://archive.wizards.com/default.asp?x=dnd/we/20070228a) [/tr]
Dustform Sandstorm 161
Incarnate Construct Savage Species 120
Wildling Clasp Magic Item Compendium 190
Gloves of Man Savage Species 57
Velsharoon Faiths & Pantheons 110
Dweomerheart Player's Guide to Faerun 151
Wild Shape Amulet Magic of Faerun 167
Domains Spell Compendium
Paragnostic Assembly Complete Champion 72

The Viscount
2024-01-14, 12:00 PM
Always a fun time when we get to break out Mahasarpa



Navtej, Devav Asura

https://i.postimg.cc/zvVQYc3R/wheeloflife.jpg

CE -> NG Abyssal Skulker Brahmin 3 / Fiend of Possession 1 / Divine Agent 3 / Fiend of Blasphemy 2 / Divine Agent +7

Wretched, we were! Wretchedly we crawled through Naraka, fleeing those Asura stronger than ourselves, tormenting what sinners we could. But where the sinners were here temporarily, part of the cycle of Samsara and chained to eventual rebirth, our life was a timeless, ageless one, and we had never known a place other than this.

What drove us to leave Naraka? A sinner's prayer, uttered in the moments of respite her tortures afforded her. The sinner passed in time - but her words lingered. It intrigued us - that a mortal so wicked, so immersed in agony, so beyond help or salvation, would still think it useful to beg to some power. Did that not imply that the name she invoked was powerful enough to reach her here? More powerful, then, than even the greatest Asura? And if so, would it not be both prudent and rewarding to find that power, and offer our own allegiance?

Naraka is bound on all sides by tall trees, so close and old that they are like a tall wooden wall. The branches are tangled like a woven mat, and the roots likewise, and so no escape is possible for the sinners trapped within. But we are small and crafty, and learned much of this place in our eternal existence, and so we knew of a narrow passage, too small for mortal-kind but big enough for us, and forced our way through.

Through there, we entered the spirit world, whose denizens we too feared and avoided, for who would care about the life of the merest Asura? I wandered its tallest peaks and deepest valleys, its steppes and swamps and forests. We lurked about its cursed places and gazed upon wondrous palaces, but to what end? We refused to admit we were ignorant, and did not know the nature of the being we sought, and if we did, would have no way to gain audience.

But oh! Blessed is the universe, so rich with chance and fortune! We were found by a mortal - a mortal, of all things! A strange man, a holy man, who had not yet died but walked among the spirits. He showed neither fear nor anger at our sight, but merely said he knew of us, and had been sent to meet with us, so we could offer our servitude to the one we sought. He said there would be tests of resolve, and lessons to be learned. And he said that there was a world beyond this world - a world of time and change, the home of mortals and the place they were reborn into, and it was there that we would be tested. And having said this, he grasped our claw, and bodily took us into the mortal world.

Of our wanderings on that world, we will not speak. We learned, yes, but our nature was a cruel and selfish one, and even when we did good with one hand, we would often do evil with another. Even when our hidden master showed itself - herself -, when her voice came to us bright and clear, we still struggled, still acted against her will, still failed and sought redemption and failed again. And so we struggled, aimlessly, like a near-sighted man grasping for his glasses.

And then, like that man, once we had succeeded, the search itself seemed pitifully simple.

Clarity! Understanding! Enlightenment! Our inborn evil undone, meaningless in the end. A rebirth-without-death, our mind opened, the nature of virtue plain before us. The myth of singularity, dissolved: like all things are one, and one thing is many, so we are many! We are the turning wheel and the flow within it!

We are Navtej, born in darkness, risen to the light, Asura-become-Deva, and eternal servant of the primordial lady.

This is a build for the Mahasarpa (https://web.archive.org/web/20011115234437/http://www.wizards.com/dnd/article.asp?x=dnd/we/we20011019a) setting, a web enhancement to Oriental Adventures that gives an example of an Indian/Indonesian-flavored setting compared to the default Japanese-flavored one. The mechanical content of this enhancement includes a few new magic items, a few monsters, a slight tweak to OA's human clans, a pair of domains for the setting's Brahmins (shamans), and a strong contender for the Most Restricted Spell in the Game, available only to an obscure variant of an unupdated 3.0 class.

But enough about the enhancement: our ingredient is from MotP, so let's talk about planes.

Oriental Adventures settings (of which Mahasarpa is simply an atypical example), do not have the usual gamut of planes. Instead (OA page 206), the cosmology includes four realms: the material, the ethereal, the plane of shadow, and the spirit world (which stands in for the astral with regards to spells that interact with those).

The Spirit World is a single plane that contains within itself 'great palaces of [powerful spirits], as well as unique heavens and hells'. It is coexistent with the material and ethereal, just like how the ethereal and material are coexistent with each other (that is, they 'overlap' with a one-to-one correspondence in location). All divine spells cast in the spirit world are automatically Extended and Empowered, and a creature on the ethereal can additionally shift over to the spirit world with mental focus alone.

Mahasarpa does not modify these general rules in any way.

Clerics operate in a pseudo-polytheistic cosmology. They choose a single deity to worship, who restricts their alignment and domain choices, and are not considered to venetrate any other gods.

Shamans operate in an animistic cosmology and draw their power from the spirits that inhabit every place or object. Their alignment is unrestricted, and their domains represent 'individual spirits with which you have a special relationship'. If viewed as an implicitly OA-only class (the way the mystic is implicitly dragonlance-only and the artificer is implicitly eberron-only), they do not co-exist with an cosmology featuring patron deities. If imported to other settings,

Brahmins are kind of in-between, as the Mahasarpa setting itself explains. They are animistic "as described in Oriental Adventures", but at the same time "they offer special devotion to certain devas, which are spirits who definitely qualify as deities in the D&D sense of the term". The setting mentions Brahmins 'of' particular devas, and mentions one such deva 'granting access' to a particular domain. However, this specifically is not an exclusive worship: "no character (even a Brahmin) chooses a single deity as a patron and mostly ignores the others".

Squaring this circle: Brahmins do have a patron deity in the D&D sense of the term, which does have the traits associated with such a deity (domains, favored weapon, alignment). At the same time, their Brahmin domains can be drawn from individual spirits as much as their patron. PCs are by nature exceptional, so this matters less for them (a PC who wants the Hero and Ancestor domains can just declare they have a special relationship with some spirits granting those), but NPCs presumably draw from their deity's pool more often.

No detailed rules are given for any specific deities in the Mahasarpa setting. However, given the number of divinities that are implied by lore (consistent with the variety contained within real-life Hinduism), I think that it is reasonable to assume there exists a god for any combination of domains and alignments that does not inherently contradict itself. And truth be told, we won't even have to go that far.

We need a deity with the following traits at minimum:
-Trickery domain
-One domain out of Domination, Inquisition, Fate, Nobility, Tyranny, or Charm

And ideally, one of those as well:
-Good alignment
-One domain out of Community, Family, or Mind

Given these factors and the implied multitude of gods, I do not think these requirements should be hard to fulfill. One particularly likely candidate would be based on Lakshmi (https://en.wikipedia.org/wiki/Lakshmi), goddess of Maya (magic, phantasm, illusion) as well as nobility, wealth, prosperity, good fortune, motherhood, beauty, knowledge, and power. The light festival of Diwali, which you might've heard of, is connected to her as well.

Pointbuy: 8 STR/12 DEX/12 CON/12 INT/16 WIS/16 CHA
Racial: +4 dex, +2 con, +2 int, +4 wis, -2 cha
ASIs: 2 in wisdom, then 2 in charisma.
Final: 8 STR/16 DEX/14 CON/14 INT/22 WIS/16 CHA



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


4th
Abyssal Skulker (2 RHD, 2 LA)
+2
+3
+3
+3
Bluff +5 (5), Disguise +4cc (2), Diplomacy +5 (5), Hide +5 (5), Knowledge (Religion) +4cc (2), Knowledge (Arcana) +4cc (2), Listen +5 (5), Move Silently +5 (5), Spot +2 (2), Survival +5 (5), Use Magic Device +4cc (2), Listen to This
Darkstalker
Outsider traits, Tanar'ri traits


5th
Brahmin 1
+2
+5
+3
+5
Bluff 5, Disguise 2, Diplomacy +1 (6), Hide +2cc (6), Knowledge (Arcana) +3 (5), Knowledge (Religion) 2, Listen 5, Move Silently 5, Spot 2, Survival 5, Use Magic Device 2, LTT
Mindsight, Improved Unarmed StrikeB
Animal Companion, Domains (Divination, Envy), Unarmed Strike


6th
Brahmin 2
+3
+6
+3
+6
Bluff 5, Disguise 2, Diplomacy +1 (7), Hide 6, Knowledge (Arcana) +1 (6), Knowledge (Religion) +4 (6), Listen 5, Move Silently 5, Spot 2, Survival 5, Use Magic Device 2, LTT
-
Spirit Sight


7th
Brahmin 3
+4
+6
+4
+6
Bluff 5, Disguise 2, Diplomacy +1 (8), Hide 6, Knowledge (Arcana) +2 (8), Knowledge (Religion) +2 (8), Listen 5, Move Silently 5, Spellcraft +1 (1), Spot 2, Survival 5, Use Magic Device 2, LTT
-
Turn or Rebuke Undead


8th
Fiend of Possession 1
+4
+8
+6
+8
Bluff +2 (7), Disguise 2, Diplomacy +1 (9), Hide +3 (9), Knowledge (Arcana) 8, Knowledge (Religion) 8, Listen 5, Move Silently 5, Spellcraft 1, Spot 2, Survival 5, Use Magic Device 2, LTT
Goad
Etherealness, Hide Presence, Possess Object


9th
Divine Agent 1
+4
+8
+6
+10
Bluff +3 (10), Disguise 2, Diplomacy +1 (10), Hide 9, Knowledge (Arcana) 8, Knowledge (Religion) +2 (10), Listen 5, Move Silently 5, Spellcraft 1, Spot 2, Survival 5, Use Magic Device 2, LTT
-
Domain (Trickery)


10th
Divine Agent 2
+5
+8
+6
+6
Bluff +1 (11), Disguise 2, Diplomacy +1 (11), Hide +2 (11), Knowledge (Arcana) 8, Knowledge (Religion) 10, Listen 5, Move Silently 5, Spellcraft 1, Spot 2, Survival 5, Use Magic Device +2 (4), LTT
-
Contact


11th
Divine Agent 3
+6
+9
+7
+11
Bluff +1 (12), Disguise +1 (3), Diplomacy +1 (12), Hide +1 (12), Knowledge (Arcana) 8, Knowledge (Religion) 10, Listen 5, Move Silently 5, Spellcraft 1, Spot 2, Survival 5, Use Magic Device +2 (6), LTT
(Leadership)
Godly Gift (Divination)


12th
Fiend of Blasphemy 1
+6
+11
+9
+13
Bluff +1 (13), Disguise 3, Diplomacy +1 (13), Hide 12, Knowledge (Arcana) 8, Knowledge (Religion) 10, Listen 5, Move Silently 5, Spellcraft +2 (3), Spot 2, Survival 5, Use Magic Device 6, LTT
-
Blood Oath, Locate Cultist, Undetectable Alignment, Domains (Community, Nobility)


13th
Fiend of Blasphemy 2
+7
+12
+10
+14
Bluff +1 (14), Disguise +1 (4), Diplomacy +1 (14), Hide 12, Knowledge (Arcana) 8, Knowledge (Religion) 10, Listen 5, Move Silently 5, Spellcraft +1 (4), Spot 2, Survival 5, Use Magic Device 6, LTT
-
Transfer Spell-Like Ability


14th
Divine Agent 4
+8
+12
+10
+15
Bluff +1 (15), Disguise +2 (6), Diplomacy +1 (15), Hide 12, Knowledge (Arcana) 8, Knowledge (Religion) 10, Listen 5, Move Silently 5, Spellcraft 4, Spot 2, Survival 5, Use Magic Device +2 (8), LTT
Practiced Spellcaster (Fiend of Blasphemy)
Altered Appearance


15th
Divine Agent 5
+8
+12
+10
+15
Bluff +1 (16), Disguise 6, Diplomacy +1 (16), Hide +4 (16), Knowledge (Arcana) 8, Knowledge (Religion) 10, Listen 5, Move Silently 5, Spellcraft 4, Spot 2, Survival 5, Use Magic Device 8, LTT
-
Commune, Plane Shift (Spirit World)


16th
Divine Agent 6
+9
+13
+11
+16
Bluff 16, Disguise +2 (8), Diplomacy +1 (17), Hide 16, Knowledge (Arcana) 8, Knowledge (Religion) 10, Listen 5, Move Silently 5, Spellcraft 4, Spot 2, Survival 5, Use Magic Device +3 (11), LTT
Trickery DevotionB
Godly Gift (Geas), give up Trickery Domain


17th
Divine Agent 7
+10
+13
+11
+16
Bluff 16, Disguise +2 (10), Diplomacy +1 (18), Hide 16, Knowledge (Arcana) 8, Knowledge (Religion) 10, Listen 5, Move Silently 5, Spellcraft 4, Spot 2, Survival 5, Use Magic Device +3 (14), LTT
Boost Spell-Like Ability
Plane Shift (any)


18th
Divine Agent 8
+11
+13
+11
+17
Bluff 16, Disguise 10, Diplomacy +1 (19), Hide 16, Knowledge (Arcana) 8, Knowledge (Religion) +2 (12), Listen 5, Move Silently 5, Spellcraft 4, Spot 2, Survival 5, Use Magic Device +3 (17), LTT
-
Audience, Alignment Shift


19th
Divine Agent 9
+11
+14
+12
+17
Bluff 16, Disguise 10, Diplomacy +1 (20), Hide 16, Knowledge (Arcana) 8, Knowledge (Religion) +2 (14), Listen 5, Move Silently 5, Spellcraft 4, Spot 2, Survival 5, Use Magic Device +3 (20), LTT
-
Mystic Union, Godly Gift (Wish)


20th
Divine Agent 10
+12
+14
+12
+18
Bluff 16, Disguise 10, Diplomacy +1 (21), Hide 16, Knowledge (Arcana) 8, Knowledge (Religion) +4 (18), Listen 5, Move Silently 5, Spellcraft 4, Spot 2, Survival 5, Use Magic Device +1 (21), LTT
Exalted Companion
Gate



Brahmin Spells per Day


Level
0lvl
1st
2nd
3rd


5th
3
3+1
-
-


6th
4
4+1
-
-


7th
4
4+1
2+1
-


10th
5
5+1
4+1
-


14th
5
5+1
4+1
2+1



Sample prepared spells:
0: CMW, CMW, Detect Magic, Detect Magic, Read Magic
1: Speak With Animals, Summon Nature's Ally I, Trance, Weapon Bless, Weapon Bless (Disguise Self)
2: Lesser Restoration, Protection from Spirits, Remove Paralysis, Warning (Ray of Enfeeblement)
3: That Art Thou, Tongues (Touch of Idiocy)

Fiend of Blasphemy Spells per Day:


Level
1st
2nd
3rd
4th
5th


12th
2+1
-
-
-
-


13th
3+1
2+1
-
-
-


16th
3+1
3+1
1+1
-
-


18th
3+1
3+1
2+1
1+1
-


20th
4+1
3+1
2+1
2+1
1+1



Sample prepared spells:
1: Command, Command, Detect Evil, Protection from Evil (Bless)
2: Hold Person, Silence, Silence (Shield Other)
3: Deeper Darkness, Magic Circle Against Evil (Prayer)
4: Death Ward, Sending (Discern Lies)
5: True Seeing (Telepathic Bond)


Just to confirm what the above tables imply: we increase our brahmin caster level at divine agent 2 and 4, and increase our Fiend of Blasphemy level at divine agent 6, 8, and 10.



ECL 5:
I'll be honest: we're not a capable combatant at this level; 3 HD and +2 BAB will see to that. We are, however, a perfect scout, with high wisdom and dexterity, small size, Darkstalker, and Mindsight. Divinations from our Brahmin side (cast at CL 3) further help us out - be sure to check out the really weird Trance! Also, we at least bring a wolf to combat, which is really losing steam by level 5 but still relevant (note you can ride the same wolf to up your natural 40 speed to 50).

Note that we're taking the Envy domain from the spell compendium, which per page 4 of that book is open to OA shamans (and thus brahmins) to take.

ECL 10
With Fiend of Possession, we're now capable of using Etherealness at-will, taking ourselves and our allies into the ethereal plane - and from there into the spirit world if need be, per OA's unique cosmology. The ability's scouting potential cannot be overstated either, and note that Spirit Sight lets us check whether the ethereal is clear before we leap there! Also: anything we cast in the Spirit World will be Extended and Empowered: just putting that out there.

Possessing objects is nice but not the main reason we entered the class, though there's good synergy with our Hide and Hide Presence.

Goad is yet another way of trying to create -some- kind of combat niche for ourselves. Baiting a foe into swinging at you (triggering Aura of Menace) and then turning ethereal as a readied action is actually kind of funny, and can easily waste most of two turns for an enemy. Also make sure to ask your DM whether telepathically goading someone 'requires no physical action', because in that case you can do it while possessing the cleric's adamantine belt buckle. Even if you don't turn ethereal, small size, good dexterity, and heavy armor should make you pretty hard to hit, especially once you get Deeper Darkness and walk around with permanent concealment, so Aura of Menace will pretty commonly stick around.

Divine Agent gives us the Trickery domain, expanding its own list with Bluff and Hide. We then continue investing in the knowledge (religion) needed to get in, as that prerequisite will be doing double-duty. Contact is... well, it's contact, it's not meant to be useful. The class also gives us heavy armor, which we have no reason not to wear, so that's nice! Also note that the class innately offers Use Magic Device and Disguise - the latter will be quite useful when we get Disguise Self as a spell and will also help us if we ever decide to create some Simulacra.

ECL 15
A little magic tax structuring: Divine Agent 3 gives us 'a spell of 3rd level or lower' from one of our domains as a SLA. We pick Divination, which is a 3rd-level spell for the Divination domain. However, when determining SLA level equivalency for non-sorc/wiz spells, "use cleric, druid, bard, paladin, and ranger, in that order" (http://rpg.nobl.ca/archive.php?x=dnd/rg/20040427a). So our Divination SLA is equivalent to a 4th-level spell, which is a requirement we need to meet!

(Having Divination as a SLA is pretty neat in itself: it gets around the material component or the 10-minute casting time, making it a lot more practical to use in a pinch, and pegging CL to HD gets its reliability up by a solid chunk)

Requirement for what? Fiend of Blasphemy, which gives us some fast-track casting, the ability to induce other PCs into our cult and locate them, and immunity to magical alignment detection. It's also one of the few divine casting classes that gives you two domains, which is going to help us in a bit.

But back to Divine Agent. Altered Appearance at level 4 is another ribbon, but I'd like to note that as a demon, a lot of people are going to want to kill us on sight, and bearing a clear sign of the favor of our (good-aligned) deity might give some people pause - this is useful before and after our alignment shift all the same, the only question is whether we'll be following up with Bluff or Diplomacy checks.

Anyway, let's talk about Transfer SLA. The intended use is pretty obvious: you give up uses of your SLAs and bestow them on your cultists, who can then use them 'for' you. But the exact wording is:


The cultist can use the ability once per day

This is regardless of how often you can use the SLA: the text goes on to make clear that this is all the same for at-will and 1/day and 3/day and 10/day abilities.

...and thus presumably, for 1/week ones. That's right! Our awkward 1/week Commune is a SLA, and can be transferred to a cultist (say, another PC), who can then use it every day. Once we get the 2/year double-strength Commune, same story - by the time we hit ECL 20, we're getting 54 commune questions a day compared to the average of 3 that a normal character would have. Note the low-level shaman spell Weapon Bless, which requires a lot of intel but has a pretty good payoff, and might play nice with this strategy!

The only part of the ability that might not play nice with this is the part that explains what happens to you. You see, if your ability had X uses per day, then transferring an use leaves you with (X-1) uses per day, and if your ability was at-will it leaves you with 4. By strict RAW, it doesn't say anything about uses per week, so arguably your own use is left unchanged, but let's assume we lose it just to be on the safe side.

You can also transfer your domain-derived Calm Emotions and inspiration ability, or your Divine Agent-granted Divination and Plane Shift, which is helpful in situations where we need to transfer multiple creatures along the planes but don't want to tag along ourselves. Plane Shift is also notable for being a teleportation effect for us: say we're in the Spirit World and want to travel 5000 miles. We can Plane Shift to our target position on the material plane, use etherealness to cross back over to the spirit world, and have only 1d500 miles left to go. Once we get the ability to Plane Shift to any plane, we can similarly use this to travel the material by going ethereal and then casting Plane Shift.

ECL 20
A number of very powerful tricks hit in quick succession. I could go over them normally, but let's instead brew up some anime-poisoned special move names to structure this wall of text some. I won't apologize for this btw.

Divine Art: Shackles of Dharma
Geas as an SLA, courtesy of our second Godly Gift. We bypass the casting time to get a standard action no-save compulsion that we can transfer to another PC for ease of action economy. With Gate, a cultist buddy, and a readied action, we can call in any creature from anywhere in the spirit world and immediately put them under our command.

It's worth noting that with our deity's plane so diverse, we get a lot more options to pick from: in theory nearly every fiend, celestial, nature spirit, or elemental should dwell somewhere in the spirit world, and even if you exclude the evil ones we retain a lot of freedom of choice here.

Divine Art: Celestial Vahana Servitude
At ECL 18, we get our alignment forcibly changed. For most PCs, this won't really matter: if you want to be your deity's alignment, why not shift there naturally? However, we're (Chaotic, Evil) and presumably a bit more fixed in our moral outlook than most, so having a mechanical way to change alignment is helpful. This in turn lets us become Exalted Good and obtain a celestial animal companion, turning that stray class feature into something actually useful.

A celestial animal is intelligent enough to use SLAs with our instructions, in addition to being yet another strong visual indicator that hey, maybe we aren't your typical CE demon.

Divine Art: Maya-Made Phantasmagoria
Trickery Devotion is obtained by giving up the Trickery Domain. In addition to being pretty good on its own terms, it gives us yet another way to be attacked (triggering Aura of Menace) without actually being at risk of getting hit. Moreover, Brahmin gives us 6 Turn/Rebuke uses that can be turned into two more uses of Trickery Devotion, and as a Devotion feat it's a SLA (CChamp, page 53) that can thus be transferred to our allies. The party wizard might enjoy having a projected image to cast his spells from, and the rogue should appreciate being able to disable traps without having to stand near them.

Divine Art: Transcension-Within-Transcension
Mystic Union might seem useless to us, outside from the welcome DR playing nice with Goad. However, it also makes it so that we can now be raised or resurrected, which was not previously the case, and does so without turning us into a native outsider (which would cause all sorts of issues by introducing a dependency on food and drink).

Supreme Divine Art: Wheel of SLA-msara
Wish as a SLA. Game over.

In all seriousness, let's do something cool with it.

First, clone yourself: the easiest way is to Wish for a Mirror of Opposition and Geas the duplicate the moment it comes out ('refrain from attacking your original' should be fine). Have the clone join your cult, then create a clone of its own in the same manner and have that clone join its cult, and so on. After a sufficiently large number of clones, close the loop by joining the final clone's cult.

Everyone readies a single standard action that goes "After I receive SLAs, I transfer all of them, plus all of my own, to my cultist".

Transfer a single SLA (say, Calm Emotions) to the first link. One round later, every readied action has triggered and everyone's SLAs, every Wish, every Gate, every standard action Geas, every Trickery Devotion use, is now in your hands. Actually, you've got Imbue With Spell-Like Ability on your list, so you can even turn some of your own low-level Abjurations and Divinations to SLAs to transfer and accumulate as well.

But it needn't stay there! You and your clones can go their separate ways while still passing most of the SLAs between them. Whenever one thinks they will need some in the future, they simply keep those while passing the rest along, and once the danger has passed any remaining SLAs can be returned to the flow. You're not just accumulating arbitrary amounts of power in a single place (as TO can often do), you're accumulating it in many places. Spells like Telepathic Bond (Extended if you cast it in the Spirit World) can help facilitate communication, though you can also encode messages in SLAs sent. And note that thanks to Boost Spell-Like Ability, all of these SLAs get their DC increased!

And once the 'main' cycle is big enough for your tastes, you can just bud off smaller ones. Nothing stops you from putting ten clones in a cycle of their own that's wholly independent from yours, after all!


Turns out Divine Agent is actually completely busted! Who'd have thought?

I don't think this is the only entry that will use Godly Gift to get Wish as a SLA. I might not even be the only Brahmin/Shaman, though I think Heretic of the Faith clerics will be a more common way of grabbing the Envy domain.

But I do think I'll be the only Fiend of Blasphemy, and here I'll be making the argument why that is such a big deal.

Wish as a SLA gives virtually limitless power, including the ability to get more wishes trivially. Pun-Pun only needed a single Wish to get the ball rolling and bootstrap all the way to godhood. But suppose we limit our power to whatever arbitrary level still plays well with the table. It should be obvious then that Fiend of Blasphemy lets us grow horizontally where we're limited vertically.

With the various tricks permitted by Fiend of Blasphemy, we can acquire superior intel to other builds, and thus employ our (limited but still very high) power more effectively. Fifty-four Commune questions and a Divination makes for a lot of daily information. Similarly, if a DM rules that dominated clones get a share of the XP, or vetos PCs clogging up the initiative order with multiple characters, we can use our ability to drain SLAs from our clones to get more powerful without putting extra bodies on the field. We can also use our SLA-msara trick to move our power around more easily, requiring only a single round to transfer arbitrarily many uses of Wish to arbitrary locations without having to change our personal position.

Even if Wish as a SLA is banned entirely, we are still more powerful thanks to FoB, as it lets us execute the Geas+Gate combo without having to wait for a round and can thus dominate outsiders with immensely increased reliability, not to mention the general utility of giving allies and companion creatures uses of your own SLAs.

Talking about possible nerfs is of course an inexact science, but it should be clear that we have backup options to exercise our tremendous power that other builds will not necessarily have.

Abyssal Skulker - MM2, 3.5 update booklet (https://archive.org/stream/dnd_3.5_update_booklet/DnD35_update_booklet_djvu.txt)

Shaman, Divination Domain - Oriental Adventures
Community Domain, Envy Domain, Nobility Domain - SpC

Brahmin, That Art Thou - Mahasarpa web enhancement (https://web.archive.org/web/20011115234437/http://www.wizards.com/dnd/article.asp?x=dnd/we/we20011019a)

Fiend of Blasphemy, Fiend of Possession - Fiend Folio

Darkstalker, Mindsight - Lords of Madness
Goad - RoS
Trickery Devotion - CChamp
Boost SLA - BoVD
Exalted Companion - BoED

The Viscount
2024-01-14, 12:10 PM
The build is in every place simultaneously at the moment.



Strutting around the darkened alleys of his home city Schnapps thoroughly enjoyed his life. He had tried a short tint of walking on two paws, but it came with definite drawbacks. People- and cats- tended to regard a catwere in upright form with mistrust and loathing. As his Paw used to say. “It didn’t get you cookie nor nookie.”And Maw had hissed multiple times
Schnapps had never heard the last words. Either his mother had chosen to swallow her words or he must have been distracted by a butterfly flying over his head. Somehow it always went like that. Somebody tried to explain something and all those big words ended up as ‘Blah Blah Blah’.
Right, back to the here and now. Our protagonist was on his way to ‘serenade’ a new Queen in town when he was unceremoniously joinked into a sack and rushed to the other side of town only to be locked into a box. Outside somebody droned on about particles and simultaneous and Schrödinger and Schnapps just zoned out.
Pangs in his stomach woke him up to “…the cat is dead and alive at the same time.” The Tibbit felt bloated and started to shift around to find a better position only to stop halfway as his eyes met those of
a thin, translucent man-thing. ‘What the hell are you?”Schnapps asked forgetting that everybody else would just hear unintelligible meowing. The creature regarded him blankly.
Outside somebody laughed and said. ‘It would seem this cat is very much alive.’ The box was opened and long-fingered hands reached in and gently picked Schnapps up. The cat looked up at a middle-aged, thin man. His spectacles could not hide the intense intelligence burning in his eyes. ‘Or not?’ With a knowing smile the man brought the feline outside. ‘Do you know the answer, little one? If you do, come back and tell me.’

The feline tried to pick up his normal routine of eating, carousing and wanton flirtation, but it is hard to focus when you are being stared at by some creature that probably existed only in his imagination. Still, he had given up on trying to get lucky and changed back to a form more equipped to handle bottles. ‘What are you looking at?’ Schnapps demanded his voice slurred after a few too many namesakes. He didn’t expect an answer since the creature hadn’t uttered a sound since its appearance.

‘A slacker.’ For such a tiny creature it had an very deep voice with an eerie echo. ‘The Master gave you another assignment. Chop chop!’ Schnapps’s eyebrows rose to unknown heights. How did this …this…thing dare to treat him like that? The Tibbit felt the urge to use the little man as his scratching pole and started to hiss. ‘Aaa. Pike down!’ It commanded. ‘I’m here to assist you.’

‘With what?’ Even non-inebriated Schnapps would have had difficulty following the conversation. It seemed surreal.

The gen sighed – his annoyance clearly audible- ‘ With the recreation and improvement of the experiment that resulted in you.’ One could hear the unuttered ‘duh!’ It started walking towards the exit and said over its shoulder. ‘You can call me Quark. You comin’?’

And so the live of a simple Tibbit was thoroughly upended. No more carefree running over roofs, serenading queens*and the alcohol… Well, that remained. It helped to take the edge of the more disturbing parts of the experiment. A tiny bit, at least.

It started out fairly easy: put a mouse in a box and wait for a set amount of time. Open the box and see if the mouse is dead and alive. That experiment was a total bust because the mice that were still alive at the end of the experiment tended to disappear before they could be dissected. Quark was more pissed than usual and Schnapps had gained a few pounds before they switched to beetles, dogs and rabbits. The Tibbit had no compunction about extending the observation time on the canines – despicable creatures. Still, it was dirty work and it felt like his paws would never be clean no matter how much he washed or licked them.

But to no avail. The only ‘constant’ that they could observe was that after a certain amount of time the percentage of dead test subjects increased significantly. The variation in time passed seem to correspond to the species tested. So they resorted to putting visual sensors in the boxes so they could monitor the volunteers constantly.

It seemed mortality interfered greatly with their hypothesis. And their solutions – if you could call them that- sorta backfired. The dog skeleton continued to yip and growl the entire time. They had to enlist a rent-a-priest to get rid of that thing permanently. And the tiny construct was still taking up one of the testboxes.

One night, Schnapps and Quark were trying to find ideas at the bottom of their cups. The cat had paced his drinking as to not upset his stomach any further. The gen sighed. ‘We need to think outside the box.’ The pun was very much intended, but failed to hit its target.

A dim light dawned in the recesses of Schnapps’s mind. ‘Say that again.’

‘What? Outside the box?’

‘That’s it!’ The Tibbit exclaimed as he jumped up and started rifling through his notes. ‘Where is it?’ More rifling followed. ‘Ah. Here.’ He held up a book titled ‘Practical applications of calling outsiders’ by Professor Treantmonk, MD, PhD. ‘They don ’t die by natural causes.’

Quark’s unibrow lifted. ‘So they are the perfect test subjects.’

Things could only get better.



Yeah right.

The first imp Schnapps summoned refused to be housebroken and shat upon the carpet. And it took weeks to remove every trace of the dretch’s Stink – yeah it definitely earned the capital S. The buggers refused to listen and that irked the Tibbit much that when the quasit didn’t budge, Schnapps broke every safety rule by entering the magic circle meaning to slap the mother….er from here to eternity. When his fist hit the demon’s jaw, black light crackled and the Tibbit felt malevolent energy burst out of him and seep deep into the outsider’s body nestling around the creature’s heart. Both demon and tibbit knew something had changed in their respective positions. The quasit recovered first from the initial shock and lept at his captor, who calmly said ‘No, you don’t.’ and clenched his left fist. Immediately the demon doubled over and fell to the floor as an internal mass of necrotic tissue expanded around its heart, squashing it in the process.

Off course, this was only revealed at the post-mortem. The stench of the decayed tissue was too much for Quark who once again laid eyes upon his breakfast. It did not have any effect on Schnapps though, who instinctively knew that this was his doing. Somehow the God’s gift could be spread. ‘And be used to kill.’ He muttered. On the other hand it could be used as an extra incentive for the test subject to comply. Schnapps smiled. He liked where this was going.

‘Good.’ A voice resounded in his mind. ‘Refine the technique and proceed.’

Schnapps had taken to the habit of licking his paws to remove some invisible spatter of blood while he was thinking. Naturally, the spots did not disappear but the hair on his hands did and strangely enough so did the hair on his pate. His posture became more upright and the lab coat andspectacles he had taken to wearing most certainly reinforced his intelligent appearance. At least that was what he thought.

His familiar relentlessly shot verbal needles to deflate Schnapps’s ballooning ego. ‘Why the jacket, Boss? Is it too cold on those lonely heights? Or do you need to hide more bald patches, you scurvy asslicker?’ Yeah, Quark could be volatile. The Tibbit tried to ignore the barbs, he knew he needed the little piece of hairball to further his research, but still sometimes it ached.

Experiments continued en masse now with the influx of new lab assistants. They even had to hire an otyuugh waste disposal firm to keep up with the detritus. But to no avail. Schnapps could not recreate the experiment that resulted in him. This made him believe that he was so me kind of fluke, a glitch as it was. Visits to the God’s Alma Mater became more frequent, be it to follow a seminar given by the Man himself, a whisky and a cigar in the Staff Lounge or regular long distance meetings which often left Schnapps with more questions than he had before the meeting.

All these assistants needed housing and feeding and that cut deep into the research budget. Luckily for our little Tibbit his request for additional funding had been granted which even allowed for the addition of several testing rooms where his most trusted assistants set up their own variants of the Grand Experiment, as they had taken to calling it.


*: A queen is a female cat
TN male Tibbit Sha’ir 6-Malconvoker 4- Divine agent 10
Deity: Schrödinger

[B] Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Sha'ir 1 0 0 0 2 Bluff 2, conc 2, dipl 4, know planes 2, know religion 2, SC 2 Mother Cyst summon gen familiar
2nd Sha'ir 2 1 0 0 3 Bluff 2, conc 3, dipl 5, know planes 3, know religion 2, SC 3
3rd Sha'ir 3 1 1 1 3 Bluff 2, conc 4, dipl 6, know planes 4, know religion 2, SC 4 Spell focus conjuration recognize genie works
4th Sha'ir 4 2 1 1 4 Bluff 3, conc 5, dipl 6, know planes 4, know religion 2, SC 5
5th Sha'ir 5 2 2 2 4 Bluff 4, conc 6, dipl 7, know planes 5, know religion 2, SC 6 elemental protection
6th Sha'ir 6 3 2 2 5 Bluff 4, conc 7, dipl 8, know planes 6, know religion 2, SC 7 Augment summoning
7th Malconvoker 1 3 2 2 7 Bluff 4, conc 7, dipl 8, know planes 6, know religion 6, SC 7 deceptive summons, unrestrictive conjuration
8th Malconvoker 2 4 2 2 8 bluff 4, conc 8, dipl 9, know planes 6, know religion 7, SC 8 Planar Binding
9th Divine agent 1 4 2 2 10 Bluff 4, conc 9, diplo 10, know planes 6, know religion 7, Sense motive 1, SC 9, UMD 1 Lunatic insight Granted domain cat
10th Divine agent 2 5 2 2 11 Bluff 4, conc 10, diplo 11, know planes 7, know religion 7, sense motive 3, SC 10, UMD 1 Contact
11th Divine agent 3 6/1 3 3 11 bluff 4, conc 11, dipl 12, K. arcana 1, K. planes 7, Know religion 7, sense motive 5, SC 11, UMD 1 Menacing aura, godly gift: allergic reaction
12th Divine agent 4 7/2 3 3 12 bluff 4, conc 12, dipl 13, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 8, k. religion 7, sense motive 5, SC 12, UMD 1 Landlord Altered appereance
13th Divine agent 5 7/2 3 3 12 bluff 4, conc 13, dipl 14, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 9, k. religion 7, sense motive 7, SC 13, UMD 1 Commune, plane shift to deity's plane
14th Divine agent 6 8/3 4 4 13 bluff 4, conc 14, dipl 15, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 10, k. religion 7, sense motive 9, SC 14, UMD 1 Godly gift: Cat's gravity
15th Divine Agent 7 9/4 4 4 13 bluff 4, conc 15, dipl 16, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 11, k. religion 7, sense motive 10, SC 16, UMD 1 Practiced spellcaster Sha'ir Plane shift to any plane
16th Divine Agent 8 10/5 5 5 14 bluff 4, conc 16, dipl 17, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 13, k. religion 7, sense motive 11, SC 17, UMD 1 Audience, alignment shift
17th Divine Agent 9 10/5 5 5 14 bluff 4, conc 17, dipl 18, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 15, k. religion 7, sense motive 12, SC 18, UMD 1 Mystic union, godly gift foresight
18th Divine Agent 10 11/6/1 5 5 15 bluff 4, conc 18, dipl 19, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 17, k. religion 7, sense motive 13, SC 19, UMD 1 Infernal bargainer Gate
19th Malconvoker 3 11/6/1 6 6 15 bluff 4, conc 19, dipl 20, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 18, k. religion 7, sense motive 13, SC 20, UMD 1 Skill focus bluff Skill focus bluff
20th Malconvoker 4 12/7/2 6 6 16 bluff 4, conc 20, dipl 21, k. arcana 1, k. dungeoneering 1, k. nature 1, know planes 19, k. religion 7, sense motive 13, SC 21, UMD 1 Deceptive summons (fury)
Spells per Day


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


1st
4
2
-
-
-
-
-
-
-
-


2nd
5
3
-
-
-
-
-
-
-
-


3rd
5
3
1
-
-
-
-
-
-
-


4th
5
4
3
-
-
-
-
-
-
-


5th
5
4
3
1
-
-
-
-
-
-


6th
5
4
4
3
-
-
-
-
-
-


7th
5
4
4
3
-
-
-
-
-
-


8th
5
5
4
3
1
-
-
-
-
-


9th
5
5
4
3
1
-
-
-
-
-


10th
5
5
4
4
3
-
-
-
-
-


11th
5
5
4
4
3
-
-
-
-
-


12th
5
5
5
4
3
1
-
-
-
-


13th
5
5
5
4
3
1
-
-
-
-


14th
5
5
5
4
4
3
-
-
-
-


15th
5
5
5
4
4
3
-
-
-
-


16th
5
5
5
5
4
3
1
-
-
-


17th
5
5
5
5
4
3
1
-
-
-


18th
5
5
5
5
4
4
3
-
-
-


19th
5
5
5
5
5
4
3
1
-
-


20th
5
5
5
5
5
4
4
3
-
-


Spells known:
Lvl 0 (9): detect magic, read magic, mage hand, prestidigitation, acid splash, arcane mark, open/close, disrupt undead, light
Lvl 1 (9): protection from evil, protection from good, mage armor, comprehend languages, magic missile, true casting, scholar's touch, lesser shivering touch, ray of enfeeblement + necrotic awareness
Lvl 2 (7): glitterdust, whirling blade, mesmerizing glare, darkbolt, insight of good fortune, touch of idiocy + necrotic cyst, necrotic scrying
Lvl 3 (6): summon monster III, magic circle against evil, magic circle against good, tongues, alter fortune, dispel magic + necrotic bloat
Lvl 4 (5): lesser geas, dimensional anchor, arcane eye, black tentacles, unluck + necrotic domination
Lvl 5 (4): telepathic block, dismissal, greater blink, feeblemind + lesser planar binding + necrotic burst
Lvl 6 (3): globe of invulnerablility, geas, disintregrate + necrotic eruption + planar binding
Lvl 7 (2): banishment, arcane spellsurge + necrotic tumor


Level 1-5

So this is Schnapps during his first five levels. He has gone from a carefree tomcat to a sha’ir research assistent, helped along by his gen familiar Quark. The elemental natures kinda fits the subatomic particle theory. And Mother Cyst helps with being dead and alive at the same time, his first task for the magnificent God Schrödinger (and off course due to extra spells known also later in the build). For those of you who are convinced he is no RAW God, I point you to the Fabulous Cats-article and more exactly to the Cat domain. Spellcraft is kept high to identify spells Schnapps sees being cast as this lowers the diplomacy DC to retrieve them. The other feats are prerequisites for malconvoker, but we are going to focus on the binding spells. You can never have enough lab rats. The combination of the mother cyst and the repeated death/killing/dissecting is starting to wear on Schnapps’s mind.

Level 6-10


We still need one more level of Sha’ir to get augment summoning as a prerequisite for malconvoker. This class will be used mostly to add the planar binding spells to the spells known list and also the ability to summon good and evil outsiders without shifting his alignment.
Then at level 9 we finally enter the SI. Schnapps gains the power of Schrödinger’s only known domain: Cat. And at the SI’s second level the deity or his agents can contact or little tibbit to give him flashes of insight. The mother cyst feat gives access to necrotic bloat and domination at this level. Domination is useless against outsiders, but bloat isn’t.
The mild depravity (compulsive licking and cleaning of hands) gives access to lunatic insight, which let’s all knowledge skills be treated as trained. My interpretation means that they are class skills for every class thereafter. But I could be wrong.

Level 11-15

We progress the SI, getting a menacing aura which helps should another outsider decide to attack him. The godly gifts granted are Allergic reaction, which can incapacitate an assailant thus making them vulnerable to cyst implantation and Cat gravity, which sounds very cool and catty. The altered appearance causes Schnapps to look more sciency with lab coat, spectacles and receding hairline. Commune and plane shift to deity’s plane and to any plane allow him to regularly report his results to his thesis promotor and even follow a few seminars on quantum physics.
Spellcasting progresses to allow planar binding so hello there efreeti with your three wishes per day. This is one of several outsiders that can be drafted as lab assistants. Necrotic burst and eruption are more tools to enforce obedience. But we’re not quite there yet.

Level 16-20

We finish the SI. So now we got audience (drinking whiskey and smoking big cigars in a gentleman’s bar). Schnapps is now an outsider which means that infernal bargainer is up for grabs, increasing the HD of evil creatures cast by 2. And Gate comes online as an SLA. Hello 40 HD outsiders. Or just 2 balors whose immediate task is to accept necrotic cysts. See, that trick has evolved a bit to allow necrotic tumor so there will be no disloyalty. Ever.
The two malconvoker levels add a bit of support to summoning, but they are chosen because if epic progression would be allowed finishing the malconvoker seems the most logical choice. Improved calling increases the HD for the binding spells by another 2. One could follow with cosmic descryer afterwards.
By now Schnapps can cast level 7 spells as a level 18 caster, which is not to shabby. His lack in caster levels is made up by a number of very loyal assistants.
As for the latest godly gift, I chose Foresight. Being immune to surprise fits with the feline feel. Have you ever seen a cat’s look after being chased by a dog? You know, the cool superior look that conveys a very important message: ‘Did you really think that was going to work? You miscreant.’

So, this is my first attempt at cooking. It was interesting. I hope you enjoyed the story.
Fabulous cats: Cat domain
Dragon compendium: Sha’ir
Manual of the planes: SI
Heroes of horror: Lunatic insight
Libris Mortis: mother cyst
Complete scoundrel : malconvoker
Stronghold builder’s guidebook : Landlord
Races of Faerun: infernal bargainer

The Viscount
2024-01-14, 12:13 PM
No, I don't know why more than one build pulled from Fabulous Cats. It is very funny, though.



Larry, Chief Mouser of the Cat Overlord
https://ih1.redbubble.net/image.4249985636.1767/raf,360x360,075,t,fafafa:ca443f4786.jpg


Alignment : TN
Race : Tibbit
Level 1 : Don't Mind Me, Unarmed Strike, Stunning Fist (Monk Bonus)
Level 2 : Deflect Arrows (Monk Bonus)
Level 3 : Surrogate Spellcasting
Level 6 : Combat Casting, Falling Star Strike (Shaman Bonus)
Level 9 : Shadow Blade
Level 12 : Craven
Level 15 : Practiced Spellcaster (Shaman)
Level 18 : Domain Spontaneity (Hero)

Point Buy at level 1
STR 8 -2
DEX 16+2
CON 14
INT 10
WIS 16
CHA 12

Level 4 to 20 in Wis



“Purr Purr”
A cat was resting peacefully by the hearth of a wooden house.

“How about you earn your keep and chase some rodents once in a while” snarked the hut owner from the couch.
Unphased, as his pedigree dictates he always remains, Larry gave him a look, lazily got up and stretched before telling him to Perform.

“Alright you rascal” said the man while fetching a string and starting to drag it around.
Larry jumped, quick as an arrow leaving the bow and played for a little bit before ordering hooman to Feed him Gourmet which the latter did.

As hooman was preparing a fine dish, Larry smelled something and watched out the window. Right there, a massive irritating dog was wagging its tail and started to bark at Larry.
The cat graciously walked outside through the trap hooman made for him in the door and started casting a spell.
The dog barked once more then cower yelping in fright because before his eyes the cat had become as enormous as the house itself. With one paw, Larry smacked the dog who, more scared than actually hurt, ran off and swore to himself to never come back to the cat demon’s home.

As soon as Larry regained his spot near the fireplace, he was struck by a dream.
An all graceful being burst in his subconscious and began to congratulate him for having re-established the natural order of things.

Larry slept merrily until a light ringing sound was made : dinner was served.



LevelClassBase Attack BonusFort SaveReflex SaveWill SaveSkillsFeatsClass Features
1stMonk 10222Concentration (+4) 4; Handle Humanoid (+4) 4; Know (Religion) (+4) 4; Tumble (+4) 4; Don't Mind Me, Unarmed Strike, Stunning Fist (Monk Bonus)Bonus Feat, Flurry of Blow, Unarmed Strike
2ndMonk 21333Concentration (+1) 5; Handle Humanoid (+1) 5; Know (Religion) (+1) 5; Tumble (+1) 5; Deflect Arrows (Monk Bonus)Invisible Fist ACF
3rdShaman 11535Concentration (+1) 6; Diplomacy (+1) 1; Handle Humanoid (+1) 6; Know (Religion) (+1) 6; Tumble 5; Surrogate SpellcastingFortune & Travel, Unarmed Strike, Animal Companion
4thShaman 22636Concentration (+1) 7; Diplomacy (+1) 2; Handle Humanoid (+1) 7; Know (Religion) (+1) 7; Tumble 5; Spirit Sight
5thShaman 33646Concentration (+1) 8; Diplomacy (+1) 3; Handle Humanoid (+1) 8; Know (Religion) (+1) 8; Tumble 5; Turn Undead
6thShaman 44747Concentration (+1) 9; Diplomacy (+2) 5; Handle Humanoid (+1) 9; Know (Religion) 8; Tumble 5; Combat Casting, Falling Star Strike (Shaman Bonus)Bonus Feat
7thSacred Fist 14967Concentration (+1) 10; Diplomacy 5; Handle Humanoid (+1) 10; Know (Religion) 8; Tumble (+2) 7; Unarmed Damage
8thSacred Fist 251077Concentration (+1) 11; Diplomacy 5; Handle Humanoid (+1) 11; Know (Religion) 8; Tumble (+2) 9; -
9thSwordsage 151099Concentration (+1) 12; Diplomacy 5; Handle Humanoid 11; Know (Religion) 8; Tumble (+3) 12; Acrobatic Backstab; Shadow BladeDiscipline Focus (Weapon Focus), Quick to Act +1
10thSacred Fist 361099Concentration (+1) 13; Diplomacy 5; Handle Humanoid (+2) 13; Know (Religion) 8; Spellcraft (+1) 1; Tumble 12; Acrobatic Backstab; -
11thDivine Agent 1610911Concentration (+1) 14; Diplomacy (+1) 6; Handle Humanoid (+1) 14; Know (Religion) 8; Spellcraft (+1) 2; Tumble 12; Acrobatic Backstab; Cat Domain
12thDivine Agent 2710912Concentration (+1) 15; Diplomacy (+1) 7; Handle Humanoid (+1) 15; Know (Religion) 8; Spellcraft (+1) 3; Tumble 12; Acrobatic Backstab; CravenContact
13thDivine Agent 38111012Concentration (+1) 16; Diplomacy (+1) 8; Handle Humanoid (+1) 16; Know (Religion) 8; Spellcraft (+1) 4; Tumble 12; Acrobatic Backstab; Menacing Aura, Godly Gift
14thDivine Agent 49111013Concentration (+1) 17; Diplomacy (+2) 10; Handle Humanoid (+1) 17; Know (Religion) 8; Spellcraft 4; Tumble 12; Acrobatic Backstab; Altered Appearance
15thDivine Agent 59111013Concentration (+1) 18; Diplomacy (+2) 12; Handle Humanoid (+1) 18; Know (Religion) 8; Spellcraft 4; Tumble 12; Acrobatic Backstab; Practiced Spellcaster (Shaman)Commune, Plane Shift to Deity's Plane
16thDivine Agent 610121114Concentration (+1) 19; Diplomacy (+2) 14; Handle Humanoid (+1) 19; Know (Religion) 8; Spellcraft 4; Tumble 12; Acrobatic Backstab; Godly Gift
17thDivine Agent 711121114Concentration (+1) 20; Diplomacy (+2) 16; Handle Humanoid (+1) 20; Know (Religion) 8; Spellcraft 4; Tumble 12; Acrobatic Backstab; Plane Shift to any Plane
18thDivine Agent 812121115Concentration (+1) 21; Diplomacy (+2) 18; Handle Humanoid (+1) 21; Know (Religion) 8; Spellcraft 4; Tumble 12; Acrobatic Backstab; Domain Spontaneity (Hero)Audience, Aligment Shift
19thDivine Agent 912131215Concentration 21; Diplomacy (+3) 21; Handle Humanoid (+1) 22; Know (Religion) 8; Spellcraft 4; Tumble 12; Acrobatic Backstab; Mystic Union, Godly Gift
20thDivine Agent 1013131216Concentration 21; Diplomacy (+2) 23; Handle Humanoid (+1) 23; Know (Religion) 8; Spellcraft 4; Tumble 12; Acrobatic Backstab; Gate



LevelClass0th1st2nd3rd4th5th6th
1st
2nd
3rdShaman 131+1
4thShaman 242+1
5thShaman 342+11+1
6thShaman 453+12+1
7thShaman 553+12+11+1
8thShaman 653+13+12+1
9th
10thShaman 764+13+12+11+1
11th
12thShaman 864+14+13+12+1
13th
14thShaman 964+14+13+12+11+1
15th
16thShaman 1064+14+13+13+12+1
17th
18thShaman 1165+14+13+13+12+11+1
19th
20thShaman 1265+15+14+13+13+12+1

LevelClassInitiator LevelManeuvers KnownManeuvers ReadiedStances Known
9thSwordsage 15Sapphire Nightmare Blade (DM)
Cloak of Deception (SH)
Shadow Jump (SH)
Rabid Wolf Strike (TC)
Sudden Leap (TC)
Mountain Hammer (SD)4Assassin's Stance (SH)



Level 1 – 5
You’re a Tibbit Monk for 2 levels.
Good saves, unarmed strikes and Stunning (tiny) Fist are your go to in a fight.
Furry of Blows is a possibility, albeit a bad one.
Adding Wis to AC is pretty nice when in cat form.
At second level we get Deflect Arrow because we’re not going to have many AoO with a reach of 0ft and the Invisible Fist ACF which grants a Greater Invisibility benefit every 3 rounds as an immediate action. The Don’t Mind Me feat allows us to actually attack in cat form without eating an AoO. The full attack is Unarmed Strike/Claw/Claw/Bite and Weapon Finesse as a bonus feat helps to land them even though you have little reason to try except maybe for your Stunning Fists.
The ability to turn into a cat is really strong for being the scout of the party.
Hide is +8 from size +4 from cat (+8 in tall grass/heavy undergrowth) +2 Dex = +14 (19)
Jump is +8 from cat +2 Dex = +10
The Handle Humanoid skill is pretty useful to have a guardian. You can teach them the Defend trick to always have protection when you need to take a nap.
Next up are 3 levels of Shaman that come with goodies of their own.
Shaman differs from Cleric in the sense that each domain they take represents a spirit with which they have a special relation with. We’re going for animal spirits named Schrodinger for the Fortune domain and Garfield for the Hero domain (because let’s face it, he is).
Goodie #2 is the animal companion. We pick the eagle because with its 10 Str and small size, it can carry up to 16 lbs on a light load meaning it can carry us around in cat form easily.
Surrogate Spellcasting makes sure we can cast spells making us a flying turret.
Spirit Sight allows us to see ethereal beings as well as spirits which validates yet another popular belief on cats.
And a turn undead pool we can’t really use for now but that will come in handy later.

Level 5 – 10
A last level of Shaman whose bonus feat benefits from the Monk’s Stunning Fist ability. Falling Star Strike allows us to blind humanoid opponents for a few rounds which will come in handy later as well.
Combat Casting as the last prereq for Sacred Fist (but will also help for casting the SLA we’ll get later defensively) which is full BAB and full casting for the 3 levels we want. Good saves, dice increase in unarmed damage +1 AC and +10ft movement.
A dip in Swordsage brings us Assassin’s Stance and Shadow Blade both of which finally justify our attack routine. The Weapon Focus on Unarmed Strikes and the bonus to Initiative are icing on the cake. The Invisible Fist ACF, the Cloak of Shadow and Sapphire Nightmare Blade and the Acrobatic Backstab skill trick are all ways to land our newly acquired Sneak Attack. Also at this level we have around 4 Stunning Fist/Falling Star Strike attempts, both of which are also great ways to set up sneak attacks.
We also get maneuvers from the Tiger Claw discipline (ofc) and Sudden Leap combined with our Jump bonuses lets us get into position much more easily (move between 10 and 30ft as a swift). Mountain Hammer, as always, is there to get through walls and annoying DRs.
After all of this, we’re finally ready to make peaceful contact with agents of the Cat Lord to become its Divine Agent.

Level 11 - 20
The Dragon Compendium mentions the Cat Lord only grants the Chaos, Travel and Trickery domain. I feel, since we’re building on a Shaman base, the Cat domain should be fair game. It basically gives us another use of our Fortune domain granted power ; an ability to reroll any roll you just failed is always welcomed.
It opens up some very thematic spells : Cat’s Grace at 1st level, Allergic Reaction or Cat Gravity that has a good effect.
Contact, Commune and Audience are yet another proof that cats can contact other planes of existence. Menacing Aura is a good example of yowling cats.
Altered Appearance won’t have much impact since we don’t know the alignment of the Lord of Cats but I believe it to be TN which means a change of skin tone that will be masked by the fur and Alignment Shift won’t either.
Now this is where the abilities start to get fun. The Plane Touch abilities are both touch spells meaning you can theoretically hold the charge. Then when you perform your attack routine (6 attacks by ECL 17) you have a lot of chances to deliver the spell offensively and send your target to the Cat Lord’s plane, whatever that is (I’m picturing an infinite cat tree with catnip growing everywhere).
The Mystic Union sadly gives us the worst DR15/magic which will probably never be useful but the Outsider subtype finally recognizes cats are from an outer dimension.
Finally, the Godly Gifts are great boons for us.
At 3rd level, Substitution (Fortune domain) is a good way to dismiss the cost of the focus you need and well, it doubles your HP pool which is really nice.
At 6th level, we get Stoneskin (Hero domain) for free giving us actually decent DR.
At 9th level we get Miracle (Fortune) for free. It gets no better than this. This basically asks the Cat Lord to intervene for matters you want 1/d without paying the XP cost. Among the “any other spells of 7th level” you can duplicate, our favourite is Giant Size which,
with a +3 CL boost item, can make our tiny house cat form Colossal.
Finally Gate is a good way to meet the Cat Lord and who wouldn’t want that ?
On the feat side, Craven is a nice boost of damage, Practiced Spellcaster gets us 4 CL out of the 6 we’ve lost so far and Domain Spontaneity (Hero) is a good way to get multiple use of Divine Power per day for instance (I told you our Turn Undead attempts would come in handy).



This little excerpt from SpC gives us potentially a lot of versatility :

Shamans have a spell list that is a blend of druid and cleric, but they should not get all the spells clerics and druids do. Examine the spell lists of both those classes for good choices.
Here is a selection I feel would totally make sense :
Produce Flame : Able to actually do some damage when you attack
Enrage Animal : Is fun if you share it with your Eagle at early levels.
Bite of the X (SpC) : Is a pretty good buff for you (and possibly your AnComp)
Magic Fang (Greater) : Lets you be useful combat
Freedom of Movement : I mean, it’s the essence of being a cat.
Animal Growth : Because it makes sense
Control Winds : Very Shamanesque
Death Ward : Shielding from spirits of the dead makes sense
Moon Bolt (SpC) : Would be really nice to have as well.
Awaken : Awakening yourself when you’re a cat is pretty fun. 3d6 Int is statistically better than 10 Int. +1d4 Cha is always welcome and being a magical beast maybe turns your HD into d10, full bab and darkvision 60ft ? Even if it doesn’t, it's still funny. (The +2 HD might be annoying in a build though)



A Monk’s Belt and/or a Monk’s Tattoo (MoF) can help with the AC bonus, the Unarmed Damage and the movement bonus.

CL boosters are welcomed to compensate from the last 4 levels we miss.

Wis and Dex enhancing items are mandatory

Maybe some feycrafted (DMGII) shortswords since the Tibbit humanoid form doesn’t actually have Weapon Finesse.



Shaman and Monk unarmed damage should stack in some way.



DC - Tibbit, Cat Overlord
OA - Shaman, Hero and Fortune Domains, Fallen Star Strike
Savage Species - Surrogate Spellcasting
CS - Acrobatic Backstab skill trick
SRD - Monk
CoR - Craven
Exemplar of Evil - Invisible Fist ACF
MotP - Divine Agent
CD - Sacred Fist, Domain Spontaneity
CA - Practiced Spellcaster
ToB - Swordsage, Shadow Blade, Maneuvers
Web - Don’t Mind Me, Handle Humanoid skill, Cat Domain ("https://web.archive.org/web/20181217104952/http://archive.wizards.com/default.asp?x=dnd/fools/20030401c”)

The Viscount
2024-01-14, 12:15 PM
In the build's defense, it was in season with the original deadline.



Iago, the Unholy Green Giant
CE Major Silver Dragon Bloodline Primordial Half-Giant Duskblade 1/Warblade 1/Death Delver 3/Divine Agent of Beshaba 10/Contemplative 1
https://www.theladders.com/wp-content/uploads/the-grinch-teg-800x450.jpg
Iago anointing his Riding Dog with the antler symbol of Beshaba



It’s not strange in Faerun to be born a mutt.
But sometimes the mixture gets a little too hot.
Gilgameshed together by strings of bad luck,
Was a most unruly Beshaban buck.
With blood of grim ancient giant and imperious wyrm,
That Wormluck just wanted to watch the world burn.

He envied every power that his green eyes could see,
From the gods’ miracles to mortal wizardry.
His mighty ancestors and adventurer peers,
Whose tales he hated even to hear.
Even his own faithful hound in his ignorant bliss,
Could draw from his lungs an envious hiss.
He envied the living their vigor and the dead their respite,
Until he got close to the latter one night.

Mortally wounded by some kobold’s spear,
The Maid of Misfortune whispered in his ear,
A heretical, wonderful, awful idea.

The powers he coveted, why they could be his!
He could have every thing that he wished.
The luck of the draw, he’ll redraw that too,
By bringing misfortune to every one of you


Ability Scores32 Point Buy: 12 Str, 12 Dex, 15 Con, 14 Int, 14 Wis, 12 Cha
After Adjustments for Primordial Half-Giant: 10 Str, 10 Dex, 15 Con, 18 Int, 14 Wis, 16 Cha
Major Silver Dragon Bloodline increases Str at 3 HD, Con at 9 HD, and Cha at 15 HD
All Stat increases from levels go to Cha.

Build Table
Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Duskblade 1 1 2 0 2 24: {+4} Concentration: 4; {+4 CC} Heal: 2; {+4} Knowledge (Religion): 4; {+4} Knowledge (Local): 4; {+4} Sense Motive: 4; {+4} Spellcraft: 4; Wild Cohort Arcane Attunement, Armored Mage (Light), Invisibility At Will, Magical Knack, Knowledge (The Planes) as Class Skill, Powerful Build, Fire Acclimated, Naturally Psionic, Stomp 1/day
2nd Bloodline 1 1 2 0 2 0: Concentration: 4; Heal: 2; Knowledge (Religion): 4; Knowledge (Local): 4; Sense Motive: 4; Spellcraft: 4; - -
3rd Bloodline 2 1 2 0 2 0: Concentration: 4; Heal: 2; Knowledge (Religion): 4; Knowledge (Local): 4; Sense Motive: 4; Spellcraft: 4; - -
4th Bloodline 3 1 2 0 2 0: Concentration: 4; Heal: 2; Knowledge (Religion): 4; Knowledge (Local): 4; Sense Motive: 4; Spellcraft: 4; - Sense Motive +2
5th Warblade 1 2 3 0 2 8: {+4} Concentration: 8; Heal: 2; Knowledge (Religion): 4; {+4} Knowledge (Local): 8; Sense Motive: 4; Spellcraft: 4; AlertnessB Battle Clarity (Reflex Saves), Weapon Aptitude
6th Death Delver 1 2 5 0 4 6: {+1} Concentration: 9; Heal: 2; {+2} Knowledge (Religion): 6; Knowledge (Local): 8; Sense Motive: 4; {+3} Spellcraft: 7; Heretic of the Faith (Envy) Deathsense, Rebuke Undead
7th Death Delver 2 3 6 0 5 6: {+1} Concentration: 10; Heal: 2; {+2} Knowledge (Religion): 8; Knowledge (Local): 8; Sense Motive: 4; {+3} Spellcraft: 10; - Deadened Soul, Spontaneous Casting, Resistance to Cold 5
8th Death Delver 3 4 6 1 5 6: {+1} Concentration: 11; Heal: 2; {+2} Knowledge (Religion): 10; Knowledge (Local): 8; Sense Motive: 4; {+1} Spellcraft: 11; {+2} Collector of Stories; - Death Ward 1/day, Silver Dragon Affinity +2
9th Divine Agent 1 4 6 1 7 8: {+1} Concentration: 12; Heal: 2; Knowledge (Religion): 10; Knowledge (Local): 8; Sense Motive: 4; {+1} Spellcraft: 12; {+6} Use Magic Device: 6; Collector of Stories; Elder Giant Magic Granted Domain (Envy), +1 Natural Armor
10th Divine Agent 2 5 6 1 8 8: {+1} Concentration: 13; Heal: 2; Knowledge (Religion): 10; Knowledge (Local): 8; Sense Motive: 4; {+1} Spellcraft: 13; {+6} Use Magic Device: 12; Collector of Stories; - Contact, +2 Perform
11th Divine Agent 3 6 7 2 8 8: {+1} Concentration: 14; Heal: 2; {+2} Knowledge (Religion): 12; Knowledge (Local): 8; {+2} Sense Motive: 6; {+1} Spellcraft: 14; {+2} Use Magic Device: 14; Collector of Stories; - Menacing Aura, Godly Gift (Magic Jar), Resistance to Cold 10
12th Divine Agent 4 7 7 2 9 8: {+1} Concentration: 15; Heal: 2; {+2} Knowledge (Religion): 14; Knowledge (Local): 8; {+3} Sense Motive: 9; {+1} Spellcraft: 15; {+1} Use Magic Device: 15; Collector of Stories; Practiced Spellcaster Altered Appearance (Turn Green)
13th Divine Agent 5 7 7 2 9 8: {+1} Concentration: 16; Heal: 2; {+2} Knowledge (Religion): 16; Knowledge (Local): 8; {+3} Sense Motive: 12; {+1} Spellcraft: 16; {+1} Use Magic Device: 16; Collector of Stories; - Commune, Plane Shift to Deity's Plane, Alter Self 1/day
14th Divine Agent 6 8 8 3 10 8: {+1} Concentration: 17; Heal: 2; {+1} Knowledge (Religion): 17; Knowledge (Local): 8; {+4} Sense Motive: 16; {+1} Spellcraft: 17; {+1} Use Magic Device: 17; Collector of Stories; - Godly Gift (Wish), Silver Dragon Affinity +4
15th Divine Agent 7 9 8 3 10 8: {+1} Concentration: 18; Heal: 2; {+1} Knowledge (Religion): 18; Knowledge (Local): 8; {+2} Sense Motive: 18; {+1} Spellcraft: 18; {+1} Use Magic Device: 18; {+2} Swift Concentration, Collector of Stories; Metamorphic Transfer Plane Shift to Any Plane, +1 Natural Armor
16th Divine Agent 8 10 8 3 11 8: {+1} Concentration: 19; Heal: 2; {+1} Knowledge (Religion): 19; Knowledge (Local): 8; {+1} Sense Motive: 19; {+3} Spot: 3; {+1} Spellcraft: 19; {+1} Use Magic Device: 19; Swift Concentration, Collector of Stories; - Audience, Alignment Shift, +2 Bluff
17th Contemplative 1 10 8 3 13 6: {+1} Concentration: 20; Heal: 2; {+1} Knowledge (Religion): 20; Knowledge (Local): 8; {+1} Sense Motive: 20; {+2} Spot: 5; {+1} Spellcraft: 20; Use Magic Device: 19; Swift Concentration, Collector of Stories; Power AttackB Bonus Domain (Luck), Divine Health, Breath Weapon
18th Divine Agent 9 10 9 4 13 8: {+1} Concentration: 21; Heal: 2; {+1} Knowledge (Religion): 21; Knowledge (Local): 8; {+1} Sense Motive: 21; {+2} Spot: 7; {+1} Spellcraft: 21; {+2} Use Magic Device: 21; Swift Concentration, Collector of Stories; Martial Study (Shadow Blink) Mystic Union, Godly Gift (Miracle)
19th Divine Agent 10 11 9 4 14 8: {+1} Concentration: 22; Heal: 2; {+1} Knowledge (Religion): 22; Knowledge (Local): 8; {+1} Sense Motive: 22; {+3} Spot: 10; {+1} Spellcraft: 22; {+1} Use Magic Device: 22; Swift Concentration, Collector of Stories; - Gate, Breath Weapon

Death Delver Casting
ECL 1st 2nd 3rd 4th
7th 0 - - -
8th 1 - - -
9th 1 0 - -
11th 1 1 - -
13th 1 1 0 -
15th 1 1 1 -
17th 2 1 1 0
18th 2 1 1 1
20th 2 2 1 1 *Does not include bonus spells for a high Wis score.

Maneuvers
ECL Initiator Level Maneuvers Known Maneuvers Readied Stances Known
6 6 White Raven Tactics,Action Before Thought, Insightful Strike 3 Leading the Charge
6 14 White Raven Tactics, Action Before Thought, Insightful Strike, Shadow Blink 3 -

Iago spends the early game struggling through Bloodline levels. They’ll pull their weight later on, but for the moment being they’re distinct from LA only in that they count toward the skill cap, allowing him to meet the Concentration prerequisite to get into Death Delver, and the effective level increase in each class allowing him to bootstrap initiator level enough to have a few Warblade 3rds more or less on time. He’ll mostly be leaning on a Riding Dog Wild Cohort and buffing the dog and other allies with White Raven Tactics and Leading the Charge while counting on Primordial Giant’s at-will Invisibility (alongside Action Before Thought and a Bloodline-boosted Battle Clarity to shore up his Reflex save) to protect his fragile person (though it will still be easier than he’d like to stumble into a near-death experience for Death Delver purposes), but Insightful Strike does offer a 1/encounter option to deliver a pretty good hit once per encounter, and one that can be delivered against touch AC by using a Poison Ring and in encounters where it’s safe to be visible a large heavy crossbow can help muddle through.
A near death experience has led to Iago meeting his deity, and she’s like, way different than y’all have been saying, which is to say that he’s taken Heretic of the Faith. The heresy in question need be no more extreme than that Dragon 323 is a legal Iron Chef source, but unlike other sin domains, there does not appear to be a first party source for any deity offering the Envy domain. Death Delver’s spellcasting and medium BAB gets Iago into the SI through the Bloodline levels.
These are the levels where things get more exciting. The increase in effective class level from Iago’s Bloodline means that he has an effective Divine Agent level of 6 when he takes the third level, and an effective level of 9 when he takes the sixth, meaning that he can get 6th and 9th level spells respectively as Godly Gifts. Envy offers some bangers in Magic Jar and Wish. Magic Jar more or less solves the fragility problem from the Bloodline levels, since it’s now someone else’s body soaking up the damage, while also improving his offensive capacity. But of course, a 1/day SLA Wish is the real prize, offering all the unlimited cosmic power with none of the drawbacks. As a creature of the Giant type, Iago can use Elder Giant Magic to improve the CL of SLAs as well as spells, making these abilities, as well as other SLAs from the SI and level-dependent Death Delver spells like Animate Dead, even more potent.
Iago takes a quick dip into Contemplative to snag the Luck domain from Beshaba’s regular list before acquiring his final Godly Gift, allowing him to take Miracle to go alongside Wish. Metamorphic Transfer (qualified for by way of Half-Giant’s racial Stomp PLA) allows him to grab (Su) abilities when using the Alter Self from his Silver Dragon bloodline, and Mystic Union gives him access to Outsider forms when doing so. With the CL boosts to SLAs from Primordial Giant and Elder Giant Magic, Iago can manage a CL of 20 on his Gate SLA despite only having a character level of 16, allowing him to call the likes of Balors and Pit Fiends (which seem like they should both exist on Beshaba’s home plane of Banehold based on the sorts of deities that live there and their servants, though Faerunian cosmology can be a headache in this regard). Shadow Stride is always a pretty good thing to throw a feat at in late levels, and Bloodline IL bootstrapping allows Iago to take the further upgraded Shadow Blink.

Complete Divine: Contemplative, Practiced Spellcaster
Forgotten Realms Campaign Setting: Beshaba
Manual of the Planes: Divine Agent
Power of Faerun: Heretic of the Faith
Secrets of Xen’drik: Primordial Giant, Elder Giant Magic
Spell Compendium: Envy Domain
Tome of Battle: Warblade, Martial Study, Maneuvers
Everything else should be SRD.

The Viscount
2024-01-14, 12:22 PM
Presented here without the chorus of orcs chanting



Ghrond Ironhand
https://i.postimg.cc/8CJ0fcCY/Ghrond.png

CE Human Paladin of Slaughter 4/Divine Agent(Erythnul) 10/Warblade 6

Life in a borderlands tribe is typically violent and short, with little thought given beyond where one will find their next meal. But for Ghrond Ironhand, this was never enough. Not that far from him, he knew, there was this thing called “civilization”, where people had tools and knowledge that they used to live in luxury, while people like him had to make due with scraps.

Anger over that which he was denied burned within him from a young age, and in time, the god Erythnul appeared in a dream, offering an answer. The course would be hard and exacting. He would have to endure through many hardships, seeking strength through strength, while forgoing opportunities in the present in order to obtain the means of vengeance in the future. He would have to be strong, be cruel, and turn the envy against those who were given everything into the weapon he would use to lay them low. For Ghrond Ironhand, living amidst poverty and privation, it was no choice at all.


Stats:


Abilities
Initial
Final


STR
14
19


DEX
10
15


CON
14
19


INT
10
15


WIS
14
19


CHA
16
26




Progression:


Level
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features


1
Paladin of Slaughter
+1
+4
+0
+2
Ride 4, Knowledge(religion) 4
Mounted Combat, Ride-By Attack
Aura of evil, Detect good, Smite good 1/day


2
Paladin of Slaughter
+2
+8
+3
+5
Ride 5, Knowledge(religion) 5

Divine grace, deadly touch


3
Paladin of Slaughter
+3
+8
+4
+6
Ride 6, Knowledge(religion) 6
Mad Faith
Debilitating aura, divine health


4
Paladin of Slaughter
+4
+9
+4
+6
Ride 7, Knowledge(religion) 7

Rebuke undead


5
Divine Agent
+4
+9
+4
+8
Ride 7, Knowledge(religion) 8,
Spot 3

Granted domain (Envy)


6
Divine Agent
+5
+9
+4
+9
Ride 7, Knowledge(religion) 9,
Spot 6
Spirited Charge
Contact


7
Divine Agent
+6
+10
+5
+9
Ride 7, Knowledge(religion) 10,
Spot 9

Menacing Aura, Godly gift(Touch of Idiocy)


8
Divine Agent
+7
+11
+6
+11
Ride 7, Knowledge(religion) 10,
Spot 11, UMD 2

Altered appearance


9
Divine Agent
+7
+11
+6
+11
Ride 7, Knowledge(religion) 10,
Spot 12, UMD 5
Power Attack
Commune, plane shift to deity’s plane


10
Divine Agent
+8
+12
+7
+12
Ride 7, Knowledge(religion) 10,
Spot 13, UMD 8

Godly gift(Vampiric touch)


11
Divine Agent
+9
+12
+7
+12
Ride 7, Knowledge(religion) 10,
Spot 14, UMD 11

Plane shift to any plane


12
Divine Agent
+10
+13
+8
+13
Ride 7, Knowledge(religion) 10,
Spot 15, UMD 14
Divine Might
Audience, Alignment shift


13
Divine Agent
+10
+18
+13
+18
Ride 7, Knowledge(religion) 10,
Spot 16, UMD 16, Sense Motive 1

Mystic union, Godly gift(Wish)


14
Divine Agent
+11
+18
+13
+19
Ride 7, Knowledge(religion) 10,
Spot 17, UMD 17, Sense Motive 1, Concentration 1, Spellcraft 2, Search 1

Gate


15
Warblade
+12
+20
+13
+19
Ride 7, Knowledge(religion) 10,
Spot 17, UMD 17, Sense Motive 1, Concentration 1, Spellcraft 2, Search 1, Balance 1, Climb 1, Jump 1, Intimidate 1, Swim 1, Tumble 1
Martial Study(Moment of Perfect Mind)
Battle clarity, Weapon aptitude


16
Warblade
+13
+21
+13
+19
Ride 7, Knowledge(religion) 10,
Spot 19, UMD 19, Sense Motive 3, Concentration 1, Spellcraft 2, Search 1, Balance 1, Climb 1, Jump

Uncanny dodge


17
Warblade
+14
+21
+14
+20
Ride 7, Knowledge(religion) 10,
Spot 20, UMD 20, Sense Motive 7, Concentration 1, Spellcraft 2, Search 1, Balance 1, Climb 1, Jump 1, Intimidate 1, Swim 1, Tumble 1

Battle ardor


18
Warblade
+15
+22
+14
+20
Ride 7, Knowledge(religion) 10,
Spot 21, UMD 21, Sense Motive 11, Concentration 1, Spellcraft 2, Search 1, Balance 1, Climb 1, Jump 1, Intimidate 1, Swim 1, Tumble 1
Mage Slayer



19
Warblade
+16
+22
+14
+20
Ride 7, Knowledge(religion) 10,
Spot 22, UMD 22, Sense Motive 15, Concentration 1, Spellcraft 2, Search 1, Balance 1, Climb 1, Jump 1, Intimidate 1, Swim 1, Tumble 1
Quick Draw
Bonus feat


20
Warblade
+17
+24
+15
+22
Ride 7, Knowledge(religion) 10,
Spot 23, UMD 23, Sense Motive 19 Concentration 1, Spellcraft 2, Search 1, Balance 1, Climb 1, Jump 1, Intimidate 1, Swim 1, Tumble 1

Improved uncanny dodge








Level
1st
2nd


1
-
-


2
-
-


3
1
-


4
2
1


5
2+1
1


6
2+1
1


7
2+1
1


8
3+1
1


9
3+1
1


10
3+1
1


11
3+1
1


12
3+1
2+1


13
3+1
2+1


14
3+1
2+1





15: Steel Wind, Iron Heart Surge, Mind over Body, Moment of Perfect Mind
16: Action Before Thought (added)
17: Mithral Tornado (added)
18: Same
19: Moment of Alacrity (added)
20: Avalanche of Blades (Replaces Steel Wind)



Level 1-4:
To grasp the power that was his birthright, Ghrond’s path demanded unceasing commitment to destruction. With the need to reach a Moderate depravity score before level 5, he needed to pursue rampant destruction with singleminded dedication tied to his god. Many isolated temples were defiled in his pursuit of a mad faith.

Level 5-12:
Thanks to his dedication, Ghrond qualified as a Divine Agent as early as possible. His path was now straight, but the difficulty only grew. As a mounted combatant on a path giving minimal bonuses to direct combat, his ability to deal and sustain damage would fall further and further behind his peers. He would even need to engage in hated trading to obtain the gear he needed to progress. But through it all, the goal would draw ever nearer…

Level 13-20:
Finally, the reward for his dedication was his! Through the purity of his envy, every day he could twist the cosmos himself to grant him that which he most desired! And of course, the first thing he sought was an item to grant him this immense power without limit!
Armed with a vast assortment of gear, along with safeguards to prevent theft or disruption, Ghrond embarked on a training expedition throughout the outer planes, in preparation for the coming crusade. Amidst the depths of the Abyss, and the battlefields of Acheron, he honed his skill, and mastered the many tools at his disposal. And then, finally, he returned, to show all the civilized lands the fragility of their order…



Since Ghrond has Wish as a 1/day SLA, he can ignore the XP costs of using Wish. Since XP cost is the only limit on the cost of items that Wish can create, this means Ghrond can create one arbitrarily expensive magic item every day. Naturally, the first item he creates is a ring of at-will Wish with an XP cost limit of one googolplex.

All items Ghrond creates have an extremely high CL, so will only be destroyed by Disjunction if they get a natural 1 on their save. They are also protected by an auto-refreshing Contingent Wings of Flurry targeting anyone other than Ghrond or his mount that touches them (with the arbitrarily high CL, that should kill anyone not immune to direct damage).

With all this at his disposal, he can get +5 inherent bonuses to all stats, and arbitrarily high enhancement bonuses to all stats, translating into arbitrarily high saves, skill bonuses, HP, and initiative. He also gives +STR, DEX, CON, WIS, and CHA items to his mount. Other items can boost move speed, add options like teleporting, or provide constant Foresight bonuses.

The main concerns are item theft, which he guards against by physically attaching everything to his or his mount’s armor, sundering, which is countered by the items’ arbitrarily-high enhancement bonuses giving them massive HP totals, antimagic fields, which he protects against with Foresight and a variety of item-based countermeasures, and Disjunction, which is limited by redundant items and high item CL.



Divine Agent: Manual of the Planes
Mad Faith: Heroes of Horror
Divine Might: Complete Warrior
Mage Slayer: Complete Arcane
Warblade, Martial Study, various maneuvers: Tome of Battle
Erythnul: Deities and Demigods

The Viscount
2024-01-14, 12:30 PM
Iron Chef classic, Neanderthal


Piotyr Icevein
LG Neanderthal
Paladin 2 / Cleric 3 / Divine Agent 10 / Ordained Champion 5
Paladin 1-2 / Cleric 1-3 / Divine Agent 1-4 / Ordained Champion 1-5 / Divine Champion 5-10
https://cdn.discordapp.com/attachments/1002625027860090920/1193470196569100328/Piotyr_1.png?ex=65acd4bc&is=659a5fbc&hm=38c1fc20f82f6b53e07c66947f8b207034aae28a625025f 6726ee1315898a116&
2d10+3d8+5d8+10d8

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Bonus Feats Class Features
1st Paladin 1 2 0 0 8: {+1} Concentration: 1; {+1} Diplomacy: 1; {+4} Knowledge (Religion): 4; {+2} Sense Motive: 2; Nemesis Aura of Good, Detect Evil, Favored Enemy (Undead)
2nd Paladin 2 3 0 0 2: {+1} Concentration: 2; Diplomacy: 1; {+1} Knowledge (Religion): 5; Sense Motive: 2; Divine Grace
3rd Cleric 2 5 0 2 2: Concentration: 2; Diplomacy: 1; {+1} Knowledge (Religion): 6; {+1} Sense Motive: 3; Extra Turning War Domain: Weapon Focus (Longsword), Law Devotion (Law Domain Trade) Turn Undead, Domains: Law, Good
4th Cleric 3 6 0 3 2: Concentration: 2; {+1} Diplomacy: 2; {+1} Knowledge (Religion): 7; Sense Motive: 3;
5th Cleric 4 6 1 3 2: {+1} Concentration: 3; Diplomacy: 2; Knowledge (Religion): 7; Sense Motive: 3; {+1} Spellcraft: 1;
6th Divine Agent 4 6 1 5 4: Concentration: 3; Diplomacy: 2; Knowledge (Religion): 7; Sense Motive: 3; {+4} Spellcraft: 5; Stand Still Granted domain (War)
7th Divine Agent 5 6 1 6 4: {+2} Concentration: 5; {+2} Diplomacy: 4; Knowledge (Religion): 7; Sense Motive: 3; Spellcraft: 5; Contact
8th Divine Agent 6/1 7 2 6 4: Concentration: 5; {+2} Diplomacy: 6; Knowledge (Religion): 7; {+2} Sense Motive: 5; Spellcraft: 5; Menacing aura, Godly gift (Magic Circle Against Evil)
9th Divine Agent 7/2 7 2 7 4: {+1} Concentration: 6; {+1} Diplomacy: 7; {+1} Knowledge (Religion): 8; {+1} Sense Motive: 6; Spellcraft: 5; Practiced Spellcaster Altered appearance
10th Ordained Champion 8/3 9 2 9 2: Concentration: 6; Diplomacy: 7; Knowledge (Religion): 8; {+2} Ride: 2; Sense Motive: 6; Spellcraft: 5; Ordained Champion Combat Feats: Improved Critical, Power Attack Bonus domain (Glory), Combat feats, Continued advancement, Modified spontaneous casting
11th Ordained Champion 9/4 10 2 10 2: Concentration: 6; Diplomacy: 7; Knowledge (Religion): 8; {+2} Ride: 4; Sense Motive: 6; Spellcraft: 5; Ordained Champion: Diehard Smite
12th Ordained Champion 10/5 10 3 10 2: Concentration: 6; Diplomacy: 7; Knowledge (Religion): 8; {+1} Ride: 5; Sense Motive: 6; {+1} Spellcraft: 6; Awesome Smite Channel spell, Divine bulwark
13th Ordained Champion 11/6/1 11 4 11 2: {+1} Concentration: 7; Diplomacy: 7; {+1} Intimidate: 1; Knowledge (Religion): 8; Ride: 5; Sense Motive: 6; Spellcraft: 6; Fist of the gods, Rapid spontaneous casting
14th Ordained Champion 12/7/2 11 4 11 2: {+2} Concentration: 9; Diplomacy: 7; Intimidate: 1; Knowledge (Religion): 8; Ride: 5; Sense Motive: 6; Spellcraft: 6; Holy warrior, War caster
15th Divine Agent 12/7/2 11 4 11 4: Concentration: 9; Diplomacy: 7; {+4} Intimidate: 5; Knowledge (Religion): 8; Ride: 5; Sense Motive: 6; Spellcraft: 6; Serenity Commune, Plane shift to deity's plane
16th Divine Agent 13/8/3 12 5 12 4: {+1} Concentration: 10; Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Ride: 5; {+2} Sense Motive: 8; {+1} Spellcraft: 7; Godly gift (Holy Sword)
17th Divine Agent 14/9/4 12 5 12 4: {+1} Concentration: 11; Diplomacy: 7; {+1} Intimidate: 6; Knowledge (Religion): 8; Ride: 5; {+1} Sense Motive: 9; {+1} Spellcraft: 8; Plane shift to any plane
18th Divine Agent 15/10/5 13 6 13 4: {+1} Concentration: 12; Diplomacy: 7; Intimidate: 6; {+1} Knowledge (Religion): 9; Ride: 5; {+1} Sense Motive: 10; {+1} Spellcraft: 9; Holy Warrior Audience, Alignment shift
19th Divine Agent 15/10/5 13 6 13 4: {+1} Concentration: 13; Diplomacy: 7; Intimidate: 6; {+1} Knowledge (Religion): 10; Ride: 5; {+1} Sense Motive: 11; {+1} Spellcraft: 10; Mystic union, Godly gift (Summon Monster IX)
20th Divine Agent 16/11/6/1 13 6 14 4: {+1} Concentration: 14; Diplomacy: 7; Intimidate: 6; {+1} Knowledge (Religion): 11; Ride: 5; {+1} Sense Motive: 12; {+1} Spellcraft: 11; Gate


Abilities Initial Race / Template 4th 8th 12th 16th 20th
STR 15 2 1
DEX 12 -2
CON 14 2
INT 12 -2
WIS 14 1 1 1 1
CHA 12
Level \ Abilities STR DEX CON INT WIS CHA
1st 17 10 16 10 14 12
2nd 17 10 16 10 14 12
3rd 17 10 16 10 14 12
4th 18 10 16 10 14 12
5th 18 10 16 10 14 12
6th 18 10 16 10 14 12
7th 18 10 16 10 14 12
8th 18 10 16 10 15 12
9th 18 10 16 10 15 12
10th 18 10 16 10 15 12
11th 18 10 16 10 15 12
12th 18 10 16 10 16 12
13th 18 10 16 10 16 12
14th 18 10 16 10 16 12
15th 18 10 16 10 16 12
16th 18 10 16 10 17 12
17th 18 10 16 10 17 12
18th 18 10 16 10 17 12
19th 18 10 16 10 17 12
20th 18 10 16 10 18 12
4 - Str
8 - Wis
12 - Wis
16 - Wis
20 - Wis


Level Class 0th 1st 2nd 3rd 4th 5th 6th
1st - - - - - - - -
2nd - - - - - - - -
3rd Cleric 1 3 1 + 1 - - - - -
4th Cleric 2 4 2 + 1 - - - - -
5th Cleric 3 4 2 + 1 1 + 1 - - - -
6th Divine Agent 1 (Cleric 3) 4 2 + 1 1 + 1 - - - -
7th Divine Agent 2 (Cleric 4) 5 3 + 1 2 + 1 - - - -
8th Divine Agent 3 (Cleric 4) 5 3 + 1 2 + 1 - - - -
9th Divine Agent 4 (Cleric 5) 5 3 + 1 2 + 1 1 + 1 - - -
10th Ordained Champion 1 (Cleric 5) 5 3 + 1 2 + 1 1 + 1 - - -
11th Ordained Champion 2 (Cleric 6) 5 3 + 1 3 + 1 2 + 1 - - -
12th Ordained Champion 3 (Cleric 7) 6 4 + 1 3 + 1 2 + 1 1 + 1 - -
13th Ordained Champion 4 (Cleric 7) 6 4 + 1 3 + 1 2 + 1 1 + 1 - -
14th Ordained Champion 5 (Cleric 8) 6 4 + 1 3 + 1 3 + 1 2 + 1 - -
15th Divine Agent 5 (Cleric 8) 6 4 + 1 3 + 1 3 + 1 2 + 1 - -
16th Divine Agent 6 (Cleric 9) 6 4 + 1 4 + 1 3 + 1 2 + 1 1 + 1 -
17th Divine Agent 7 (Cleric 9) 6 4 + 1 4 + 1 3 + 1 2 + 1 1 + 1 -
18th Divine Agent 8 (Cleric 10) 6 4 + 1 4 + 1 3 + 1 3 + 1 2 + 1 -
19th Divine Agent 9 (Cleric 10) 6 4 + 1 4 + 1 3 + 1 3 + 1 2 + 1 -
20th Divine Agent 10 (Cleric 11) 6 5 + 1 4 + 1 4 + 1 3 + 1 2 + 1 1 + 1


3 - Magic Circle Against Evil (Good 3)
6* - Holy Sword (Glory 5)
9 - Summon Monster IX (Good 9)


1 - Nemesis (Prerequisite: Favored enemy class ability)
3 (War Domain) - Weapon Focus: Longsword
3 (Law Domain Exchange) - Law Devotion
3 - Extra Turning (Prerequisite: Ability to turn or rebuke creatures)
6 - Stand Still (Prerequisite: STR 13)
10 (Ordained Champion Combat Feats) (BAB is 8)
Improved Toughness (Prerequisite: Base Fortitude save bonus +2) - Good
Power Attack (Prerequisite: STR 13) - Glory
9 - Practiced Spellcaster (Prerequisite: Spellcraft 4 ranks)
11 (Ordained Champion Bonus Feat) - Diehard
12 - Awesome Smite (Prerequisite: Power Attack (PH) , Base attack bonus +6, smite ability)
15 - Serenity (Prerequisite: Divine Grace)
18 - Holy Warrior (Prerequisite: Ability to cast 4th-level spells, access to the War domain) (Able to cast 4ths at ECL 12)

https://cdn.discordapp.com/attachments/1002625027860090920/1193470314781360268/Piotyr_5.png?ex=65acd4d8&is=659a5fd8&hm=b6e58885f544a2b31b978f63b623e644b79214cd2f1a95b 2d7c5ccc41a382ff7&

Piotyr’s face was covered with blood that seeped into his eyes and made it hard to see. It was not his blood.
His small hands dug through the ash and soot that pressed down on him. When his eyes could focus, he saw fire burning what used to be his parents bed and fires burning the roof which he slept under. An opening to the night sky showed a blood red moon above.
Piotyr pulled himself free of the detritus that pinned him and stood up, feeling around for something to use as a weapon. He came across the poker for their fireplace and pulled at it, but it seemed trapped. He tugged and pulled it free, ripping flesh from the body that was once his mother’s. Piotyr was already weeping. He was getting angry. Hefting the rod of iron, he rushed outside and screamed at the shambling undead that had filled what was once his village.
However, these ghouls were more than mere mindless zombies, they wielded torches and wore armor. They followed a dark rider who never acted but rather led his army of the dead through PiotyrÂ’s home.
The streets had only stragglers of the ghoulish soldiers, but PiotyrÂ’s cries drew attention.
They lurched towards the 8 year old Piotyr, drawing ever closer. Piotyr faced a certain death.
Then, a bolt of blue electricity broke through the night, striking each of the undead, causing their bodies to evaporate. Piotyr looked to see a big… Orc? Something like an Orc but he had a bloody tail! Well, this Blue Orc like thing with a tail wiped its mouth with a flourish of static electricity.
“Are you alright?” the big thing asked.
“What manner are you? A Frostblood Orc?” Piotyr cried.
“Nay. Though my Father’s blood is Orc, it was of the Desert. My Mother… was not Orc. You have seen much this day. I do not envy you. I am called Malavar, Son of Itto, Blood of the Pharoah, Child of a Blue Dragon.”
“You spared me.”
“I saved you.”
“I needed no saving. I wanted to destroy them myself.”
“Cold words. Are you sure that YOU don’t have Frostblood in you?”
“My people call Frostbloods Southerners.”
“Well, even if not Frostblood, you certainly have Ice running in your veins. Let me give you a cloak at least as these fires die.”
Piotyr studied the one called Malavar then slowly lowered the poker. Malavar took the cloak from his back and covered the small boy. This was the day that Malavar, Son of the Last Paladin, would find his most steadfast student in the refounding of the Knights of Heironeous.
For Piotyr, this was first a path for vengeance, for his parents and his village, against the undead armies that slaughtered them and the Church of Hextor that sent them. However, in time he felt the calling of Heironeous to more truly act through him. He developed magical talents in the name of the God of Knights, until one day Heironeous spoke to him directly.
Piotyr had wiped out a Coven of Vampires and was about to put down the last of them, a slight creature who cowered from him. Heironeous appeared before him and ordered his warrior to stay his hand, for this was a Dhampyr child, not fully reborn as a monster. Suddenly, Piotyr had a squire called Zee.
Piotyr continued serving Heironeous, his connection further deepening, even being granted an audience on more than one occasion, with Zee ever at his side for these encounters.
Finally, Piotyr and Zee would stand against evil together one last time. The undead hoard drew closer and to face them, Piotyr summoned the mighty celestial Gryphon, Moonstalker, to carry them both into battle.
It was glorious.
But only Zee saw the following day.
“Zee…”
“Master!”
“Zee… you have served me well. You have served Heironeous well. Keep… keep it up.You… must show them twice as hard. I knew that, just as my Master, Malavar, knew it. Just as his Master, Itto, knew it. Just as his Master, Pretantus knew it. ItÂ’s on you to show them that you are a hero. But remember, the world… it needs heroes.”
And so Piotyr, called Iceveins, finally went cold.

https://cdn.discordapp.com/attachments/1002625027860090920/1193470226856161330/Piotyr_2.png?ex=65acd4c3&is=659a5fc3&hm=899e5b4602cbef72481d50157a8c38ff0a073f3ba79f511 27001212414338e05&

1 - Aura of Good: Non feature.
1 - Detect Evil: Useful for identifying foes.
1 - Favored Enemy (Undead): From the Unearthed Arcana variant. Traded Smite Evil and Lay on Hands for a small bump against an incredibly common foe and opens up Nemesis as an option.
2 - Divine Grace: A huge bump to saves, particularly once Serenity kicks in.


1 - Turn Undead: A prerequisite for a lot of abilities despite being kinda blah without something to use them as fuel for.
1 - Domains: This is the thing that lets the Divine Agent really work. More spells and the ability to trade them for feats in a variety of ways are great!
1 - Spellcasting: Obviously huge.


1 - Granted Domain: Always nice and has synergy with the Godly Gifts ability later on.
2 - Contact: This class seems tailor made for helping DMs railroad players and this is the first of many features that facilitates that.
3 - Menacing Aura: This is a nice class feature! It really synergizes well with Law Devotion and actually makes going Sword and Board for much of this build a logical choice for once. At later levels, your spells can keep your AC high making it a powerful debuff to large groups of enemies.
3,6,9 - Godly Gifts: These merit their own sectionÂ…

The Godly Gifts is an unimpressive class feature in most respects, since you could just cast the spells normally, however it does effectively provide an additional domain slot and even lets you cast a 9th level spell when this build is nowhere near 9th level spells. More importantly, itÂ’s a class feature, so how do we best use it? Well, spells that youÂ’re going to want to cast at least once a day are good candidates. WeÂ’ll want to look at the highest level spell that we can get for each gift, but that doesnÂ’t mean those are the only options. Also, because the caster level is based on your character level, it helps this build which is lagging on caster levels keep up. Lastly, these are spell-like abilities, which means the casting time is a standard action, which opens up some options.

Because the Law Domain and Good Domain have pretty similar spells (just on different axis), trading away Law Domain for Law Devotion doesnÂ’t really sting here. WeÂ’re still left with 3 domains: War, Good, and Glory.

Level 3
Our 3rd level spell options are Magic Vestment (War), Magic Circle Against Evil(Good), and Searing Light (Glory). All 3 are interesting, so I donÂ’t think we need to look at levels 2 or 1 for spell options here. Searing Light while definitely useful on a melee build is not that impressive as a once a day ability. This leaves Magic Circle and Vestment, with Magic Vestment benefiting from the level scaling but also being something we can spontaneously cast due to our Ordained Champion levels. Meanwhile Magic Circle is obviously great for the whole party but doesnÂ’t last as long or scale as much. IÂ’d imagine either would be welcome additions but IÂ’m going with Magic Circle Against Evil here because it has more applications than just making one party member hard to hit.
3 - Magic Circle Against Evil (Good 3)

Level 6
This one is uglier. Our 6th level options from our 3 domains are Bolt of Glory (GloryÂ… obviously) and then both War and Good have Blade Barrier. Bolt of Glory is not much more impressive than Searing Light, but Blade Barrier is nice, I guess. However, letÂ’s look at Level 5 spells in case thereÂ’s a winner and would you look at that? Holy Sword is on the Glory list! A very Paladin-y spell, that isnÂ’t super easy to come by, and projects a Magic Circle Against Evil (which makes our Level 3 choice no less valid since these are once a day and presumably youÂ’ll have more than one combat per day). Flame Strike and Dispel Evil are on War and Good respectively and would be nice, but I donÂ’t think they outshine Holy Sword. This is the level that REALLY makes me wish that the Godly Gifts progression was 3/5/7/9 instead of 3/6/9.
6* - Holy Sword (Glory 5)

Level 9
9th level spells are 9th level spells, so itÂ’s not like there are going to be losers at this level. Considering youÂ’re otherwise a 6th level caster, getting this Godly Gift and then Gate at Divine Agent 10 means youÂ’re pulling off some tricks that are above your weight class. Also, if you really wanted to maximize this ability, you could race through Divine Agent levels to effectively get access to a 9th level spell at ECL 14, but weÂ’re not doing that here. Power Word: Kill (War) certainly could be very cool and scary on this build (especially as a follow up to a swift action War Domain spell like Flame Strike). Gate (Glory), youÂ’re getting anyway, but I could see myriad reasons for wanting to cast it twice daily. However we know that there is a clear answer here and that is Summon Monster IX, which normally takes a full round to cast, but gets bumped up to a Standard Action and that, combined with caster level being character level, is fricking amazing! Grab a Celestial Roc and finally rock a proper Paladin mount! ItÂ’s also incredibly versatile, even with the limit on only good aligned summons, it still offers tons of strong options.
9 - Summon Monster IX (Good 9)

4 - Altered Appearance: Look like a prettier more holy person. Fun for RP purposes.
5 - Commune: SighÂ… twice a week. Another spell-like ability that will help with RP elements.
5 - Plane shift to deity's plane: This could actually get you out of a jam and adds to the magical abilities of the class, but in most uses will be for story or RP purposes.
7 - Plane shift to any plane: This might be nice in a heavily Planar game. ItÂ’s more casting via spell like ability, however.
8 - Audience: “Up to twice per year” your DM can use you to move the plot along.
8 - Alignment shift: Not relevant here.
9 - Mystic Union: Become an outsider with DR 10/Chaos or Evil! Very nice!
10 - Gate: This is a very nice 9th level spell to access.

1 - Bonus domain (Glory): More spells and another Domain power to trade for a free feat!
1 - Combat feats: Great googly moogly! This is a huge boon when entering with several Domains with good spells and lackluster powers! It makes a fun metagame of stacking domains before entering (a thing I absolutely would have done more of if I wasnÂ’t trying to use the whole SI).
1 - Continued advancement: This only helps certain abilities for us, since weÂ’re trading most of the domain powers away, but the Turn advancement influenced the central idea of the build.
1 - Modified spontaneous casting: This is very nice. If taken to interact with the Holy Warrior feat, it makes any spell slot you have count and thatÂ’s rather nice, but the War Domain spells themselves are also great additions!
2 - Smite: Unfortunately this isnÂ’t affected by Serenity, so the accuracy boost is stuck using Charisma. ItÂ’s nice to have, particularly once Awesome Smite comes online, but isnÂ’t really the reason weÂ’re here.

The first time I read the Divine Agent class, I took this bit:



“In cases where the granted ability relies on cleric levels or allows turning or rebuking, use the sum of a character's cleric and divine agent levels to determine the ability's effect.”

… to mean that Divine Agent levels stacked for Turn Undead checks, but I think on rereading the RAW would mean it only applies to things like “Turn Plants” or whatever. Still, Smite does what it needs to as a means for Awesome Smite to kick in and it still works when you need a (small) accuracy increase and a moderate damage bump. However, Law Devotion will take Turn Undead uses far further in combat, especially when combined with Power Attack. Either way, Smite won’t be the center of your damage output regardless.

3 - Channel spell: The spell can live in the weapon for 8 hours so you can always have a spell in your weapon when entering combat. Even in combat, there are times where trading a move action to both cast a spell and hit with a melee attack is the right call. Big Gishy feature here.
3 - Divine bulwark: This will be helpful the exact moment we need to stay standing for something.
4 - Fist of the gods: The hit to spell casting hurts this a little, but we wouldnÂ’t use this outside of specific situations anyway.
4 - Rapid spontaneous casting: AND here the Modified Spontaneous Casting thing becomes just so, so sweet. Swift action casting really makes this feel Gishy!
5 - Holy warrior: Assuming we focused on Wisdom stat items, this will be a nice boost in combat. If we ended up with more closely leveled stats, then it matters less.
5 - War caster: Nice little bonus. On this build we need it!



We’re going Longsword here, so sword and board at early levels. Once you have an arcane party member casting shield or getting an animated shield or shield of faith combined with Law Devotion and your other ac buffs, you can go two handed with the longsword and at least get the benefits to power attack. You want to be in plate and wearing items that boost wisdom, constitution, and strength in that order, but you’d also welcome a big charisma boosting item which saves you a feat. Anything that can help make you “sticky” is welcome too.


Paladin levels are the vow of a warrior of Heironeous. He’s particularly devoted to fighting the undead.
Cleric levels are an awakening of spiritual power and a turning of the Undead.
First 4 Divine Agent levels awakens a direct connection with Heironeous and gets Menacing Aura which is actually rather nice!. Make this the point where the War Domain is acquired. It’s the logical feeder to Ordained Champion. The Paladin levels are more of an Undead Hunter and this is when the Cult of Hextor really comes into play!
Ordained Champion gives some nice benefits so run with that.
Finish out Ordained Champion to get swift action war domain casting, then wrap up the Divine Agent levels.


https://cdn.discordapp.com/attachments/1002625027860090920/1193470281570844672/Piotyr_4.png?ex=65acd4d0&is=659a5fd0&hm=4cc43f96d6b4889945b7633a9d17345c3a11dcffaf39cbb 9102498c8d03d57c6&

Divine Agent is rough and I mean that from a finish standpoint. It has pros, but too many cons to make this a part of most builds if not for contests like this. The downside is that we lose three points of BAB and 5 caster levels. The upside is that it has some class features and the Godly Gifts ability is interesting if way too limited in use. Mystic Union actually has some dope potential, particularly for a tank build! Gate is a free 9th level spell! Those commune with deity abilities are good for role playing and as a DM I could see leaning into them for a chunk of sessions. The frame isn’t terrible either. D8 HD is ok, they get 4 skill ranks a level which is better than a Cleric, and ¾ BAB hurts but could be worse.

If I was remaking this class, I’d make it full BAB, make the Godly Gift progression 3/5/7/9, with either a clause to let you spend Turn Undead uses to get additional castings or give you 3 uses per, and probably bump the skill ranks to 6 per level. It still wouldn’t be a go to class for optimizers, because of the lost caster levels, but it would be tempting for martial characters dipping their toes into casting.

However, that’s not what we are doing here and the class we have is hurting for meaningful class features, thus we’ll pair it with a class that is overflowing with class features, the Ordained Champion. I mean, taking 10 levels of Divine Agent means we’re not getting 9ths regardless so let’s lean in and see if we can make a real solid Tier 3 build.

Does this compete with a straight Cleric? Obviously not! We’re talking about one of the most OP classes in the game. It’s when we compare it with the dynamic duo from Pathfinder, the Inquisitor and the War Priest, that we see this build do well! HP is about the same. We actually end up with the 4th iterative that eludes the two classes, but only at 20th level. We’re slightly behind on casting but we still up with 6th level spells and the Godly Gifts helps tip the favor back towards this build. Trading the granted powers from our Domains for Fighter Feat doesn’t quite get us to the number of bonus feat that either class gets, but Pathfinder is by definition more liberal with feat. Trading the Law domain for Law Devotion stacks up very well against Inquisitor Judgements. The Smite and Channel Spell abilities from Ordained Champion compares with War Priest weapon enhancements and Inquisitor Bane abilities. Swift action casting of all War domain spells is a pretty solid trade for War Priest spending fervor to swift cast buff spells. We still have the War Domain, plus the spells from Glory and Good, so that more or less equates to the Domain/Inquisition from Inquisitors or the Blessings from War Priests. Inquisitors crush us when it comes to skills and the War Priest is fully online sooner, but I’d say that in 3.5 this comes out as a pretty solid Tier 3 build that plays very nice with Psychic Warriors, Bards, and the like.


Well I needed at least 1 level of a full BAB class in order to get all 10 of Divine Agent and 5 of Ordained Champion. Paladin suited my story best, though I did consider a reformed Barbarian, a Ranger, or a Crusader. I went with 2 Paladin levels mostly for story reasons but we also benefit from Divine Grace opening up Serenity to really boost our saves and Turn Undead count, considering how much we want Wisdom otherwise. Smite Evil doesn’t scale here, nor does Lay on Hands, so I traded them for Favored Enemy: Undead which fits the story. Pairing that with Nemesis and we’re in a great position to be an Undead Destroyer, even more so when Turn Undead first comes online!

I did a little bit of Domain Stacking to make use of the Divine Agent’s Godly Gifts. When combined with Ordained Champion (and it’s important to take Divine Agent first here so we have the extra domain already) we can trade less helpful domain powers for Fighter Feat without losing access to the spells in the domain. We get 4 domains: War (necessary to enter Ordained Champion), Law, Good, and Glory (although we could take Inquisition in lieu of one of the others). However, there aren’t “that many” Fighter Feat that the build really needs and the Law and Good Domains have almost identical spells, just opposing a different alignment, so this made it too tempting to pass on snagging Law Devotion in exchange for access to the Law Domain. Law Devotion is great, scales well, sures up our limits to hit we have from being a bit MAD and not full BAB, and is a good use of Turn Undeads before we get into Ordained Champion.

Level 1
Since I traded Smite Evil and Lay on Hands for Favored Enemy: Undead, I figure I should make the most of it. The sensory abilities granted by Nemesis are great and the 1d6 bonus damage is a great return on damage at low levels.
1 - Nemesis (Prerequisite: Favored enemy class ability)

Level 3
This is a juicy level. All of the Cleric stuff comes online and opens up new options. Since the War Domain basically gives you automatic entry into Ordained Champion, we’ll take that and it gives us Weapon Focus, which results in our character not feeling the dip in his to hit at this level. We’re trading our Law Domain for Law Devotion because we’ll be picking up Good Domain with our first level of Divine Agent and the spells are pretty redundant and Law Devotion is a great feat and a great use for Turn Undead. On that note, Extra Turning at this level will mean we have a ton (4 more!) of uses to spend on turning undead or devoting to law and we’ll get more options as we level.
3 (War Domain) - Weapon Focus: Longsword
3 (Law Domain Exchange) - Law Devotion
3 - Extra Turning (Prerequisite: Ability to turn or rebuke creatures)

Level 6
Piotyr is not going to be a big hitter at this phase, but he will reliably hit and has good AC, so making it hard to get past him is good. Stand Still is a good option for preventing people from getting past us. It’s also not a Fighter Feat somehow, so we can’t get that in the trades we’ll be making when we take Ordained Champion level 1.
6 - Stand Still (Prerequisite: STR 13)

Level 9
At this point we’re feeling the caster level drop off, so it makes sense to juice that a little. Practiced Spellcaster at this level brings your caster level up to ECL for the moment, though it only slows the drop in caster levels.
9 - Practiced Spellcaster (Prerequisite: Spellcraft 4 ranks)


Level 10
Hey! First level of Ordained Champion! I would have entered this sooner, but I needed the BAB to qualify for Improved Critical. We’re trading away the domain powers of our Good and Glory domains (but not our spell lists) in exchange for 2 Fighter Feat. In this case, we’re FINALLY taking Power Attack which will combine very nicely with Law Devotion and taking Improved Critical to give us some additional damage output from crit fishing. Power Attack at 10 is late, but I figure that we’re sword and board at the low levels which gets a bad return on one handed power attacks, so it really only comes into use once we can reliably have the shield spell up and wield the longsword in two hands. Originally the Ordained Champion levels were earlier in the build, but I needed the higher BAB for Improved Critical and there weren’t other Fighter Feats that I was that interested in.
10 (Ordained Champion Combat Feats) (BAB is 8)
Improved Critical: Longsword (Prerequisite: Proficient with weapon, base attack bonus +8) - Good
Power Attack (Prerequisite: STR 13) - Glory

Level 11
This is a bonus feat from our second level of Ordained Champion. Diehard isn’t usually a feat I put in a build, but I’m happy to have it.
11 (Ordained Champion Bonus Feat) - Diehard

Level 12
The Ordained Champion smite unfortunately is keyed off Charisma, so the bonus to hit isn’t going to be much, but the damage scales with your Turn Undead level, so it’s just going to be better and better, so why not give it some additional rider effects? Awesome Smite gives a bunch of options to add to our smite ability and that’s going to feel really nice.
12 - Awesome Smite (Prerequisite: Power Attack (PH) , Base attack bonus +6, smite ability)

Level 15
Earlier in the build, our Wisdom wasn’t that much better than our Charisma, so swapping stats for Turn Undead and Divine Grace was only a small boost. Now, it’s much beefier and will make taking Serenity here feel like Extra Turning, Iron Will, Lightning Reflexes, and Improved Fortitude all rolled in one. However, it’s possible by this level that we’ve gotten a really nice Charisma boosting item, so we may not need to spend the feat and can grab our Level 18 choice instead and free up a feat there.
15 - Serenity (Prerequisite: Divine Grace)

Level 18
Holy Warrior, which adds the highest level War domain spell we have to cast to all attack and damage, on an Ordained Champion build is almost a given since the Spontaneous Casting of the War Domain synergizes so well with it. If this was more caster focused, we’d have snatched it up as soon as we could, but with us only topping off at 6th level spells it’s impact is going to be felt more at higher levels anyway.
18 - Holy Warrior (Prerequisite: Ability to cast 4th-level spells, access to the War domain) (Able to cast 4ths at ECL 12)



Starting with Paladin 2 and then shifting to Cleric 3 puts us in pretty good shape over Paladin 5, minus the Special Mount (or comparable level traded feature). Like… It’s only 1 behind full BAB and a third level caster with heavy armor and a solid chunk of HP: It’s able to attract attention away from other party members just fine while contributing generally. And that’s all assuming you aren’t fighting the undead, because then you turn into an unyielding force of destruction and terror!4 levels of Divine Agent have started to shape this character into a more holy style holy warrior and the Ordained Champion level brings it all home with a re-emphasis on the warrior part. Being a servant of Heironeous makes this all line up lore wise, since his Paladins, Clerics, Favored Souls, Crusaders, Pious Templars, Ordained Champions, Shining Swords of Heironeouses, Divine Crusaders, and Divine Agents all look the goddamn same to the casual observer, so it seems like blending these prestige classes should present a viable hybrid. We’re behind another point of BAB and spell casting takes multiple hits here, with your first Godly Gift only slightly offsetting that, but Menacing Aura is a great defender feature! Ordained Champion 1 gives you several Fighter Feat and starts you on a very potent set of levels!Honestly, that level 15 feat going to Serenity almost feels like the post-coital moment of clarity having finished the excellent Ordained Champion prestige class and being halfway to finishing Divine Agent. The 5th level Divine Agent stuff also feels particularly like a moment of relief as it furthers your communal relationship with Heironeous.
We have finished the SI, ending with 4 iterative attacks, 6th level spell casting, and multiple 9th level spell like abilities. We are certainly “playable”, and I think that the narrative fits a traditional Paladin quest, in this case an outsider who strives to become stronger through his relationship with his deity and his wisdom, rather than strength of arm. Despite being made up of 4 classes, they all seem consistent for our greater spiritual awakening. From a violent beginning, we are now summoning mighty celestials to aid us with a purity of purpose. While we might be a downgrade from COD-zilla, King of the Munchkins, we are a considerable upgrade from a base Paladin in enough regards that we do well in a lower optimization game.


Players Handbook
Class - Paladin
Class - Cleric
Feat - Weapon Focus
Feat - Extra Turning
Feat - Diehard
Feat - Improved Critical
Feat - Power Attack

Unearthed Arcana
Class Variant - Favored Enemy Variant Paladin

Manual of the Planes
Prestige Class - Divine Agent

Dragon Compendium
Feat - Serenity

Complete Divine
Feat - Practiced Spellcaster

Complete Champion
Prestige Class - Ordained Champion
Feat - War Caster
Feat - Law Devotion
Feat - Awesome Smite

Expanded Psionics Handbook
Feat - Stand Still

Book of Exalted Deeds
Feat - Nemesis


https://cdn.discordapp.com/attachments/1002625027860090920/1193470253087326228/Piotyr_3.png?ex=65acd4c9&is=659a5fc9&hm=36a98aea5de324d7d10d4f16e527134b6c396696dfa8706 01675d8ecdef0560b&

The Viscount
2024-01-14, 12:33 PM
The Gnomish equivalent of Sam Peckinpaw


Ketos Peckerpole, Gnomeborn


An elderly gnome sits next to the fire, sipping some mulled wine

Come sit around the fire, children, and let me tell you the story of Ketos Peckerpole, Gnomeborn.

Many of you have heard of the old ruins to the west. A long time ago, some gnomes built a temple to Garl Glittergold on one of the hills there. Many pilgrims came to visit temple. Some stayed, and over time, a bustling town grew, named Derrywinkle. A council governed wisely with six elected positions, plus the head priest, Jinglewyn Peckerpole, who had a permanent position on the council.

Life was good, but one day, tragedy struck, a kobold raid in middle of the night attacked the town and kidnapped a dozen gnomes before disappearing into the night! The head priest's son, Tipsy Peckerpole, was one of the gnomes that was taken. Filled with rage and grief, Jinglewyn reached out for support to the mages and holy people that he has gotten to know over his long life, magically sending each a short message. Some ignored the plea, but a handful responded and in just four days, a rescue party was formed with Jinglewyn at the helm.

After a trek in the mountains, the rescue party found the kobold tunnels, and yet their divination magic saw no sight of the captured gnomes! Capturing some kobolds, they found, to their horror, that the kobolds' prisoners were sold to the drow as slaves and were now deep underground. Pushing onward and braving many dangers, the rescue party found the drow mining town a week later.

Meanwhile, tired and terrified, the prisoners were delivered into the drow slave pens. Seeing a monstrous giant standing in the corner, they assumed that this was the end, that they were food for this horror. To the gnomes' surprise, the monster spoke in fluent common, introducing himself as Ketos, and welcoming them kindly.
Over the next week, life was hard for the gnomes. They were put straight to work - squeezing into small tunnels to mine rubies for the drow. At night however, they told stories and jokes and did their best to keep their spirits up. Ketos joined in. The gnomes were surprised to find familiar humor and wit in such a differently shaped creature and Ketos, in turn, was surprised how these tiny newcomers seemed to understand him better than anyone else ever had. In just days, Tipsy and Ketos formed a particularly strong bond, with Tipsy telling stories of Derrywinkle and Ketos sharing his life story, how he was sold to the drow, his time as a bodyguard and a short time he was forced to be a gladiator - both occupations teaching him the techniques of drow fighting; and how, after finding out about his strong Earth Sense, the drow sent him to the mines.
Then only a few weeks into their capture, the gnomes heard a commotion. Listening, Tipsy heard some of the same magical incantations in gnome that his father used to make during spellcasting, the rescuers must have come! Sharing this with Ketos, they agreed to make a break for it. Reaching through the bars, Ketos smashed together the heads of the two drow guards who, in the commotion, got too close. Ketos then bent the bars enough for the gnomes to escape. The gnomes, in turn, retrieved the keys from the next room and opened the pens allowing Ketos to escape as well. Grabbing some pickaxes and crowbars and running outside, they saw the flash of battle and attacked the drow from behind just as the mages who were creating a distraction with illusions on the other side of town teleported back. Reunited, father and son embraced each other, and the gnomes hastily retreated, bringing Ketos along.

Back in Derrywinkle, there was much celebration. Ketos was welcomed with open arms for his role in the escape and encouraged to stay as long as he wanted. Feeling a strong kinship with the gnomes, Ketos was happy to stay. Him and Tipsy continued to be close friends as Ketos learned all there was to know about being a gnome. Seeing the close connection between Ketos and Tipsy, Jinglewyn adopted Ketos into their family, and Ketos wore the surname Peckerpole with pride.
Being the son of the head priest, Tipsy was well versed in religion, and after learning more about the blessings of Garl Glittergold, Ketos began worshiping the progenitor of the gnomes and, with Jinglewyn's blessings, joined the Templar protecting the temple.

While most gnomes accepted Ketos as one of them, the size difference often made Ketos feel like an outsider. Often, he could not come to gnome house parties as he would simply not fit through the door. A few times, he overheard gnome children mocking him, calling him Krillbo Baggins, after a character in an old Halfling tale. Saddened by this, Ketos spend his spare time learning more about transmutation, both magical and alchemical, hoping to find a way to become smaller and more gnome like. He even traveled to the catalogues of enlightenment to seek knowledge that would bring his closer to this goal!

Many tales are told about the adventures and tricks of Ketos Peckerpole!

- One time, the kingdom of the elves reached out for help to defend against the drow raids. Ketos volunteered to go and teach the elves everything he knew about drow tactics. As he was there, the drow attacked again, and with Ketos on the front line, were soundly defeated. The elves bestowed on Ketos the title elf-friend.

- Another time, a haughty human king refused to see the delegation from Derrywinkle. Ketos learned that there was a custom that the winner of a race that was happening the very next day would receive an audience with the king. Not being the fastest runner, Ketos turned to illusion, becoming invisible and having his image win the race, receiving the audience.

- Creating an illusion of an overwhelming force, he forced the very kobolds that kidnapped his adopted family to flee to a far away land.

As time went on, the connection Ketos had with Garl Glittergold grew stronger and stronger and over time Ketos went from a soldier of the temple to being more of a prophet, the direct connection with Garl Glittergold transforming him to look more gnome like and teaching him the old shadow magic of the gnomes, turning illusions into reality. Sending spirits of form to Ketos, Garl Glittergold also fulfilled Ketos's wish to forever be small - this powerful transmutation magic even allowing him to transform into a tiny creature - a cat at will!

As Jinglewyn got older, he saw the deep personal connection that Ketos had with Garl Glittergold, and stepping down, he anointed his adopted son as the new head priest.

Under the guidance of Ketos Peckerpole, Derrywinkle flourished for many years. But one day, during an audience with Garl Glittergold, Ketos learned about a horrible tragedy brewing. The drow have began assembling a mighty army. Liches, dragons, beholders, a force that even the ancient shadow magic could not stop. While the army would eventually be defeated, went the prophesy, it would take many years and Derrywinkle was one of the first towns in their way!
Faced with such odds, Ketos began planning the biggest trick of his life. Bringing a new plane of existence into being with his divine magic (Shadow Genesis), he created a new world for residents of Derrywinkle, as it grew, he shaped dwellings, brought over crops and animals, and, as the invasion grew closer and closer, he opened a several gates from Derrywinkle to this new world, allowing every resident to escape. To those few who chose to stay on the material plane, he gave the finest of phantom steeds to escape the assault in time.

When the drow army came, they destroyed the town, but all the defenders were only an illusion.


Neutral Good Anthopomorphic Ballen Whale -> Tibbit


Anthro Whale: +9NA Blindsight 120 ft. +4 Spot, Listen. (Skill bonuses are lost if Blindsight is negated.)
Tibbit: +2 Spot, Jump, Escape Artist. Feline Transformation. Scent and Claw x2 + Bite in Cat form


HD 3/Drow Fighter 1/Stoneblessed 3/Pious Templar 1/Divine Crusader 1/Ruathar 1/Divine Agent 4/Shadowcraft Mage 3/Shaper of Form 1/Divine Agent +5





Str
Dex
Con
Int
Wis
Cha


Racial
+8
+4
+4
+0
+4
+0


Point Buy
12
12
10
12
10
18


Level 1 Stats
20
16
14
12
14
18


Level 20 Stats
20
16
16
12
14
23



All level up points go into Charisma.










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


1st
Racial HD
+1
+0
+2
+2
Appraise 2(+4cc), Craft (stoneworking) 2(+4cc),
Knowledge (Religion) 1(+2cc), Knowledge (Arcana) 1(+2cc)
Great Fortitude



2nd
Racial HD
+2
+0
+3
+3
Appraise 2, Craft (stoneworking) 2,
Knowledge (Religion) 2.5(+3cc), Knowledge (Arcana 1)




3rd
Racial HD
+3
+1
+3
+3
Appraise 2, Craft (stoneworking) 2,
Knowledge (Religion) 3(+1cc), Knowledge (Arcana) 2(+2cc)
Earth Sense



4th
Drow Fighter
+4
+3
+3
+3
Appraise 2, Craft (stoneworking) 5 (+3),
Knowledge (Religion) 3, Knowledge (Arcana) 2
Weapon Focus [Battleaxe]
Hit-and-Run Tactics


5th
Stoneblessed
+4
+5
+3
+5
Appraise 2, Bluff 2(+2), Craft (stoneworking) 5,
Hide 1(+1), Knowledge (Religion) 3, Knowledge (Arcana) 2


Stonebond (Gnome) +2 bonus on Listen and Craft (alchemy)


6th
Stoneblessed
+5
+6
+3
+6
Appraise 2, Bluff 4(+2), Craft (stoneworking) 5,
Hide 2(+1), Knowledge (Religion) 3, Knowledge (Arcana) 2

True Believer
Racial battle technique
+4 dodge bonus vs. giants, +1 bonus on attack rolls vs. kobolds and goblinoids.



7th
Stoneblessed
+6
+6
+4
+6
Appraise 2, Bluff 4, Craft (stoneworking) 5,
Hide 2(+1), Knowledge (Religion) 4(+2cc), Knowledge (Arcana) 2


Stoneborn (+2 Con), Speak with Animals


8th
Pious Templar
+7
+8
+4
+8
Appraise 2, Bluff 4, Craft (stoneworking) 5,
Hide 2, Knowledge (Religion) 7(+3), Knowledge (Arcana) 2


Mettle


9th
Divine Crusader
+7
+10
+4
+10
Appraise 2, Bluff 4, Craft (Alchemy) 3 (+3),
Craft (stoneworking) 5, Hide 2, Knowledge (Religion) 7,
Knowledge (Arcana) 2
Touchstone(Catalogues of Enlightenment->Shadow),
Blind Fight(B)

Aura, Trickery Domain


10th
Ruathar
+7
+10
+6
+12
Appraise 2, Bluff 4, Craft (Alchemy) 3,
Craft (stoneworking) 5, Hide 4(+2), Knowledge (Religion) 7,
Knowledge (Arcana) 5(+3)

Word of friendship, gift of the elves


11th
Divine Agent
+7
+10
+6
+14

Appraise 2, Bluff 4, Craft (Alchemy) 5(+2), Concentration 1 (+1),
Craft (stoneworking) 6 (+1), Hide 4, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 1(+1)


Granted domain (Gnome) +1 CL Illusions


12th
Divine Agent
+8
+10
+6
+15
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 4(+3),
Craft (stoneworking) 8(+2), Hide 4, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 1

Spell Focus(Illusion)
Contact


13th
Divine Agent
+9
+11
+7
+15
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 7(+3),
Craft (stoneworking) 10(+2), Hide 4, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 1

Menacing aura, godly gift (Stone Shape)


14th
Divine Agent
+10
+11
+7
+16
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 12(+5),
Craft (stoneworking) 10, Hide 4, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 1

Altered appearance


15th
Shadowcraft Mage
+10
+11
+7
+18
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 12,
Craft (stoneworking) 10, Hide 9(+5), Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 1
Spell Focus(Transmutation)
Cloak of shadow


16th
Shadowcraft Mage
+11
+11
+7
+19
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 12,
Craft (stoneworking) 10, Hide 14(+5), Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 1

Silent illusion


17th
Shadowcraft Mage
+11
+12
+8
+19
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 13(+1),
Craft (stoneworking) 10, Hide 18(+4), Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 1

Shadow illusion


18 -> 15th
Shaper of Form
+8
+13
+5
+18
Appraise 2(-2,+2), Bluff 4, Craft (Alchemy) 5, Concentration 13,
Craft (stoneworking) 8.5(-1.5), Hide 18, Knowledge (Religion) 7,
Knowledge (Arcana) 5(-1,+1), UMD 1
Touchstone,Blind Fight, Heighten Spell
Like begets like, modify self (Tibbit) -> Feline Transformation


16th
Divine Agent
+8
+13
+5
+18
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 18 (+5),
Craft (stoneworking) 8.5, Hide 18, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 1

Commune, plane shift(Bytopia)


17th
Divine Agent
+9
+14
+6
+19
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 20 (+2),
Craft (stoneworking) 8.5, Hide 18, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 4 (+3)

Godly gift(Dispel Magic, Greater)


18th
Divine Agent
+10
+14
+6
+19
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 21 (+1),
Craft (stoneworking) 8.5, Hide 18, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 8 (+4)
Earth Spell
Plane shift (any)


19th
Divine Agent
+11
+15
+7
+20
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 22 (+1),
Craft (stoneworking) 8.5, Hide 18, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 12 (+4)

Audience


20th
Divine Agent
+11
+15
+7
+20
Appraise 2, Bluff 4, Craft (Alchemy) 5, Concentration 23 (+1),
Craft (stoneworking) 8.5, Hide 18, Knowledge (Religion) 7,
Knowledge (Arcana) 5, UMD 16(+4)

Mystic union (DR 10/Evil), godly gift(Heal, Mass)




While the RAW of what happens when a character changes race is not terribly well defined, here is how I approached it.
- Racial HD are part of the race and thus are lost in this instance.
- 3x 2+Int = (9) skillpoints associated with the HD are lost. I chose to lose the skill points that were invested cross-class at those early levels.
- The additional +3x skill points at first level are NOT lost as there is a new first level (Fighter). However, I do NOT adjust for fighter having different class skills.
- One feat is lost. Some precedent (Dragonborn) implies that it can be any feat, not just the latest

The build should work with minor adjustments even if a specific DM rules some of those things differently.
Specifically, I originally lost the full 4x skill points for first level, and everything was okay.


Touchstone explicitly works with planar sites and has the option, that I utilize, of using a touchstone key (worth at least 250 gp) rather than skill ranks.
If the key is not available, the build still works, but you would need to take Touchstone at level 12 rather than 9 due to many early skill prerequisites.






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


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


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


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


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


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


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


7th
-
-
-
-
-
-
-
-
-
-
-
Speak with Animals 1/day


8th
-
0
-
-
-
-
-
-
-
-
Paladin spells
-


9th
-
0, 0
-
-
-
-
-
-
-
-
Disguide Self, Obscuring Mist*
-


10th
-
0, 1
0
-
-
-
-
-
-
-
Invibility, Darkness*
-


11th
-
0, 1
0
-
-
-
-
-
-
-
Silent Image, Gembomb
-


12th
-
0,2
1
0
-
-
-
-
-
-
Minor Image, Nondetection, Deeper Darkness*
-


13th
-
0,2
1
0
-
-
-
-
-
-
-
Stone Shape(Craft Domain) 1/day


14th
-
0,2
2
1
0
-
-
-
-
-
Minor Creation,Confusion, Shadow Conjuration*
-


15th
-
0, 3
2
2
1
0
-
-
-
-
Hallucinatory Terrain, False Vision, Shadow Evocation*
-


16th
-
0, 3
3
2
2
1
0
-
-
-
Fantastic Machine,Mislead, Shadow Walk*



17th
-
0,3
3
3
2
2
1
0
-
-
Screen, Shadow Conjuration, Greater*



18th -> 15th
-
0,3
3
3
3
2
2
1
0
-
Otto's Irresistible Dance, Polymorph Any Object
Lose access to Shadow Domain Spells (in italics)


16th
-
0,3
3
3
3
2
2
1
0
-
-
Commune 1/week, Plane Shift(Bytopia) 1/day


17th
-
0,3
3
3
3
3
2
2
1
0
Summon Nature's Ally IX(only Earth elementals or animals), Time Stop
Dispel Magic, Greater(Liberation Domain) 1/day


18th
-
0,3
3
3
3
3
2
2
1
0
-
Plane Shift (Any) 1/day


19th
-
0,3
3
3
3
3
3
2
2
1
-
Audience(double-duration commune) 2/year


20th
-
0,3
3
3
3
3
3
2
2
1
-
Heal, Mass(Community Domain) 1/day



* Ketos can prepare and cast Shadow Domain spells up to three times before having to recharge the higher-order ability


While the base caster level for Divine Crusader maxes out at only CL 10, between the Domain Power of the Gnome Domain and Earth Spell, Ketos can cast Silent Image at CL 20.
If using the CL boosting items detailed in the items section, Ketos can easily boost his caster level for most spells to 19-20 and Silent Image to CL 30 a limited number of times per day.






The Anthro-whale race really carries the early levels.
- +9NA in addition to good Dex results in sky-high AC.
- 20 Strength is solid for attack and damage potential, and Hit-and-Run tactics can boost that damage further in addition to boosting initiative.
- Above average saves
- Blindsight and Earth Sense can be very useful as well


While Ketos is mostly still hitting enemies with a sharp stick, he gets some nifty spells that add options
- Invisibility is a very powerful spell, and helps trigger Hit-and-Run tactics more reliably.
- High Fort and Will save have good synnergy with Mettle
- Paladin spells can be very useful, things like Protection from Evil, Lesser restoration, Resurgence, Rhino Rush, etc. Also, Ketos can use wands/scrolls of higher level Paladin spells.
- Many conditional bonuses/effects helping encounters with Animals, Elves, Giants, Kobolds, Goblinoids, and enemies with concealment


As Ketos' fighting ability begins to drop off, his spellcasting rapidly improves.
- More utility (Minor Creation, Stone Shape, limited access to Shadow Conjuration/Evocation)
- More defensive abilities (Cloak of shadow, Menacing aura)
- Hallucinatory Terrain/False Vision can be nifty in the right circumstances
- High charisma + a rank in UMD opens up more spell access
- Low caster level is a limitation


Ketos becomes a full caster
- There are few problems that Ketos can't solve between access to Polymorph Any Object and Shadow Illusion providing access to any wizard conjuration(creation), conjuration(summoning), and evocation spells up to 7th level.
- Like begets like is a very powerful utility effect.
- Cat form can be nifty for hiding/scouting


Best spells and SLAs come online as Ketos becomes an outsider - a true avatar of Garl Glittergold
- Earth spell both solves caster level issues for Shadow illusion and allows for duplication of 9th level spells with Shadow illusion.
- Powerful SLAs expand what Ketos can do.

Dispel Magic, Greater scaling to HD is very helpful.
Planar Travel is a staple of high level play.
Commune effects are important both for being a prophet and generally for being prepared for high level encounters.
Heal (Mass) offers efficient healing and condition removal, in addition to being thematic for a high level prophet figure

- Time stop .




Belt of Endurance: Great Fortitude feat as an item. Allows Ketos to pick up Earth Spell earlier and makes space at level 18 for Residual Magic
Cloak of Charisma: Ketos needs a +6 Cloak to get 9th level spells at level 17.
Ring of the Diamond Mind(Novice): Action before thought would allow Ketos to replace a reflex save with a Concentration check 1/encounter.
Relics: Ketos can use relics of Garl Glittergold, although none of the printed ones are that amazing.
Bead of Karma: Ketos' caster level is pretty low. +4 helps.
Ankh of Ascension: Ketos' caster level is pretty low. +4 helps.
Nugget of Garl Glittergold: +1 Caster level to most spells.
Ioun Stone (Orange Prism): +1 Caster level. Notably, nearly 100 times more expensive than Nugget of Garl Glittergold.



Divine Agent proved to add a ton of valuable abilities to Ketos.
- Granted domain right at level 1 is very valuable, nearly doubling the number of spells known for the Divine Crusader casting.
- The 7 SLAs total, some selectable, some not further improve spell access significantly. Many of these SLAs are of useful spells that are tricky for a Shadowcraft Mage to replicate, and also use your HD rather than caster level, bypassing Divine Crusader's low CL.
- Altered Appearance is a great match for the storyline as one of the THREE class features that make Ketos more of a gnome (stoneborn and modify self being the others)
- While the delayed spellcasting hurts a bit, Ketos still gets full Divine Crusader casting at level 19



Arms and Equipment Guide: Belt of Endurance
Complete Champion: Nugget of Garl Glittergold
Complete Divine: Community Domain, Divine Crusader, Pious Templar, True Believer
Dragon Compendium: Shaper of Form, Tibbit
Drow of the Underdark: Drow Fighter
Forgotten Realms Campaign Setting: Craft Domain, Gnome Domain
Magic Item Compendium: Ankh of Ascension
Planar Handbook: Catalogues of Enlightenment
Races of Stone: Earth Sense, Earth Spell, Shadowcraft Mage, Stoneblessed
Races of the Wild: Ruathar
Sandstorm: Touchstone
Savage Species: Anthropomorphic animals
Spell Compendium: Liberation Domain
Tome of Battle: Ring of the Diamond Mind
Living Greyhawk list of deities found here (Be warned, the only link version I could find triggers an automatic download) (https://web.archive.org/web/20151105221727/http://www.wizards.com/rpga/downloads/LG_Deities.zip) : List of Garl Glittergold's Domains

The Viscount
2024-01-14, 12:39 PM
Infooooooormer



Snow
Hey now, you're a roc star

Male illumian, aeshkrau
Chaotic good
Deity: Tuilviel Glithien
Paladin of freedom, divine agent, thaumaturgist, paragnostic apostle, crusader


Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Paladin of Freedom 1 (Unearthed Arcana 53) 1 2 0 0 16: {+4} K Religion: 4; {+2 CC} K Planes: 1; {+4} Ride: 4; {+4} Bluff: 4; {+2} Craft (Saddlemaking): 2; Power Attack Smite evil 1/day, detect evil, aura of good, code of conduct
2nd Paladin of Freedom 2 2 3 0 0 4: {+1} K Religion: 5; K Planes: 1; {+1} Ride: 5; {+1} Bluff: 5; {+1} Craft (Saddlemaking): 3; Divine grace, lay on hands
3rd Paladin of Freedom 3 3 3 1 1 4: {+1} K Religion: 6; K Planes: 1; {+1} Ride: 6; {+1} Bluff: 6; {+1} Craft (Saddlemaking): 4; Improved Sigil Krau (Races of Destiny 153) Aura of resolve, divine health
4th Paladin of Freedom 4 4 4 1 1 4: {+1} K Religion: 7; {+3} K Planes: 4; Ride: 6; Bluff: 6; Craft (Saddlemaking): 4; Planar substitution level (Planar Handbook 33), smite evil outsider, spells
5th Divine Agent 1 (Manual of the Planes 25) 4 4 1 3 6: K Religion: 7; {+3 CC} K Planes: 5.5; Ride: 6; {+3} Use Magic Device: 3; Bluff: 6; Craft (Saddlemaking): 4; Granted domain (Sky)
6th Divine Agent 2 5 4 1 4 6: K Religion: 7; {+3 CC} K Planes: 7; Ride: 6; {+3} Use Magic Device: 6; Bluff: 6; Craft (Saddlemaking): 4; Mounted Combat Contact, paladin casting 5
7th Divine Agent 3 6 5 2 4 6: K Religion: 7; {+2 CC} K Planes: 8; Ride: 6; {+4} Use Magic Device: 10; Bluff: 6; Craft (Saddlemaking): 4; Menacing aura, godly gift (summon dire hawk)
8th Divine Agent 4 7 5 2 5 6: K Religion: 7; K Planes: 8; Ride: 6; {+5} Spellcraft: 5; {+1} Use Magic Device: 11; Bluff: 6; Craft (Saddlemaking): 4; Altered appearance, paladin casting 6
9th Divine Agent 5 7 5 2 5 6: K Religion: 7; K Planes: 8; {+2 CC} Ride: 7; Spellcraft: 5; {+1} Use Magic Device: 12; {+3 CC} K Arcana: 1.5; Bluff: 6; Craft (Saddlemaking): 4; Spell Focus Conjuration Commune, plane shift to deity's plane
10th Divine Agent 6 8 6 3 6 6: K Religion: 7; K Planes: 8; {+2 CC} Ride: 8; Spellcraft: 5; {+1} Use Magic Device: 13; {+3 CC} K Arcana: 3; Bluff: 6; Craft (Saddlemaking): 4; Godly gift (wind walk), paladin casting 7
11th Divine Agent 7 9 6 3 6 6: K Religion: 7; K Planes: 8; {+3 CC} Ride: 9.5; Spellcraft: 5; {+1} Use Magic Device: 14; {+2 CC} K Arcana: 4; Bluff: 6; Craft (Saddlemaking): 4; Plane shift to any plane
12th Divine Agent 8 10 7 4 7 6: K Religion: 7; K Planes: 8; {+3 CC} Ride: 11; Spellcraft: 5; {+1} Use Magic Device: 15; {+2 CC} K Arcana: 5; Bluff: 6; Craft (Saddlemaking): 4; Planar Touchstone: Pilgrim's Rest (Planar Handbook 41, 173) Audience, alignment shift, paladin casting 8
13th Divine Agent 9 10 7 4 7 6: K Religion: 7; K Planes: 8; {+4 CC} Ride: 13; Spellcraft: 5; {+1} Use Magic Device: 16; K Arcana: 5; Bluff: 6; {+1} Craft (Saddlemaking): 5; Mystic union, godly gift (summon devoted roc)
14th Divine Agent 10 11 7 4 8 6: K Religion: 7; K Planes: 8; {+4 CC} Ride: 15; Spellcraft: 5; {+1} Use Magic Device: 17; K Arcana: 5; Bluff: 6; {+1} Craft (Saddlemaking): 6; Gate, paladin casting 9
15th Thaumaturgist 1 (DMG 196) 11 7 4 10 4: K Religion: 7; {+4} K Planes: 12; Ride: 15; Spellcraft: 5; Use Magic Device: 17; K Arcana: 5; Bluff: 6; Craft (Saddlemaking): 6; Stalwart Planar Ally (Planar Handbook 42) Improved ally, paladin casting 10
16th Thaumaturgist 2 12 7 4 11 4: K Religion: 7; {+4} K Planes: 16; Ride: 15; Spellcraft: 5; Use Magic Device: 17; K Arcana: 5; Bluff: 6; Craft (Saddlemaking): 6; Augment Summoning, paladin casting 11
17th Thaumaturgist 3 12 8 5 11 4: K Religion: 7; {+4} K Planes: 20; Ride: 15; Spellcraft: 5; Use Magic Device: 17; K Arcana: 5; Bluff: 6; Craft (Saddlemaking): 6; Extend summoning, paladin casting 12
18th Thaumaturgist 4 13 8 5 12 4: K Religion: 7; {+1} K Planes: 21; Ride: 15; Spellcraft: 5; {+2 CC} Use Magic Device: 18; K Arcana: 5; Bluff: 6; {+1} Craft (Saddlemaking): 7; Sudden Extend (Complete Arcane 83) Contingent conjuration, paladin casting 13
19th Paragnostic Apostle 1 (Complete Champion 94) 13 8 5 14 6: K Religion: 7; {+1} K Planes: 22; Ride: 15; Spellcraft: 5; Use Magic Device: 18; {+5} K Arcana: 10; Bluff: 6; Craft (Saddlemaking): 7; Lore, call of worlds, paladin casting 14
20th Crusader 1 (Tome of Battle 8) 14 10 5 14 6: K Religion: 7; K Planes: 22; {+6} Ride: 21; Spellcraft: 5; Use Magic Device: 18; K Arcana: 10; Bluff: 6; Craft (Saddlemaking): 7; Furious counterstrike, steely resolve 5, maneuvers (5 known, 2 ready, 1 stance)




Abilities Initial Race / Template 4th 8th 12th 16th 20th
STR 14 1 1 1 1 1
DEX 10
CON 14
INT 14
WIS 14
CHA 14

STR 13+ for Power Attack.
Aeshkrau sigil (see below) uses STR for bonus spell slots, so STR is prioritized at level-up to ensure native 18 by the time Snow would have "0" 4th level spells per day.
CHA 13+ for Stalwart Planar Ally. Also used for divine grace (and, early on, lay on hands).
WIS 14 to ensure the ability to cast 4th level spells.
INT 14 to have sufficient skill points for various Knowledge-based prereqs.



Illumian (Races of Destiny 51)
[Human] subtype
Medium humanoid
No stat boosts/penalties
Krau sigil: +2 bonus to CL, max your HD
Aesh sigil: +2 bonus to STR checks and STR-based skill checks
Aeshkrau power word: use STR instead of normal ability score for determining bonus spells per day

Snow's starting languages: Common, Illumian, Tuilvilanuue, Auran


Level Effective paladin level 1st 2nd 3rd 4th Summon Devoted Roc duration (hours)
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 4 0 - - - -
5th 4 0 - - - -
6th 5 0 - - - -
7th 5 0 - - - -
8th 6 1 - - - -
9th 6 1 - - - -
10th 7 1 - - - -
11th 7 1 - - - -
12th 8 1 0 - - -
13th 8 1 0 - - 13
14th 9 1 0 - - 16
15th 10 1 1 - - 34
16th 11 1 1 0 - 36
17th 12 1 1 1 - 76
18th 13 1 1 1 - 160
19th 14 2 1 1 0 168
20th 14 2 1 1 0 176

Snow's paladin spells are useful but are not the primary focus of the build. Nonetheless, they are still powerful. Rhino's rush (Spell Compendium 176) is a great damage boost with power attack, especially mounted with a lance. Lesser restoration is always welcome. Master cavalier (Complete Champion 124) is a great +10 bonus to Ride. Divine insight (Spell Compendium 70) is great at solving out-of-combat problems. Various spells from PHB, SpC, and Complete Champion can buff weapons. And so on…


All maneuvers are White Raven and are found in Tome of Battle starting around pg. 90
Initiator level = 10 (19/2 + 1, round down)
Stance: Leading the charge
Leading the attack
Battle leader's charge (prereq: 1 WR maneuver)
Covering strike (prereq: 1 WR maneuver)
White raven strike (prereq: 1 WR maneuver)
Flanking maneuver (prereq: 2 WR maneuvers)
Snow is devoted to the deity Tuilviel Glithien (Races of the Wild 77), whom I'm hereafter going to refer to as TG because I don't wanna keep typing that. Snow is an illumian, but he feels a kinship with the raptoran people and is interested in their deities, especially TG. And honestly, her whole thing is protection and freedom, and that's actually perfect for a paladin of freedom, racial pantheon be damned. (There's no rule against a paladin being devoted to a racial deity if you're not a member of that race.) I'm envisioning that he was born to an illumian root cabal near a mountain somewhere, his parents got killed by some kind of Mountain Threats, and he was rescued and raised by some raptoran scouts who took him in and taught him raptoran culture. He was grateful to the raptoran flock for taking him in and letting him join their community despite not being able to fly, and he devoted himself to TG and to protection of the weak, hence paladin of freedom (okay, yes, I know how paladins actually work in practice, this is the fluff paragraph, stay with me for Young Snow's starry-eyed idealism). He'll fly someday! But rather than only using magic to fly because there's no interesting narrative meat there, since his whole thing was being rescued, he'll eventually get to fly with the help of some friends. Friends helping each other and protecting each other is what it's all about.

Paladin is the fastest way to get into divine agent, since you can qualify at level 4. BAB +4? Check. K: Religion 7? Check. 2nd level divine spells? Well, Snow can cast 1st level divine spells, and as long as at least one of those spells has a verbal component (idk, let's pick bless weapon or whatever), Improved Sigil Krau automatically heightens it up +1 level, so ability to cast 2nd level spells is a check! Into divine agent!

Side note: planar paladin, taken at level 4, gives K: Planes as a class skill. This will be important later for qualifying for Planar Touchstone. It's also important because the SI gives plane shift, and c'mon, we've gotta have some idea where we're going, right?

Early life, you've got BAB, you've got Power Attack, you've got Ride (buy a horse, they're cheap), grab a lance and charge stuff, idk. Secret ingredient time.

Granted Domain has to be Sky, because Godly Gift is stupidly worded to give you a SLA from the divine agent's domains (and not the deity's domains), so since Snow comes in without any domains but we want to have the Sky domain (wait for it), so Sky domain it is.

Contact does nothing. I can't optimize that. I'm sorry.

Godly Gift 1: summon dire hawk (Races of the Wild 175/189) is probably the best option here. It doesn't hurt to be able to poof in something that can fly, I suppose. Not gonna lie, we're still at the point where Power Attack is doing a lot of the heavy lifting when it comes to damage output, but honestly, at this point PA is still enough to matter.

Menacing aura: Hey, didja see that they just made the DC equal to your level and not, like 10 + your level? That's some 5e stuff right there, man. Not really useful, can't lie. This save's basically impossible to fail. But hey, it's thematically appropriate for a paladin of TG, since TG has the Protection domain and stuff! So I'm at least using it in flavor, if not in practicality.

Altered Appearance: I think TG is fair to characterize as an air deity, and so I think the most interesting fluff for this is that Snow's pores emit a small stream of air, like an air hockey table. This has no mechanical effect, but dammit, like half of the class's abilities have no mechanical effect, and I at least think this looks cool.

Commune: I mean, it's useful? It's a genuinely useful spell. It's just a straight up solid way of solving certain kinds of out-of-combat problems.

Plane shift to deity's plane: Look, I'm gonna level with you, I don't know where TG lives. Races of the Wild doesn't say. I think there's strong implications that she lives on the Elemental Plane of Air, which is probably the friendliest of the Inner Planes to folks who aren't originally from there, but it doesn't say that in the text in so many words. I'm going to assume that it's the Elemental Plane of Air because of all the raptoran fluff about connections with great powers on the EPoA and because her heralds are air elementals, but your GM wouldn't be completely houseruling it if they put TG's home plane somewhere else.

Godly gift 2: wind walk is a solidly (gaseously?) useful travel/out-of-combat spell, but also, it'll eventually be very useful for when you want to temporarily get some very large birds into smaller spaces, since it references gaseous form.

Plane shift to any plane: This is awesome! It's really useful for checking out planar touchstones, which we're going to talk about in a minute. Sure, you can't really aim it very well, but you know what helps you travel really quickly (and relatively safely) for hours per level? Wind walk! Snow's great at getting an entire party where they need to go this way.

Audience: It's like commune, but usable 1/26th as often for twice as long, so it's ultimately 1/13th as good as what you have already? Look, I stared at this for too long, I'm done now. I've only got one life.

Alignment shift: TG is the only deity with the Sky domain that has a paladin-compatible alignment, so this isn't a trap! Snow's already CG! Don't hurt me!

Mystic union: It's fine, but honestly I don't have time to try to make up a reason why I'm uniquely able to show off DR 10/lawful or evil (see the update/errata in Viscount's post on the first page).

Godly gift 3: TIME TO START PAYING ATTENTION BECAUSE THIS IS THE WHOLE POINT OF THIS BUILD. SWEET SPOT TIME. Sorry for shouting, friends, but this is the exciting part! First, getting into divine agent ASAP is critical because this means that Snow has a 9th level spell at ECL 13! That's pretty cool, right? I mean, it's only once per day, though, so it needs to be something that really matters and that isn't just a fire-and-forget that leaves us sad for all the rounds of the day that we aren't casting a 9th level spell.


Enter summon devoted roc, Races of the Wild 175.

You summon a roc. Like, you know, the enormous bird from the Monster Manual. It's telepathically bonded to you and loyally follows your telepathic instructions, and it has a +5 enhancement bonus on attacks, damage, and saves. Oh right, and it lasts one hour per level. So right at the beginning that's a 13 hour long summon and it only gets so, so much better from there! But from this point onward, you can basically assume that Snow is accompanied by (and probably mounted upon) VERI BIG BIRB (a very big bird).

Gate: this is one of the most powerful spells in the game, and Snow gets it at ECL 14 (faster even than most ur-priest builds!) without an XP cost. Sure, any divine agent gets it, but getting it that early is worth something, I think! Since we don't actually know what TG's home plane is, I can't really offer too many specifics about what cool things you can summon, but honestly, there aren't really any bad options; nearly every plane has something cool to offer. It's effectively free. And that's incredible.

Okay so, quick detour to talk about the Catalogues of Enlightenment, which is a planar touchstone as detailed in Planar Handbook. Let's come back to optimizing summon devoted roc, because that's the star of the show, and the Catalogues of Enlightenment will help a lot with that.

First, let's look at Planar Handbook pg. 42, since we're going to have to do some text parsing here.



Benefit: Choose any site designated as a planar touchstone for which you also possess an object native to that location, as noted in this feat’s prerequisite. When this feat is first taken, forging a link between yourself and a chosen planar touchstone takes 24 hours of uninterrupted concentration. To forge a link, you must spend 10 experience points and expend the object described in this feat’s prerequisite.
Once the link is forged, you gain the base ability described for that touchstone. If you physically visit the planar location once you’ve forged a link, you also gain a higher-order ability with a limited number of uses, as described for that planar touchstone. You may repeatedly visit the planar touchstone, each time recharging your usages of the higher-order ability. Usages of a higher-order ability do not stack, so visiting your planar touchstone prior to using up any of your higher-order usages confers no additional benefit.
Once you’ve established a link with one planar touchstone site by taking this feat, you may also freely visit other planar touchstones. When you do so and fulfill the higher-order ability’s recharge condition for the alternate site, you immediately gain the base ability of the new planar touchstone site and lose the base ability of the previous site. You also lose any remaining uses of the higher-order ability of your previously selected site (if any), and instead gain the specified number of higher-order ability uses appropriate to the new site.
In this way, you can “unplug” from one site and “plug in” to a new planar touchstone site as often as you desire. Thus, after expending the raw materials and experience points for making your first connection, making subsequent connections with different sites is as easy as fulfilling the higher-order recharge condition.

There's a lot happening there, right? So you take the feat once, you forge a link with your chosen site and gain its base ability, and you can visit the site to gain a higher-order ability. But then after you've forged your first link, you can then go to a different touchstone site and do its stuff to get its base ability and its higher-order ability at the cost of the base/higher abilities of your first site.

You will note that this does not say that you've forged a link with the second site, and notably, it also does not break the link with the first site. You simply don't have the base/higher abilities of the first site anymore.

Back to the text, now on the other side of pg. 42.



Benefit: When you use a spell or spell-like ability to summon a creature native to a plane that has a planar touchstone site to which you have forged a link (see the Planar Touchstone feat), you imbue the creature with exceptional resilience. The creature gains a +4 bonus to its Armor Class and on saving throws for the duration of the summoning effect.
Furthermore, the duration of the summoning effect that brought the creature is doubled. (Effects with a duration of concentration, instantaneous, or permanent are not affected.)


So the trigger here is not that you have the base ability or the higher-order ability of the relevant plane, but rather that you have forged a link with the touchstone on the relevant plane. And as we discussed, swapping out your higher-order abilities doesn't undo the fact that you've forged the link with your first site.

Snow has forged a link with Pilgrim's Rest (Planar Handbook 173), which is on the Material Plane (and also the Ethereal Plane, but the important part is the Material). Rocs are native to the Material Plane, and therefore, since Snow has forged a link with a touchstone on the Material, the rocs he summons with summon devoted roc get the benefits of Stalwart Planar Ally (+4 AC, +4 saves, and oh yeah double duration) regardless of whether or not Snow is using the base/higher abilities of Pilgrim's Rest.

I'm spending so much time on this because at around ECL 14 (before Stalwart Planar Ally comes online, but that's not super important), Snow uses his divine agent abilities (plane shift, mostly, unless TG lives on Mechanus, but we really shouldn't assume that she does) to go to the Catalogues of Enlightenment (Planar Handbook 166) and fulfil its recharge condition in order to get its base ability and its higher-order ability.

Sidebar: the initial encounter to the Catalogues involves a debate with a philosopher who has a +18 Knowledge in a random field. Snow uses the fact that the SI has UMD in-class to absolutely cheat the hell out of this opposed check. A scroll or wand of guidance of the avatar (https://web.archive.org/web/20161101181037/http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a) will help a ton, as would a similar magic item of lore of the gods (Complete Champion 124: +5 insight on all Knowledge checks, roll Knowledge untrained, reroll a failed Knowledge check), or really any other spell that would just hack the hell out of an opposed Knowledge roll. And don't forget the Naen sigil's bonus! It's then simply a matter of spending downtime to activate the higher-order ability; the options to spend time indexing the archives or writing down your adventures don't have a failure condition.

Anyway, the base-order ability of the Catalogues of Enlightenment is the granted power of an arbitrary cleric domain (nowhere in here do you have to be connected with a deity who offers this domain), in this case the Summoner domain (Spell Compendium 281), which is a +2 CL bonus on conjuration (summoning) or conjuration (calling) spells, which is fab, since it affects summon devoted roc and also gate. (In Snow's spell table, the column for summon devoted roc duration assumes that he goes to the Catalogues at ECL 14, but in reality, this can happen any time between 12 and 14 inclusive.) The higher-order ability of the Catalogues is something that it is very important that Snow possesses but not important that Snow uses, because we're going to use it to fulfill a prereq for thaumaturgist. Basically, the higher-order ability lets you cast a spell from your chosen cleric domain, as long as you have the WIS for it and a "sufficient character level," which I think means if a pure-class cleric of your character level could cast it, you can cast it. The 4th level spell on the Summoner domain is lesser planar ally. Let me be clear: Snow will never actually need to cast this spell and therefore will never run out of the higher-order uses, because he is not actually depleting them. But the fact that he has the ability to cast this very specific spell? Well, that's a prereq for thaumaturgist.

Thaumaturgist offers a medium benefit, a HUGE benefit, and then something else very interesting. We don't need to use the Improved Ally ability, but Augment Summoning as a bonus feat is actually pretty slick on the devoted rocs! And then the huge benefit comes with Extended Summoning: Snow gets double duration on all summoning spells, and it explicitly stacks with Extend Spell!

You saw Sudden Extend down there on the table, right? Of course you did. And you remember the text on Complete Arcane 71 that explicitly says that the Sudden metamagic line works on SLAs, right? Well, now you remember.

So we've got summon devoted roc's already fabulous duration of 1 hour per CL, scaling for Snow based on character level (with a +2 from the Summoner domain's granted ability, gained through the Catalogues as described above). Double it because of Stalwart Planar Ally. Double it again because of thaumaturgist's Extended Summoning. Double it again because of Sudden Extend (sure, it's only 1/day, but so is godly gift, so that's not even a problem). Because time is a real-world value, we use real-world math and not D&D math (PHB 304), and therefore it's 8 hours per CL at the end.

A few days is all it takes to get several devoted rocs at once, since your daily use of godly gift will recharge before the duration ends on one or more of your given rocs. Several, my friends. I mean at level 20 (CL 22 from Summoner domain), that's 176 hours per casting (176/24=7.3333 days, so over one whole-ass week), but even before 20th, that's still enough to have two, three, four rocs at once, even with just a subset of the duration boosters online.

A reminder that a devoted roc has the roc's already impressive stats, +5 enhancement on attack/damage/saves (from the spell itself), +4 typeless AC/saves (from Stalwart Planar Ally), +4 STR/+4 CON (Augment Summoning). And Snow has so many of them, and they all follow his orders telepathically because summon devoted roc is a 9th level spell and that's what it says it does.

What's the collective noun for a group of rocs? I suggest "an avalanche."

Thaumaturgist 4, contingent conjuration, works both with summon devoted roc and gate (two SI abilities!), and it's both strong in a general sense (I mean, either of those spells are great, and getting them on the field with a contingency instead of with an actual action? Marvelous) and also potentially simply very funny. I mean, the strong use is something like "contingent on me saying this specific nonsense phrase (talking is a free action that can be done out of turn), gate in something big and strong," but the hilarious use is "when one of my devoted rocs reaches 0 HP, use summon devoted roc." Can't you just imagine that? "Ah, very good, you have defeated one of my seven rocs! Now you must face all seven of my rocs. Yes, I said all seven."

Thaumaturgist 5 isn't really useful to Snow, can't go back to the SI (we ran out), legally barred from taking more paladin, time to start looking for weird stuff at the end. Paragnostic Apostle gives Call of Worlds, which means that all of my summoned creatures (like my avalanche of rocs) get fast healing. Which isn't meaningful when your summons last a few rounds but is hugely relevant when they last many days! Re: prereqs, joining the Paragnostic Assembly doesn't conflict in any way with divine agent or with TG's agenda, and Snow's got enough Knowledge ranks to fit in. (I bet more than a few Assembly members have used similar tricks to talk their way into the Catalogues of Enlightenment. I mean hell, all the world's truenamers are members, you think none of them ever used hidden truth or universal aptitude on the way into the Catalogues? They'd get a great laugh out of Snow's story.)

Taking crusader at 20 is mostly just because the core jokes are all done, more paragnostic apostle wouldn't really make the rocs any stronger (I considered taking Divine Understanding to make the rocs last an extra 8 hours, but that seemed unnecessary), gotta go somewhere else… ah, how about having a bunch of White Raven maneuvers? Leading the Charge gives all my roc friends (and other friends, and myself) within 60 ft a +10 typeless bonus on damage rolls while charging (which can be +20 for the rocs if they make a dive attack, which any flying creature with claws or talons can do; see Rules Compendium 27). The other maneuvers are just kind of generically fun, not exactly build-defining, but Leading the Charge was one of the biggest multitarget damage boosts I could squeeze out of a single level, so that felt like it was worth the effort.

The general intent of the build is for Snow to ride one of his rocs. That's just generally very funny to me, especially since it effectively makes him Gargantuan in certain ways (at least for choosing targets). A specialized saddle isn't terribly expensive, and there's no question about the rocs being big enough (the mount just has to be bigger than the rider and there's no rule against it being *much* bigger). I suppose that he's also perfectly fine on the ground, too, but that's not the vision I had for this build. But he's not helpless or nonfunctional when he's gotta walk for some reason.

Reminder that wind walk, Snow's second godly gift, can be used to effectively "pokéball" one or more rocs when space forbids them from fitting somewhere normally (although I'd like to believe that TG would mostly send Snow on quests to places where he can bring his full contingent of giant birdies); it lasts hours, it targets a bunch of critters, and they can shift into and out of gas form multiple times over the course of the duration. Sure, you can't switch in a single round, but that's not the approach we're trying to take in the first place. We just want to get the rocs through the door, and/or keep them safe while we're busy indoors. And yes, at the VERY high end, there may be one more roc than you can target with wind walk, but it will forgive you if it has to wait somewhere else. (There's no limit on the range of the telepathic commands, after all! You don't share senses or anything, but you can still just have it hang out wherever and then telepathically call it back when you're ready.)

If I'm the leader of a whole gang of enormous birds, does that make me a roc mobster?

The Viscount
2024-01-14, 12:56 PM
And here's the chair's just for fun non-entry! Don't judge this one.



Francis Dolarhyde, Chrysalis of Potency
https://nerdalicious.com.au/wp-content/uploads/2014/12/Excerpt-William-Blake-GRD.jpg
CE Fireblood Dwarf Soulborn 8/Divine Crusader 2/Divine Agent 10

Stats
Str 16
Dex 10
Con 14 (16) Increases at 16, 20
Int 10
Wis 10
Cha 16 (14) Increases at 4, 8, 12

Story
I hear his voice and I carry out his will. He is with me increasingly, and more and more I am him, rather than with him. They do not yet see, but you will. I am owed awe.

Build


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


1st
Soulborn 1
+1
+2
+0
+0
Knowledge (religion) 4, Tumble 4
Apprentice (Philosopher)(Knowledge (religion), Sense Motive)
Aura, Smite Opposition 1/day, Dragonscale Husk, Skilled City Dweller (Ride to Tumble)


2nd
Soulborn 2
+2
+3
+0
+0
Knowledge (religion) 5, Tumble 5

Incarnum Defense


3rd
Soulborn 3
+3
+3
+1
+1
Knowledge (religion) 6, Tumble 6
Weapon Focus (Claw), (B)Sapphire Smite
Bonus Feat


4th
Soulborn 4
+4
+4
+1
+1
Knowledge (religion) 7, Tumble 7




5th
Soulborn 5
+5
+4
+1
+1
Heal 1, Tumble 8

Smite Opposition 2/day


6th
Soulborn 6
+6/+1
+5
+2
+2
Intimidate 1, Tumble 9
Shape Soulmeld (Dragon Tail)



7th
Soulborn 7
+7/+2
+5
+2
+2
Intimidate 2, Tumble 10
(B) Healing Soul
Bonus Feat


8th
Soulborn 8
+8/+3
+6
+2
+2
Intimidate 3, Tumble 11

Chakra Binds (Crown, Feet, Hands)


9th
Divine Crusader 1
+8/+3
+8
+2
+4
Intimidate 4, Tumble 12
Bonus Essentia
Aura, Skilled City Dweller (Ride to Tumble), Dragon Domain


10th
Divine Crusader 2
+9/+4
+9
+2
+5
Intimidate 5, Tumble 13




11th
Divine Agent 1
+9/+4
+9
+2
+7
Intimidate 6, Use Magic Device 3

Destruction Domain, Dragonscale Husk


12th
Divine Agent 2
+10/+5
+9
+2
+8
Intimidate 7, Use Magic Device 6
Open Lesser Chakra (Brow)
Contact


13th
Divine Agent 3
+11/+6/+1
+10
+3
+8
Intimidate 8, Use Magic Device 9

Menacing Aura, Godly Gift (Greater Magic Fang)


14th
Divine Agent 4
+12/+7/+2
+10
+3
+9
Intimidate 9, Use Magic Device 12

Altered Appearance


15th
Divine Agent 5
+12/+7/+2
+10
+3
+9
Intimidate 10, Use Magic Device 15
Imperious Command
Commune, Plane Shift to Deity’s Plane


16th
Divine Agent 6
+13/+8/+3
+11
+4
+10
Intimidate 13, Use Magic Device 16

Godly Gift (True Seeing)


17th
Divine Agent 7
+14/+9/+4
+11
+4
+10
Intimidate 17

Plane Shift to Any Plane


18th
Divine Agent 8
+15/+10/+5
+12
+5
+11
Intimidate 21
Open Greater Chakra (Waist)
Audience, Alignment Shift


19th
Divine Agent 9
+15/+10/+5
+12
+5
+11
Intimidate 22, Sense Motive 3

Mystic Union, Godly Gift(Dominate Monster)


20th
Divine Agent 10
+16/+11/+6/+1
+12
+5
+12
Intimidate 23, Sense Motive 6

Gate



Level 5
The premise is simple, this is a tribute build. I had the idea and couldn’t get it out of my head, so I put it here. Admittedly, liberties are taken in shifting the race from human to dwarf, but dragonblooded worked exceptionally well from a flavor standpoint. I couldn’t resist the opportunity to work in as much red dragon as possible. Certainly a version of this build that begins with vanilla Human and spends the feat on Dragontouched would also work, but it doesn’t feel as clean to me. Silverbrow human clashes too much flavorwise.
Yes, I made another Soulborn, take a shot, etc. I needed full base attack for Divine Crusader so I could finish the SI, and I wanted to do Incarnum as a way of representing the there and yet not there draconic aspects that Dolarhyde manifests. Soulborn checked those two boxes. If you have the dragonblood subtype you can shape the souldmelds found in Dragon Magic. The Claws of the Wyrm and Dragon Tail (not to be confused with the feat) are significant because unlike other melds, they give a natural weapon when shaped, no bind required. I’m assuming one and then eventually both of these will be shaped most of the time. Dragonscale Husk is an ACF I’ve chosen for flavor. Normally I wouldn’t use it since being unable to gain any other type of bonus to AC isn’t often worth it, but with enough class levels in heavy armor proficiency, we’ll end up with +12 to AC (untyped, so presumably applies to touch AC) and resistance 15 against fire, acid, cold, and electricity at higher levels. Pretty nice.
Apprentice (Philosopher) is necessary to get the ranks in K(religion) needed for Divine Crusader and the SI. Skilled City Dweller (best ACF ever) is used, as I essentially always do, to get tumble, because tumble is good.

Level 10
Divine Crusader is a way to gain fast casting, at the cost of only casting from domains. For deity I’ve chosen Garyx, the red dragon god of destruction, extremely on brand. The deities in Draconomicon list two favored weapons, in this case claw and sickle. I took claw since I’m using Claws of the Wyrm. If for whatever reason taking WF (claw) isn’t accepted, spending it on sickle works fine. For domains we’re starting off with the dragon domain (naturally).
When you unlock binds at 8, Claws of the Wyrm’s Hand bind increases the damage one step, which is nice. If you’d like to spend your bind elsewhere, the Thunderstep Boots are popular for a reason, stunning on a charge is nice.
The Dragon Tail is too good thematically to pass up, so we’re going to spend the feat to nab access to it. Soulborn is essentia starved, so bonus essentia helps. Don’t forget the 2 more essentia we’re getting from Sapphire Smite and Healing Soul.

Level 15
Divine Agent grants access to a second domain with Destruction, doubling our spell list. Because it grants proficiency with all armors, you can stack it with Soulborn levels for advancing Dragonscale Husk. Check out that UotSI! The granted power of Destruction domain is a smite, so we can squeeze some extra use out of Sapphire Smite. The SI grant’s UMD, which I couldn’t not take. Access through wands expands the effective list out to cover utility and specifics you don’t otherwise have. Greater Magic Fang’s bonus is the same as the essentia bonus for Claws of the Wyrm and Dragon Tail, so you can save and invest the essentia elsewhere. Contact and Commune are ordinarily whatever abilities, but they do pair nice flavorfully. I think you can guess at this point how altered appearance changes the look.
Fearsome Mask is a Soulborn exclusive meld, the brow bind gives you a fear gaze, so I took open chakra to get access to it. Continuing to pursue the theme of inspiring terror in lesser beings, I took Imperious Command to stack the fear.

Level 20
Godly gift choices here are more than just extra uses. Taking it for true seeing is a way to bypass the cost for an excellent utility ability. Dominate monster is a spell you ordinarily wouldn’t be able to cast, since your effective casting tops out at 6ths. (Technically 7ths, but with 0 per day you’re not going to be casting them without items.) Mystic Union is a culmination of what Dolarhyde’s imagined apotheosis would be, and opening a gate to Pandemonium is a surefire way to get the awe he is owed.
Dragon Tail, when bound to the Waist Chakra, gains reach and goes up in damage, so it felt like a natural choice.

Sources
Soulborn, Soulmelds, Bonus Essentia, Shape Soulmeld, Open Lesser Chakra, Open Greater Chakra: Magic of Incarnum
Fireblood Dwarf, Dragonscale Husk, Dragon Tail, Claws of the Wyrm
Divine Crusader: Complete Divine
Garyx, Dragon Domain: Draconomicon
Apprentice: Dungeon Master’s Guide II
Skilled City Dweller: Cityscape Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
Imperious Command: Drow of the Underdark
Weapon Focus: PHB
Image: William Blake

The Viscount
2024-01-14, 12:57 PM
And that's our entries for the round! Judges, over to you!

Paragon
2024-01-14, 01:40 PM
Am I dreaming or is there 2 weird cat builds ? And 2 Shamans two (even if one is realllllly obscure haha)

loky1109
2024-01-14, 02:02 PM
Oh my...
Okay, I'm still in.

Firstly about my idea.
It was Half-Fiend, Durzagon Fiend of Blasphemy 2/Something with good Will 2/SI 9. Deity - Iborighu, heretic of the faith (Winter), Fimbulwinter as gift and this image:
https://i.pinimg.com/736x/a2/fd/8b/a2fd8bcd2a9d60e75b48107639b65dd7.jpg
, but... I though Durzagon has LA +2 (((

Inevitability
2024-01-14, 02:46 PM
I can't properly express how much of a relief this reveal is. I'd been worrying that someone else was going to do [redacted] for sure, but that somehow didn't happen! Looking very much forward to judgements.

Also, overall just a solid round entry-wise, lots of interesting ideas that I'd never in a million years have thought of.

H_H_F_F
2024-01-14, 02:53 PM
I tried to build something around the alignment shift by worshipping Shekinester, who has multiple alignments. Couldn't find stuff that was interesting enough to do with that, though I really tried. Locks you out of non-alignment stuff, and anything that forbids evil acts (like worshipping an evil deity) but lets you count as Good, Evil, Chaotic, Lawful and True Neutral simultaneously.

Prime32
2024-01-14, 02:58 PM
My unfinished concept was looking at the rules for ex-agents (where your deity can't take your godly gifts back) and wondering how much of a god's power you can hold onto after betraying them.

Kas the Twice-Triumphant
CE Spell-stitchedCArc NecropolitanLM Ex-Vecna-bloodedMM5 PrimordialSoX Old Lesser half-giantCPsi
Cleric of Vecna 10/Divine AgentMotP 9/SpelldancerMoF 1 --> Ex-Divine Agent 9/Spelldancer 1/DefiantPlH 10
Feats: Human HeritageRoD (allows a Giant to become a necropolitan), Southern MagicianRoF (allows you to spellstitch yourself through a technicality)

Spelldancer is there to let you apply metamagic to SLAs, of which you have many (which also get +1 CL thanks to Primordial Giant).

Then I got hung up on the idea of receiving Mordenkainen's disjunction as your godly gift, yelling "Vecna you fool, it was I reborn all along!" and using it destroy his Eye while it was attached to your own head (but surviving somehow and becoming a Defiant to make up for your loss of casting). But even that pact spell which auto-revives you explicitly says that you're entrusting your lifeforce to your deity, so...

WhamBamSam
2024-01-15, 03:37 PM
I played around with using Prehensile Tail to get some real value out of the usually cosmetic Altered Appearance. Between the actual tail attacking tail that I'd need to qualify for the feat and the Altered Appearance tail, I'd have two extra hands with which to qualify for Multitasking. Then I was hoping to use Outsider typing from Mystic Union to Polymorph into an Arrow Demon and just multitask the crap out of Greater Manyshots and Symmetrical Archery. Unfortunately, I had misremembered the Transformation domain as being available to creatures of the shapechanger subtype of any deity, when in fact it is available to shapechangers with no deity, so my plan to graft the subtype on with the Were-Glade (which you can also use the Higher Order ability of to temporarily push the CL of SLAs like Godly Gifts and the SI's Gate since it adds HD while in effect) and just get transformation from the SI's granted domain didn't work out. Stub was Silverbrow Human (Talaire) Ranger 6/Consecrated Harrier 4/SI 10.

loky1109
2024-01-15, 07:36 PM
And table.

# Name Alignment / Race Class Levels Deity Chef Total Place
1 Jae Wes (https://forums.giantitp.com/showsinglepost.php?p=25946265&postcount=53) LN Lesser Aasimar Cleric 4/Crusader 1/Divine Agent 10/Ruby Knight Vindicator 5 Wee Jas
2 Echo (https://forums.giantitp.com/showsinglepost.php?p=25946270&postcount=54), part 2 (https://forums.giantitp.com/showsinglepost.php?p=25946271&postcount=55) TN→NE Incarnate Construct Dustform Nymph→Spellscale Druid 1/Blighter 4/Warblade 1/Divine Agent 10/Nature's Warrior 5 Velsharoon
3 Navtej (https://forums.giantitp.com/showsinglepost.php?p=25946277&postcount=56) CE→NG Abyssal Skulker Brahmin 3/Fiend of Possession 1/Divine Agent 10/Fiend of Blasphemy 2 Lakshmi
4 Schroedinger's Tibbit (https://forums.giantitp.com/showsinglepost.php?p=25946281&postcount=57) TN Tibbit Sha’ir 6/Malconvoker 4/Divine agent 10 Schrödinger
5 Larry (https://forums.giantitp.com/showsinglepost.php?p=25946285&postcount=58) TN Tibbit Invisible Fist Monk 2/Shaman 4/Sacred Fist 3/Swordsage 1/Divine Agent 10 Cat Lord
6 Iago (https://forums.giantitp.com/showsinglepost.php?p=25946288&postcount=59) CE Major Silver Dragon Bloodline Primordial Half-Giant Duskblade 1/Warblade 1/Death Delver 3/Divine Agent 10/Contemplative 1 Beshaba
7 Ghrond Ironhand (https://forums.giantitp.com/showsinglepost.php?p=25946290&postcount=60) CE Human Paladin of Slaughter 4/Divine Agent 10/Warblade 6 Erythnul
8 Piotyr Icevein (https://forums.giantitp.com/showsinglepost.php?p=25946300&postcount=61) LG Neanderthal Favored Enemy Paladin 2/Cleric 3/Divine Agent 10/Ordained Champion 5 Heironeous
9 Ketos (https://forums.giantitp.com/showsinglepost.php?p=25946302&postcount=62) NG Anthopomorphic Ballen Whale → Tibbit Drow Fighter 1/Stoneblessed 3/Pious Templar 1/Divine Crusader 1/Ruathar 1/Divine Agent 9/Shadowcraft Mage 3/Shaper of Form 1 Garl Glittergold
10 Snow (https://forums.giantitp.com/showsinglepost.php?p=25946308&postcount=63) CG Illumian Planar Paladin of Freedom 4/Divine Agent 10/Thaumaturgist 4/Paragnostic Apostle 1/Crusader 1 Tuilviel Glithien
11 Francis Dolarhyde, Chrysalis of Potency (https://forums.giantitp.com/showsinglepost.php?p=25946312&postcount=64) CE Fireblood Dwarf Dragonscale Husk Skilled City Dweller Soulborn 8/Skilled City Dweller Divine Crusader 2/Dragonscale Husk Divine Agent 10 Garyx

Echo, you didn't make my work easier. )))

Rebel7284
2024-01-15, 10:15 PM
Am I dreaming or is there 2 weird cat builds ?

Three Tibbits total! Amusing when nearly a third of the entries end up being the same exotic race. Perhaps it's the most fitting race thematically for Iron Chef Optimization Challenge in the Playground CXXX

quetzalcoatl5
2024-01-15, 10:30 PM
Loving these! So many paths to take with the nutmeg of secret ingredients.

loky1109
2024-01-18, 01:23 PM
Okay, I read all entries yesterday. Now I need to re-check my criteria. It’ll take two or three days. Then I'll get down to judging. I think this will take at least a week, maybe two.

H_H_F_F
2024-01-18, 01:51 PM
Thanks for the update, loky!

Inevitability
2024-01-19, 04:26 AM
Having had some time to read the entries in more depth: they're great, and many go into a direction I altogether did not expect.


One half-formed idea of mine was to somehow work fighter 8 into a build: Armor of God is an obscure ACF that lets you switch your base Will save to an AC bonus for a turn. Divine Agent both offers good Will and an ability reliant on creatures attacking you but missing, so if I was ever going to make that ACF shine, this'd be the place. However, the need to get 2nd-level divine spells with only 2 levels left forced me to go Bone Collector, for a final build of Fighter 8 / Bone Collector 2 / Divine Agent 10 (which would be able to use Armor of God to swap 12 points of Will over to AC at-will).

I toyed with making the build worship Eilistraee; the Elf domain would give me standard-action Antipathy, and the Darksong Knight substitution levels would let me trade some HP for slightly more utility in and out of combat. Alternatively, something that grants Mind Blank might be useful to cover up the gaping hole I'd left in the build.


I even considered using adept for one idea: I wanted to do something involving a large forced alignment shift, but I still needed a domain... so enter Eberron's adepts, which get a domain and have no restrictions on alignment. That didn't really end up going anywhere, but I'm sure I could've stretched it even further: the synergy between a familiar and maxed-out UMD are self-evident, for one.

Also, I'm a bit surprised to see nobody went with the Joy or Pain domains to get standard-action Ambrosia or Liquid Pain harvests going. Component-free Permanency (Time) or standard action Reincarnate (Renewal) also seemed like funny options to build a character around.

Rebel7284
2024-01-22, 12:26 PM
Out of curiosity, how many judges do we have? I see Loky1109 is actively working on judging. Are there others?

The Viscount
2024-01-23, 08:49 PM
I'm looking at options for next round. Reaching deep into the barrel of oddities, we've got


Bigger than before
The goth dream
The consequences of my actions

daremetoidareyo
2024-01-23, 09:32 PM
Bigger than before!

WhamBamSam
2024-01-23, 09:43 PM
Consequences

loky1109
2024-01-24, 12:19 AM
Consequences.

Battlechaser
2024-01-24, 12:59 AM
The goth dream.

Paragon
2024-01-24, 01:43 AM
Conséquence !

Inevitability
2024-01-24, 03:16 AM
Let's do The Goth Dream.

quetzalcoatl5
2024-01-24, 08:57 AM
Consequences!

loky1109
2024-01-24, 01:42 PM
My criteria are rechecked. Maybe I'll post them today later or tomorrow.
I hope I'll start to re-read entries second time tomorrow.

Tohron
2024-01-24, 04:22 PM
I'll vote consequences.

Venger
2024-01-24, 07:18 PM
Well, well, well, if it isn't the consequences of my own actions.

loky1109
2024-01-27, 12:06 PM
My judging criteria.

Originality. Starts at 3. Most subjective part. I look at races, classes, prestiges, feats and clever tricks. Combo that involves SI may be reviewed in UoSI section.

Power. Starts at 0. I have four parts 1.5 points in each. Yes, I know what 1.5x4 is. )
Offense. How good are you at making damage? Attack bonuses, damage, attack options, rider effects, etc.
Defense. Your hp, saves, AC and other defense options.
Utility. Being face, scouting, making money, tracking, mobility options, healing, buffing, etc.
Flexibility and Endurance. It isn't good for you to be able to do your main uber-trick once per week. Also it isn't good if you need to prepare specifically for every case in advance without the ability to adjust on the fly.

Elegance. Starts at 5. I search for any mistakes, inaccuracies, ambiguity and give you a penalty. In rare cases when I find something pretty clever I can add some bonus.
TO RAW is always less than RAI. There is no way you could make me believe in d43 damage dice and similar nonsense.
Cross-​setting materials isn't something harmful if you know when to stop.
Multiclassing isn't sin, either. Multiclass XP penalty - opposite.
I don't like missed opportunities. If you take toughness five times it isn't pretty elegant in my book.
I look at formatting. Your entry should be easy to read. All skills in place, all feats clearly came from (regular, bonus, some free, etc.), there are right full sources, etc.

UoSI. Starts at 0.
Did you qualify for SI (and don't fall after)? - +1 if all is ok. If it isn't... Well, if issue could be easily solved maybe 0, maybe something between. If issue is unsolved you just get 1 point in UoSI.
Did you enter SI early? - up to +0.5.
Did you finish SI? - up to +0.5. Maybe some decrease if you finished SI very late.

Did you use all SI abilities (Advancing Spellcasting, Weapon and Armor Proficiency, Granted domain, Contact, Menacing Aura, Godly Gift (1st, 2nd and 3rd), Altered Appearance, Commune, Plane Shift to Deity's Plane, Plane Shift to Any Plane, Audience, Alignment Shift, Mystic Union, Gate) at all? - up to +0.15 each.
Have you found some interesting combos involving SI abilities? - up to +0.5 each.

It isn't enough just to have, for example, Plane Shift and saying: "It is useful for everybody and for me, too." No, you should have something on top of that.
Combo, in turn, is something that you need to come up with, something creative.

Did you use SI prerequisites or just take it and forget? - up to +0.5.
Does you entry thematically fit the SI? - between -0.5 and +0.5.
Maybe SI made your entry worse than it could be without SI? - up to -1.

Wildstag
2024-01-28, 03:54 AM
Everyone knows bigger is better, and I hear there's one even bigger than before? It's got my vote!

loky1109
2024-01-29, 08:14 AM
I read all several more times more carefully. Start to write evaluation.

H_H_F_F
2024-01-29, 09:40 AM
Thanks for the update, loky.

loky1109
2024-02-06, 05:08 PM
I was slightly ill last week. Nothing serious, but it and all these bad gateways didn't help me judge. For this moment I almost judge second entry. Hope things will happen quicker.

And while you are waiting my judgement I want to promote current round of competition where I'm the chair: Zinc Saucier: Ice-IX. There you can create emulation of Father Llymic's Brood Spawn.

🠗🠗🠗Link in my signature.🠗🠗🠗

The Viscount
2024-02-06, 07:57 PM
Thank you for the update, and for your efforts!

H_H_F_F
2024-02-13, 03:08 AM
How ya doing, loky?

loky1109
2024-02-13, 05:09 AM
How ya doing, loky?

Slowly. It's tooth pain. It hinders. Removal should be tomorrow, all will became quicker.
I'm very sorry for delaying.

Battlechaser
2024-02-13, 05:29 AM
Get well soon, loky

loky1109
2024-02-13, 06:13 AM
Get well soon, loky
Thank you!

Inevitability
2024-02-14, 04:24 AM
While we're waiting for the judgements, a question to our chairman: have we considered Dungeon Delver as a secret ingredient? Crushing pre-reqs, middling BAB, skills you probably already had access to, and some shiny abilities like limited-use Augury, Blindsense, Trap Sense, and a situational bonus to Survival checks. I have multiple ideas for how to use it and I'd love to see it as the SI: I'm even willing to commit to judging the next round if that means we'll get Dungeon Delver the round after.

WhamBamSam
2024-02-14, 02:40 PM
While we're waiting for the judgements, a question to our chairman: have we considered Dungeon Delver as a secret ingredient? Crushing pre-reqs, middling BAB, skills you probably already had access to, and some shiny abilities like limited-use Augury, Blindsense, Trap Sense, and a situational bonus to Survival checks. I have multiple ideas for how to use it and I'd love to see it as the SI: I'm even willing to commit to judging the next round if that means we'll get Dungeon Delver the round after.Dungeon Delver was going to be an ingredient during Helio's time as chair, but she replaced it with Elocator because people were whining too much. I had an idea more or less in order, and wouldn't mind a Dungeon Delver round, but idk if it's in the cards.

Inevitability
2024-02-14, 03:37 PM
Dungeon Delver was going to be an ingredient during Helio's time as chair, but she replaced it with Elocator because people were whining too much. I had an idea more or less in order, and wouldn't mind a Dungeon Delver round, but idk if it's in the cards.

Oh huh, I actually participated back in that Elocater round (I think the build's in my sig), but all that must've completely slipped me by. Or I've forgotten, at any rate.

That said: we did Vengeance Knight not too long ago, some people are seriously talking about Dragon Samurai - I'm hopeful there's room for a truly terrible ingredient every once in a while.

The Viscount
2024-02-14, 08:13 PM
My prime worry with dungeon delver is the reason it was pulled during Heliomance's tenure. The prerequisites are so demanding that it limits means of entry. I remember being a chef with ingredients like this and the difficulty in making a dish stand out.(the round with Initiate of Pistis Sophia sticks out in my mind, even though I didn't end up submitting for it).

Reservations aside, if there's enough people who want it, I'll put it on the list.

H_H_F_F
2024-02-18, 02:47 PM
Hope you're feeling better, loky!

Gang, the Villainous Competition has been missing a judge for a while. Whoever judges it can chair next round, if that's at all enticing :smallsmile:

loky1109
2024-02-18, 05:03 PM
Hope you're feeling better, loky!
I am. Thanks, H_H_F_F!
Judging is almost done - it's only two entries to go.

loky1109
2024-02-21, 12:04 PM
Without further ado. Judging!

Cleric, Crusader and Ruby Knight Vindicator didn't surprise me (-0.75). As like your feat selection, maybe only Undying Fate and Divine Spell Power slightly did (-0.25). We have Lesser Aasimars every time (-0.25).
Your Gifts selection also isn't mind blowing. Well, Monstrous Thrall is interesting, but Animate Dead and Create Undead were literally two first spells I thought about (-0.25).

Total: 1.5
Offense You are Cleric/Initiator. You give me only a few spells you use, but you anyway deserve good points here (+1).
Defense You are also good here. Not bad hp, possible good AC, all saves, but Reflex are ok, plus Aura of Perfect Order works for you. Also +1.
Utility Well... Broad minion options and cleric's spells give you good potential. Add to this Magic domain. But your own skills, mobility, etc. aren't mind-blowing. Give you +0.75.
Flexibility and Endurance Okay. You have enough spell slots, you have Maneuvers with recharge mechanics. Yeah, your minionomancy dependent on another creatures and it isn't good, but isn't problem either. Especially having in mind you have ways to get these "another creatures" by yourself. Give you +1.25.

And your minionomancy deserves another +0.25
Total: 4.25
Your build is very simple and coherent, but I could find something to quibble.
Aasimar, Lesser. First of all, you didn't source a lesser variant. Second, I always think Lesser variants create an uneven playing field and are strongly DM dependent (-0.25).
You ended up with Wis 21. You could Point Buy Wis 15 and get Dex or Int 12 and wouldn't have lost anything. But this itself isn't enough for penalty (-0).
Also you mentioned some items, but you clearly aren't item-depended, just have something to do with items (-0).
Multiclass penalty (-0.25).
And... that's all.
Total: 4.5
Did you qualify for SI? - Mostly yes. I only have some doubt about "peaceful contact with deity or its direct agents." I don't see this in the story (+0.9).
Did you enter SI early? - Yes (+0.5).
Did you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - You clearly use it (+0.15).

Weapon and Armor Proficiency - You already have it (+0).

Granted Domain - Yes, this domain is good for you (+0.15).

Contact - Nothing (+0).

Menacing Aura - Well, you mentioned Steely Resolve, but it actually doesn't work well. If somebody want to attack you, 5 hp pool isn't issue for him (+0).

Godly Gift (1st) (Animate Dead) - You bypass material component (+0.15).

Godly Gift (2nd) (Create Undead) - You bypass material component and casting time (+0.15).

Godly Gift (3rd) (Monstrous Thrall) - You bypass XP cost (+0.15), and have combination with Gate (+0.2).

Altered Appearance - Nothing (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - Nothing special (+0).

Plane Shift to Any Plane - Nothing special (+0).

Audience - You just have it (+0).

Alignment Shift - You don't use it (+0).

Mystic Union - It's useful if you found way to cast Polymorph (+0.1).

Gate - You have some use of it, but no more than any other Divine Agent has. Bonus for combo with Monstrous Thrall is already granted.

Skill List (UMD especially) - No specific use (+0).
Do you use SI prerequisites or just take it and forget? - Here we can talk only about Knowledge (religion) and you use it to qualify for another PrC, but put in only one rank more. I give you +0.3
Does your entry thematically fit the SI? - Yeah, I feel it like a Divine Agent. Maybe not the greatest one, but thematically fit (+0.5).
Maybe SI makes your entry worse than it could be without SI? - Maybe you could make something with more cleric casting, but I think your SI balanced it well (-0).
Total: 3.75


Total: 13.75


Your entry method, original race, templates, Blighter, Rite of spellscale assumption, and less Nature's Warrior were very surprising (+1.25)! Warblade level - opposite (-0.25). Astral Tracking and Dragon Wild Shape are slightly surprising (+0.25), Heretic of the Faith, Frozen Wild Shape and Knowledge Devotion... I can see them coming a mile away (-0.25).
And your Godly gifts... You selected the most expected spells (-0.5).
Total: 3.5
Offense Okay. You have 9ths. Yeah, Blighter’s spelllist isn’t the best spelllist of whole spelllistbuilding history, but isn’t worst either. Plus, you have Corrupt Spells and very well Domain. Most of all your spells looks very offensive while CL is too low, also you have good Wild Shapes, 16 BAB, one level of Warblade with all its goodies. It’s +1.25 it my eyes.
Defense Not as great as Offense, but still not bad. Okish hp, good 2 of 3 saves (but third is bad), potentially good AC, several useful defensive spells. Give you +1 point here.
Utility Again you have some spells, several knowledges, survival and track, useful wild shapes, but actually nothing mind-blowing (+1).
Flexibility and Endurance You have 4 Wild Shapes per day which is okay. You have enough spells and unlimited maneuvers. But you have some issues. Blighter's Deforestation is an unpleasant limitation for your casting. You risk being left without spells in some situations. Plus your Corrupt Spells' cost. It's not as smooth as you think (later about this) and Corrupt Spells are a big part of your power. Plus low CL reduces the effectiveness of your spells and increases the consumption of spell slots. Also I should mention that your most powerful tool - Wish will not immediately go on working revolutions in real game - you will need days or weeks to get all what you want from it (+0.75).

Plus I also give you +0.5 for Undead minionomancy and free Wish craziness.
Total: 4.5
Here you have problems. I even don't talk about breaking the game with the free Wish. Sentient DM could work with it. Of course you'll not have epic items, unlimited Rings of Three Wishes or even unlimited non-epic items. But yes, it's a pain in DM's ass.
And your story and qualify for Blighter... Yes, it's legal, but I easily imagine DMs who ban it or at least you will need to work with DM to adapt your character. You can’t use her out of the box. And these two issues together cost you -0.25.
Your formatting is creative, but it was hard for me to read your entry on smartphone (-0).
You can't get Crushing weight of the mountain at Warblade's first level.

You begin play with knowledge of one 1st level stance from any discipline open to warblades.
-0.25
You don't qualify for Iron Heart Surge and Mithral Tornado (-0.25).
Sorry! I like how you qualify for Iron Heart Surge and Mithral Tornado (+0.25).
Rite of spellscale assumption is a great find. It'd also be great if you source it. C'mon! It's your main shtick! And you call it "Ritual" not "Rite" which didn't make my search easier (-0.25).
Your Corrupt Spells and Undead WS... Well, your point is good, your trick works... when we talk about spells with duration. When a spell is cast, the possibility that at the moment when you should pay the cast you will be undead isn't fact and can't prevent casting. If the moment when you cast a spell and moment when you pay aren't the same moment!

Seething Eyebane - Instantaneous

Rotting Curse of Urfestra - Instantaneous

Touch of Juiblex - Instantaneous

Forbidden Speech - intended be Instantaneous, I think

Consume Likeness - intended be Instantaneous, either

Death by Thorns - Instantaneous

Evil Weather - 3d6 minutes

Plague of Nightmares - Instantaneous

Apocalypse from the Sky - Instantaneous, plus Undead aren't immune to Wisdom damage
So your Undead WS helps you with one Corrupt Spell of all your mentioned (-1).
Fangs of the Vampire King - revised in Spell Compendium and no longer is Corrupt Spell. Isn't a big deal (-0).

It is debatable how Undead Wild Shape works with Wild Shape modification feats. I see how some DMs tell you that you could shape only into skeletal cryohydra and skeletal dragons (which can't fly) (-0.25).
Apprentice feat. Firstly, you miss your two extra skill points.
Secondly:

Surpassing the Mentor: Once the apprentice reaches 5th level, he graduates from his apprenticeship. He continues to gain the benefits of the Apprentice feat, but no longer needs to work with his mentor. The mentor’s associated skills remain class skills for purposes of determining the maximum rank he can have in those skills, and he still retains the secondary benefits, but an associated skill can only be purchased as a class skill if he gains a level in a class that has that skill as a class skill.
But you still purchased Knowledge (Nature) and Survival as a class skills at 5th-8th levels (-0.25).
Total: 3
Did you qualify for SI? - Yes (+1).
Did you enter SI early? - It's... a good question... Well, I'd say almost yes (+0.45)
Did you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - You clearly use it (+0.15).

Weapon and Armor Proficiency - You already have all, but heavy armor which you don't look to use (+0). You showed me how Heavy Armor Proficiency is useful for you (+0.05).

Granted Domain - It's your only domain, well, both are and second is very useful (+0.15).

Contact - You just have it (+0).

Menacing Aura - You just have it (+0).

Godly Gift (1st) (Animate Dead) - You bypass material component (+0.15). +0.2 for combo with Blighter spell list.

Godly Gift (2nd) (Create Undead) - You bypass material component and casting time (+0.15). +0.2 for combo with Blighter spell list.

Godly Gift (3rd) (Wish) - You bypass XP cost (+0.15) and break the game (+0.5).

Altered Appearance - Nothing (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - Well, Dweomerheart is interesting place and it looks like you have rare direct way to get there (+0.15).

Plane Shift to Any Plane - Nothing special (+0).

Audience - You just have it (+0).

Alignment Shift - You at least use it (maybe), but it's pretty flavor (+0).

Mystic Union - Nothing special (+0).

Gate - Nothing special (+0).

Skill List (UMD especially) - Nothing special (+0).
Do you use SI prerequisites or just take it and forget? - You end up with 7 ranks in Knowledge (religion), but at least you have Knowledge Devotion both to benefit and to be a prerequisite for (+0.2).
Does your entry thematically fit the SI? - I'd say yes, but your idea of Wish abuse (while Velsharoon blinked and missed that probably) and your wish to overthrow your patron is slightly off point (+0.4).
Maybe SI makes your entry worse than it could be without SI? - Big No (-0)
Total: 3.95 4.4

Total: 14.95 15.4

I know about OA Shaman, I know about Mahasarpa existent, I have idea of entry via Fiend of Blasphemy with usage of Fiend of Possession, but you actually surprise me. Add here Abyssal Skulker (+1).
Some of your feats are boring, some are innovative, call it tie (+0).
Your GGs... Well, Wish is an obvious choice, but others aren't, another tie (+0).
Total: 4
Offense You aren't very offensive, nor your spells, nor your mundane options. Yeah, you have IUS and claws, but your BAB and damage aren't something to write home about (+0.25).
Defense That is another matter. You have enough defending options. Good AC, great saves, okish hp, etherealness, some spells. Give you +1.25 points.
Utility You are great here! Good spells, good skills, FoB's Transfer SLA, Mindsight, Darkstalker (+1.5).
Flexibility and Endurance You are slightly low on spells and only 3 Trickery Devotion uses. But you don't have heavy specialization and are ready without long preparationю And "anything we cast in the Spirit World will be Extended and Empowered" also good for you (+1).

And +0.25 for free Wish craziness.
Total: 4.25

Outsider traits, Tanar'ri traits
Sorry, but Abyssal Skulker isn't Tanar'ri. This means you aren't qualify for Mindsight (-0.5).

No detailed rules are given for any specific deities in the Mahasarpa setting.
This is an issue. Well, idea that "here exists a god for any combination of domains and alignments that does not inherently contradict itself" really is reasonable, but you need to coordinate it with DM (-0.25).
Interaction of Transfer SLA and 1/week SLA is another RAW yes, but you need to talk with the DM thing. And this one is highly likely to not be approved (-0.25). If somebody asks me I ban this idea.

Mystic Union might seem useless to us, outside from the welcome DR playing nice with Goad. However, it also makes it so that we can now be raised or resurrected, which was not previously the case
Amm... No.

Despite this outsider status, a divine agent may still be brought back from the dead if slain.
Give you -0.25.
That's all.

Total: 3.75
Did you qualify for SI? - Yes (+1).
Did you enter SI early? - No (+0).
Did you finish SI? - Yes, but only at ECL 20 (+0.4).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - Yes, for two classes actually (+0.15).

Weapon and Armor Proficiency - Well, it isn't essential for you, but you use it (+0.15).

Granted Domain - You use Trickery domain (+0.15) and trade it for useful Trickery Devotion (+0.1).

Contact - You just have it (+0)

Menacing Aura - Yeah, you use it (+0.15) and have combos with Trickery Devotion and Goad (+0.5).

Godly Gift (1st) (Divination) - You bypass material component and casting time (+0.15) plus you use it to qualify for Fiend of Blasphemy (+0.5).

Godly Gift (2nd) (Geas) - You bypass casting time (+0.15).

Godly Gift (3rd) (Wish) - You bypass XP cost (+0.15) and win the game (+0.5).

Altered Appearance - Well, in your case it is useful (+0.15).

Commune - Okay, you don't do something really new with SLA itself, but you try to get more uses with Transfer SLA (+0.2).

Plane Shift to Deity's Plane - You have interesting uses in addition to useless for you base effect (+0.2).

Plane Shift to Any Plane - Nothing apart from mentioned in PS to Deity's Plane (+0).

Audience - Nothing (+0).

Alignment Shift - You use it and use it very well (+0.15).

Mystic Union - Nothing special (+0).

Gate - The idea of Spirit World gives your Gate great versatility (+0.15). Also combo with Geas and Transfer SLA (+0.2).

Skill List (UMD especially) - You get UMD, and also some Disguise, while not doing something special with them (+0.1).
Do you use SI prerequisites or just take it and forget? - You put ranks in the Knowledge (religion), but don't do something special with it (+0.2).
Does your entry thematically fit the SI? - Yes. Only issue is free Wishes as I mentioned for Echo (+0.45).
Maybe SI makes your entry worse than it could be without SI? - Clearly no (-0).
Total: 5 (actually more)

Total: 17

Sha'ir, Tibbit, whole idea of using Fabulous Cats's deity Schrödinger are very original in my eyes, Malconvoker not so much (+0.75).
Some of your feats are interesting, some unexpected, some aren't (+0.25).
Gifts... I’d be lying if I said they were expected, maybe Foresight because of the Knowledge domain (+0.25).
Total: 4.25
Offense You aren't great in direct combat, but you could do something with your spells, while your spells also aren't very offensive. Of course planar binding is a thing (+0.75).
Defense Bad saves, I can't know your hp, but it doesn't look great, too, as well as I don't know your AC, but it looks not great, either. At least spells give you some options (+0.5).
Utility This part is better. Your own spells are aimed mostly at this, you have some skills (while I'd be glad to see more), and planar bindings are ones of the best utility options (+1.25).
Flexibility and Endurance You have a good amount of slots and if you have enough time you could get a broad variety of spells (+1).

Also I give you +0.25 for your necrotic minionomancy.
Total: 3.75
Where are your stats (-1)?
Lunatic insight. First: it's [Tainted] feat and

Please refrain from using Taint unless it's necessary for the Secret Ingredient (subject to a penalty in Elegance proportional to the degree of cheesiness of the Taint usage).
It costs you -0.25 points.
Second:

My interpretation means that they are class skills for every class thereafter. But I could be wrong.
You clearly are. Nothing in this feat talked about becoming knowledges in-class. "You are considered trained in all Knowledge skills" no less, no more (-0.5).
Landlord... Why? Just why? -0.25 for dead feat.

Malconvoker with 4 ranks in bluff? Really (-0.25)?

Spellcasting progresses to allow planar binding so hello there efreeti with your three wishes per day.
One of the most known and most disliked cheeses (-0.25). If you want free Wishes, at least make them by yourself.
Your skills. I really want to know how many ranks you put in skills when leveled up and which are cross-class.
At 4th level you allocate only 3 ranks. At 5th level - 5 ranks. At 8th, 19th and 20th level you up Diplomacy as class while it isn't. At 9th and 10th - use only 5 ranks.
-0.5 point total.

Total: 2
Did you qualify for SI? - Yes (+1).
Did you enter SI early? - No (+0).
Did you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - You use it (+0.15).

Weapon and Armor Proficiency - Well, you didn't have any Armor Proficiency before, but it doesn't look like you intend to use armor. But I give you +0.05 points.

Granted Domain - It's your only domain. But I'm not sure how good it is (+0.15).

Contact - You just have it (+0).

Menacing Aura - You just have it (+0).

Godly Gift (1st) (Allergic Reaction) - You don't bypass anything and spell isn't great (+0).

Godly Gift (2nd) (Cat's Gravity) - You again don't bypass anything, but at least spell is better (+0.1)

Godly Gift (3rd) (Foresight) - And again (+0.1).

Altered Appearance - You just have it (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - You just have it (+0).

Plane Shift to Any Plane - You just have it (+0).

Audience - You just have it (+0).

Alignment Shift - You don't use it (+0)

Mystic Union - This is a useful one (+0.15). You qualify for Infernal Bargainer with it (+0.5).

Gate - I'm sure you couldn't summon balors (or any other outsider) from Schrödinger's home plane (+0), but if you somehow manage to do this you have necrotic spells to establish your authority (+0.2).

Skill List (UMD especially) - Well, you get 1 rank in UMD, it's not nothing, but I don't think it deserves points (+0).
Do you use SI prerequisites or just take it and forget? - Forget (+0).
Does your entry thematically fit the SI? - You know... I say yes. Theme is odd, but you catch it (+0.5).
Maybe SI makes your entry worse than it could be without SI? - I think yes. I'd be more happy to see more Sha'ir or/and Malconvoker levels (-1).
Total: 2.35


Total: 12.35

Monk, Shaman, Sacred Fist are positive for you as like Tibbit, Swordsage is negative (+0.5).
Shadow Blade, Craven are expected every time. Don't Mind Me, Surrogate Spellcasting, Falling Star Strike aren't (+0).
Your gifts... I give you +0.25 points for them. I had Miracle in mind as backup option.
Total: 3.75
Offense Okay, you could make some damage. It looks you are more melee type than caster type, but of course spells are taken into account - you mention yourself as "a flying turret," but I don't know what exact spells you use for this (+1).
Defense Good saves, good AC, enough hp, interesting defending abilities (+1.5).
Utility You have some skills, your cat form is good hide by itself, mobility options, invis, spells. Good (+1).
Flexibility and Endurance Okish amount of spells, Maneuvers, but only 6 Stunning Fists per day and 4 Turns (+0.75).

Also free Miracle a.k.a "healthy person's Anyspell" and not only is deserved another +0.25 points.
Total: 4.5

A dip in Swordsage brings us Assassin’s Stance

You begin play with knowledge of one 1st-level stance from any discipline open to you.
Sorry, but you can't get Assassin’s Stance via 1-level Swordsage dip (-0.5 changed to -0.25).

The Dragon Compendium mentions the Cat Lord only grants the Chaos, Travel and Trickery domain. I feel, since we’re building on a Shaman base, the Cat domain should be fair game.
Agree, sounds fair. But doesn't sound RAW (-0.25).
Do you really need 21 Wis? Why not Point Buy 15 Wis or Dex and get 2 more in Int or Cha (-0)?

Shadow Jump (SH)
Did you mean Shadow Jaunt (-0)?
TN Monk? Really (-0.25)?
Multiclass penalty (-0.25).

Total: 3.75 4
Did you qualify for SI? - Mostly yes. I only have some doubt about "peaceful contact with deity or its direct agents." I don't see this in the story (+0.9).
Did you enter SI early? - No (+0).
Did you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - Use (+0.15).

Weapon and Armor Proficiency - It new for you, but you 100% will not use armor (+0).

Granted Domain - You get spells and second reroll, but I'm not sure it's essential for you (+0.1).

Contact - Nothing special (+0).

Menacing Aura - Nothing special (+0).

Godly Gift (1st) (Substitution) - You bypass casting time and Material Component and maybe Focus (+0.15).

Godly Gift (2nd) (Stoneskin) - You bypass Material Component (+0.15).

Godly Gift (3rd) (Miracle) - You bypass XP cost for some uses (+0.15).

Altered Appearance - Nothing special (+0).

Commune - Nothing special (+0).

Plane Shift to Deity's Plane - You use it as attack option (+0.15).

Plane Shift to Any Plane - You use it as attack option (+0.15).

Audience - Nothing special (+0).

Alignment Shift - Don't use it (+0).

Mystic Union - Nothing special (+0).

Gate - Nothing special (+0).

Skill List (UMD especially) - Nothing special (+0).
Do you use SI prerequisites or just take it and forget? - You use Knowledge (religion) to qualify for another PrC, but put in only one rank more (+0.3).
Does your entry thematically fit the SI? - Not really (+0.1).
Maybe SI makes your entry worse than it could be without SI? - I don't think so (-0).
Total: 2.8

Total: 14.8 15.05

Duskblade and entering via Death Delver are your friends. Warblade and Contemplative aren't. Primordial Half-Giant also isn't a big surprise for me (-0.25).
Feats. Metamorphic Transfer, Martial Study, and Heretic of the Faith are boring options. Elder Giant Magic is new. It's more negative than positive (-0.25).
Your gifts... I didn't have a Magic Jar in mind, but Miracle and especially Wish were there. I clearly didn't expect both (-0.25).

I don't mention Bloodline itself because I consider it illegal. Yes, it surprised me. As like d20 Modern Smart Hero would.
Total: 2.25
Offense You aren't good on offense. No real mundane attack and damage despite you're having Power Attack, spells... you are Death Delver... Not great spell list for damaging/debuffing, while there are several options. Other opportunities include weak Breath Weapon, pet dog, two Maneuvers. Yeah, Magic Jar proxy slightly fixes the situation, but it's very situational (+0.5).
Defense It's better. Yeah, you miss 3 HD, but you managed to make your saves good enough and Death Delver's spells are more defensive than offensive. Plus you have some AC potential and resistance from bloodline and protective abilities from Death Delver (+0.75).
Utility Useful buff option, good skills, Alter Self+Metamorphic Transfer combo, mobility via Shadow Blink, all this sounds good (+1).
Flexibility and Endurance You have good enough CL for your spells, you have unlimited Invisibility, but you have too few spell slots, only 1 per day Alter Self and using Elder Giant Magic during the fight is challenging (+0.5).

Free Wishes are free Wishes (+0.25). Free Miracles are free Miracles (+0.25).
Total: 3.25
Okay. Let's start with the hard part. Bloodline.

Bloodlines and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly discouraged as long as I am Chairman.
I thought to say your entry is completely illegal firstly, but ended with only -2 penalty.

And Bloodline again. You don't count your Bloodline levels for Bloodline abilities for some reason (-0.25).

You have cross setting materials, but not in the amount that would be an issue (-0).

I don't think you are still able to use Elder Giant Magic to improve spell-like abilities after Mystic Union (-0.25).

Total: 2.5
Did you qualify for SI? - Yes (+1).
Did you enter SI early? - No (+0)
Did you finish SI? - Yes, but had one stop on the way to dip into Contemplative (+0.45)
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - Yeah, but I'm not sure this spellcasting worth it (+0.1).

Weapon and Armor Proficiency - Already have (+0).

Granted Domain - It's your only domain at the moment when it was granted, but with only 4th level spells it doesn't look great (+0.1)

Contact - You just have it (+0).

Menacing Aura - You just have it (+0).

Godly Gift (1st) (Magic Jar) - It's good spell and Godly Gift is the only possibility to you to get it, bit you bypass nothing via GG (+0.1), I appreciate combo with Major Bloodline (+0.15).

Godly Gift (2nd) (Wish) - You bypass XP cost (+0.15) and it's a free Wish (+0.5), and Bloodline combo (+0.15)

Godly Gift (3rd) (Miracle) - You bypass XP cost for some uses (+0.15).

Altered Appearance - Nothing special (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - You just have it (+0).

Plane Shift to Any Plane - You just have it (+0).

Audience - You just have it (+0).

Alignment Shift - You don't use it (+0).

Mystic Union - It opens you Alter Self opportunities (+0.3)

Gate - Well, yes, you have more options than other Agents, but it isn't big deal (+0.1).

Skill List (UMD especially) - UMD is maxed out (+0.15).

All your SI granted SLA combine well with Primordial template and Elder Giant Magic (+0.5).
Do you use SI prerequisites or just take it and forget? - You use Knowledge (religion) to qualify for two Prestige classes and max it (+0.5).
Does your entry thematically fit the SI? - Not completely, but yes (+0.3).
Maybe SI makes your entry worse than it could be without SI? - No (-0).
Total: 4.7

Total: 12.7

loky1109
2024-02-21, 12:05 PM
Part two!

Paladin of Slaughter entry is surprising. Warblade and Human aren't (+0.25).
Mounted Combat feats, Mad Faith and Mage Slayer are unexpected, Power Attack and Divine Might are so so, Martial Study... Well, let's say the penalty for that is unglued into Warblade (+0.5).
Your Gifts. Touch of Idiocy and Vampiric Touch would be surprising if they aren't in the same domain as a Wish and this isn't your only domain (-0.45).
Total: 3.3
Offense You are a Spirited Charger initiator and you are good at that (+1.25).
Defense You have great saves, good hp, I'm sure at least not bad AC, Improved uncanny dodge. Your main soft spot is your mount. Even if you give it all magic items in the world it still will be more fragile than you (+1.25).
Utility You have several good skills, but mostly it isn't your area of competence (+0.25)
Flexibility and Endurance Maneuvers - okay. Spell slots - not okay. CL 3 - terrible (+0.5).

Free Wishes, yeah (+0.25).
Total: 3.5
Mad Faith is [Tainted] feat. I already quote The Viscount in Schroedinger's Tibbit's judging about this. And for you it's essential part of build (-1).
Envy isn't Erythnul's domain. Yeah, Envy is in Erythnul's Portfolio, but Portfolio is a different thing (-1). Maybe I'm wrong. If you have proof please give it me.
What are your stances (-0.25)?
You take Mind over Body, Moment of Perfect Mind and Action Before Thought having 1 rank in Concentration and 24/15/22 saves? Moreover, you spent a feat on it. Yeah, you needed Diamond Mind maneuvers as prerequisites, but why didn't you get useful (-0.5)???
Columns Fort/Ref/Will in the build table are for base save bonus. Please, will not put here full bonuses in future (-0).
You ended with 5 odd stats. It's odd (-0.25). And please, be more detailed in the stat table (-0).
UMD isn't in-class skill for Warblade (-0.25). Plus, your skill formatting isn't judge-friendly. I want to see how many ranks you put in skill at each level (of course I wanna see totals, too).

What spell do you use? Do you use spells at all (-0)?

Total: 1.75
Did you qualify for SI? - No. You don't have ability to cast 1st-level divine spells at 3rd level so you don't qualify for Mad Faith. To solve the issue you need to replace two Warblade levels at 5th and 6th levels. Which is... well, I say doable (+0).

Did you enter SI early? - Having in mind 7th level I say so so (+0.3)
Did you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - Almost no used (+0).

Weapon and Armor Proficiency - Already have all of that (+0).

Granted Domain - Almost no used (+0).

Contact - You just have it (+0).

Menacing Aura - You just have it (+0).

Godly Gift (1st) (Touch of Idiocy) - It looks like spell tax for Wish (+0).

Godly Gift (2nd) (Vampiric Touch) - It looks like spell tax for Wish (+0).

Godly Gift (3rd) (Wish) - You bypass XP cost (+0.15) and crashed the economy of civilization (+0.5).

Altered Appearance - You just have it (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - See Gate.

Plane Shift to Any Plane - See Gate.

Audience - You just have it (+0).

Alignment Shift - You already are CE (+0).

Mystic Union - You just have it (+0).

Gate - You have mention of planar travel in your story so I give you +0.1 for both Plane Shifts and Gate.

Skill List (UMD especially) - You maxed UMD, you use Spellcraft to qualify for Mage Slayer (+0.15).

Mage Slayer has anti-synergy with SI decreasing CL for all SLAs (-0.5)
Do you use SI prerequisites or just take it and forget? - You put 3 more ranks in Knowledge (religion), but do nothing with it (+0.1).
Does your entry thematically fit the SI? - Yes (+0.5).
Maybe SI makes your entry worse than it could be without SI? - No (-0).
Total: 1.8

Total: 10.35

Paladin/Cleric entry is most expected. Ordained Champion sounds like Divine Agent by itself (-1). But Favored Enemy ACF is rare (+0.25).
Nemesis and Stand Still are interesting (+0.25).
Your gifts... None of them is expected (+0.5).

Total: 3
Offense You are a melee type with sword and shield. 16 BAB, smites, +6 to damage from Holy Warrior, Power Attack, 6th level cleric's spells (while you mostly didn't tell me what exactly). Sounds okay (+1).
Defense Good hp, good saves (maybe Reflex is slightly subpar), good hp, okay AC. Spells of course (still don't know what exactly). I give you +1 point.
Utility Skills aren't good, not totally awful, but I want better, out of skills and spells... nothing (+0.25).
Flexibility and Endurance Amount of slots is ok. 11 turns... Well it's good, but you have two ways to quickly run out of ammo. But for several fights per day that should be enough. And you are anti-Undead oriented. Not very much, but more than regular Paladin or Good cleric (+0.75).
Total: 3
You have some mess with your domain. In the table you get Law and Good at 3rd level (while get bonus WF from War) and War at 6th (-0).
Besides this... I like your table, I like your stats (yeah! somebody ended with no odd stats!), I like what you do with Ordained Champion's domain trading. Good job!

Total: 5
Did you qualify for SI? - Yes (+1).
Did you enter SI early? - Yes (+0.5).
Did you finish SI? - Yes, but only at 20th level (+0.4).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - Yes, you do (+0.15).

Weapon and Armor Proficiency - You already have it (+0).

Granted Domain - I don't sure how good Good domain is. In my book it's a weak option. Only new spell is Holy Smite, +1 CL isn't nothing, but... I give you +0.05 points. Add +0.1 for trading domain granted power via Ordained Champion

Contact - You just have it (+0).

Menacing Aura - You just have it (+0).

Godly Gift (1st) (Magic Circle Against Evil) - Sorry, but I see nothing here to reward for. Just one more 3rd level spell which you already have per day with slightly bigger CL (+0).

Godly Gift (2nd) (Holy Sword) - This is slightly more useful. It's not just "one more spell", it's at the best "the second this spell" or it lets you free the domain slot for something else. But still isn't a great choice (+0.05).

Godly Gift (3rd) (Summon Monster IX) - Well, at least you slightly improve casting time. Plus you bypass cleric's alignment limitation - Celestial Roc is CG, you are LG (+0.15).

Altered Appearance - You just have it (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - You just have it (+0).

Plane Shift to Any Plane - You just have it (+0).

Audience - You just have it (+0).

Alignment Shift - You're LG already (+0).

Mystic Union - You just have it (+0).

Gate - Well, I think it's useful, but you'd better tell me something more than "This is a very nice 9th level spell to access." (+0.1)

Skill List (UMD especially) - Nothing interesting (+0).
Do you use SI prerequisites or just take it and forget? - You put 4 more ranks in Knowledge (religion) and qualify for Ordained Champion (+0.3).
Does your entry thematically fit the SI? - Yes (+0.5).
Maybe SI makes your entry worse than it could be without SI? - Really, I'd be glad to exchange all levels of SI into levels of Cleric and it'll be better (-1).
Total: 1.9 2

Total: 12.9 13

Anthopomorphic Ballen Whale isn't very new, but also isn't expected in this round. Transformation into tibbit isn't expected, either! Stoneblessed, Shadowcraft Mage and Shaper of Form are unexpected. Drow Fighter and Divine Crusader opposite. Pious Templar and Ruathar are so so (+0.25).
Earth Spell + Shadowcraft Mage isn't very innovative, all other feats are prerequisites for something (-0.25).
Your Gifts... aren't very expected (+0.25).

Total: 3.25
Offense Your mundane offensive options aren't something to write home about. Even with Hit-and-Run Fighter. Your magic, thanks to Shadowcraft Mage, is different. You really could cause damage and also have interesting debuffs (+1.25).
Defense Good Will and Fort with Mettle, but not very good Reflex, good hp, potentially not bad AC, I'm sure your Shadow illusions also could help you, and of course Time Stop (+1.25).
Utility Okish set of skills, some potentially useful spells and SLAs, Earth Sense and Feline Transformation. I give you +0.75 points.
Flexibility and Endurance Flexibility is your second name. Endurance isn't third, but your slots should be enough for a full day. Bonus CL from Gnome Domain and Earth Spell also are your friends (+1.5).

Total: 4.75

Note on modify self
Yeah, it's an issue. This needs the DM's approval. Well, it isn't your fault (-0).

*Ketos can prepare and cast Shadow Domain spells up to three times before having to recharge the higher-order ability
No.

Once per day, you may cast a spell from the cleric domain you have chosen, as though you had prepared the spell normally
Ketos can't and shouldn't prepare Shadow Domain spells to cast them.
Maybe it isn't big deal, but it's mistake (-0 - no penalty this time).

Stone Shape (Craft Domain) 1/day
Dispel Magic, Greater (Liberation Domain) 1/day
Heal, Mass (Community Domain) 1/day

Godly gift gives you a spell from one of your domains as a spell like ability.
You don't have any of mentioned domains and can't select these spells as Godly Gifts (-1.5 - -0.5 for every mistake).
You didn't provide a source for Shadow domain and it's from Eberron CS - last place where I'd search (-0.25).
To qualify for Stoneblessed you must be able to speak Gnome, as well as Terran. You have Int 12 and don't have Speak Language ranks (-0.25).
I like how you use racial HD to qualify for several prestige classes and then get rid of them (+0.25).
You need to have "Ability to cast six spells from the school of transmutation." to qualify for Shaper of Form. I didn't see any in your spell table (-0.5). Remove penalty

Total: 2.75 3.25
Did you qualify for SI? - Yes (+1).
Did you enter SI early? - No (+0).
Did you finish SI? - No, 9/10 (+0.4).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - Yes, and it very essential (+0.15).

Weapon and Armor Proficiency - You already have it (+0).

Granted Domain - You have Divine Crusader as a basement, any additional domain worth its weight of gold (+0.15, +0.2).

Contact - You just have it (+0).

Menacing Aura - You just have it (+0).

Godly Gift (1st) (Stone Shape) - Let's imagine you have it. You don't bypass casting time or any components, it's just a spell. Yes, spell you don't have in normal, but while we imagine you could get it, this point is ignored (+0).

Godly Gift (2nd) (Dispel Magic, Greater) - Same thing. Okay, here at least CL is essential (+0.05).

Godly Gift (3rd) (Heal, Mass) - Again, main point is - this is the spell you can't normally cast (+0).

Altered Appearance - Only RP for you (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - You just have it (+0).

Plane Shift to Any Plane - You just have it (+0).

Audience - You just have it (+0).

Alignment Shift - You already are NG (+0).

Mystic Union - You just have it (+0).

Gate - You don't have it (-0).

Skill List (UMD especially) - You put ranks in UMD (+0.15).
Do you use SI prerequisites or just take it and forget? - You qualify for two other prestige classes with your Knowledge (Religion), but don't add any ranks after 7th (+0.3).
Does your entry thematically fit the SI? - Yes (+0.5).
Maybe SI makes your entry worse than it could be without SI? - I see your main goal - diversity of spells/SLAs and your real profit is: Plane Shift, Commune. Extra domain you could get in several ways. I don’t think it was worth it (-0.25).
Total: 2.65

Total: 13.4 13.9

Paladin of Freedom is surprising. Like Thaumaturgist. Crusader, Paragnostic Apostle and Illumian aren't (+0.5).
Mounted Combat and Stalwart Planar Ally are your friends. Planar Touchstone, Improved Sigil (Krau) and Sudden Extend aren't (+0).
Your gifts are interesting (+0.5).
Total: 4
OffenseYou aren't the best mounted charger ever, but you are good enough, and you have SEVEN VERI BIG BIRB (+1.25).
Defense Fort and Will are good, Reflex is low, hp is ok, AC doesn't look very big. Your birds... Well, they could give you some defense via AoO and flying, but it isn't a panacea (+0.75).
Utility You have various Knowledges, wind walk and summon devoted roc give you and your allies mobility options, one or two Divine Insights exist, but that's all here (+0.5).
Flexibility and Endurance You have 7+ Rocs, you have Crusader's maneuvers, paladin's spells... exist, but amount isn't sufficient (+1.25).
Total: 3.75
I can't find flaws in your entry. And I like how elegant you double use Planar Touchstone. Full mark here!
Total: 5
Did you qualify for SI? - Mostly yes. I only have some doubt about "peaceful contact with deity or its direct agents." I don't see this in the story (+0.9).
Did you enter SI early? - Earliest possible (+0.5).
Did you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - Paladin spellcasting isn't something you really want to advance, but you at least give me something (+0.1).

Weapon and Armor Proficiency - You already have all of this (+0).

Granted Domain - Sky domain by itself doesn't look useful for you at all (+0).

Contact - You can't optimize that. It's okay (+0).

Menacing Aura - You just have it (+0).

Godly Gift (1st) (Summon Dire Hawk) - Well, you bypass casting time, but it isn't big deal and this is spell you can cast normally (+0.05).

Godly Gift (2nd) (Wind Walk) - Nothing great besides you can't cast this spell without gift (+0.1), but you have good combinations with it (+0.5).

Godly Gift (3rd) (Summon Devoted Roc) - It's great (+0.15)! And you have many combos to improve this gift (+0.5).

Altered Appearance - Nothing special (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - You just have it (+0).

Plane Shift to Any Plane - This is a useful one (+0.15). Have some combination with Planar Touchstone (+0.2).

Audience - You just have it (+0).

Alignment Shift - You didn't shift anything (+0).

Mystic Union - You just have it (+0).

Gate - Okay, having it so early is worth something (+0.05). Plus you have combo with Contingent Conjuration (+0.3).

Skill List (UMD especially) - You get UMD (+0.15).
Do you use SI prerequisites or just take it and forget? - Well, you qualify for Paragnostic Apostle, but that's all (+0.3).
Does your entry thematically fit the SI? - Not the best match in my eyes, but not the worst (+0.2).
Maybe SI makes your entry worse than it could be without SI? - No (+0).
Total: 4.65

Total: 17.4

I know you asked not to do this, but I can't. Sorry!

Is Soulborn expected? Only because it's your entry. Divine Crusader is expected, Fireblood Dwarf is the most unexpected of generally expected dragonblooded races (+0.75).
Feats are expected (-0.5).
Godly Gifts are so so (+0).
Total: 3.25
Offense You are mostly melee type with Intimidate and some buffs. Give you +1.
Defense Bad Reflex, good Will and Fort, good hp, average AC, resistances, Stoneskin. Give you +0.75.
Utility You have Intimidate and Voice of the Dragon. Not great (+0.25).
Flexibility and Endurance You don't have any specialization, while you invest some resources into fear. Your spell slots aren't numerous, but you could live without them. And you have only 6 essentia. But Soulmelds give you some versatility. Give you (+0.75).
Total: 2.75
I dislike your skill presentation (-0.25).
You don't need Cha 17, you could get Dex, Int or Wis 12 (-0).
That's all.
Total: 4.75
Did you qualify for SI? - Yes (+1).
Did you enter SI early? - No (+0).
Did you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Advancing Spellcasting - Yes (+0.15).

Weapon and Armor Proficiency - You have it already (+0), but! Dragonscale Husk change the day (+0.5)!

Granted Domain - You are Divine Crusader, of course it's useful for you (+0.15, +0.2), also Smite combines with Sapphire Smite (another +0.2).

Contact - You just have it (+0).

Menacing Aura - You just have it (+0).

Godly Gift (1st) (Greater Magic Fang) - Nothing special (+0).

Godly Gift (2nd) (True Seeing) - You bypass material component (+0.15).

Godly Gift (3rd) (Dominate Monster) - Well, it's spell you don't have (+0.1), but only this.

Altered Appearance - You just have it (+0).

Commune - You just have it (+0).

Plane Shift to Deity's Plane - You just have it (+0).

Plane Shift to Any Plane - You just have it (+0).

Audience - You just have it (+0).

Alignment Shift - You already CE (+0).

Mystic Union - You just have it (+0).

Gate - You just have it (+0).

Skill List (UMD especially) - You get UMD (+0.15).
Do you use SI prerequisites or just take it and forget? - Forget (+0).
Does your entry thematically fit the SI? - I'm not sure, but it looks close (+0.4).
Maybe SI makes your entry worse than it could be without SI? - You know... I really want more Divine Crusader levels (-0.5).
Total: 3

Total: 13.75

loky1109
2024-02-21, 12:09 PM
And the table.

# Name Alignment / Race Class Levels Deity Chef loky1109 Total Place
1 Jae Wes (https://forums.giantitp.com/showsinglepost.php?p=25946265&postcount=53) LN Lesser Aasimar Cleric 4/Crusader 1/Divine Agent 10/Ruby Knight Vindicator 5 Wee Jas 13.75 13.75 6th
2 Echo (https://forums.giantitp.com/showsinglepost.php?p=25946270&postcount=54), part 2 (https://forums.giantitp.com/showsinglepost.php?p=25946271&postcount=55) TN→NE Incarnate Construct Dustform Nymph→Spellscale Druid 1/Blighter 4/Warblade 1/Divine Agent 10/Nature's Warrior 5 Velsharoon 15.40 15.40 3rd
3 Navtej (https://forums.giantitp.com/showsinglepost.php?p=25946277&postcount=56) CE→NG Abyssal Skulker Brahmin 3/Fiend of Possession 1/Divine Agent 10/Fiend of Blasphemy 2 Lakshmi 17.00 17.00 2nd
4 Schroedinger's Tibbit (https://forums.giantitp.com/showsinglepost.php?p=25946281&postcount=57) TN Tibbit Sha’ir 6/Malconvoker 4/Divine agent 10 Schrödinger 12.35 12.35 9th
5 Larry (https://forums.giantitp.com/showsinglepost.php?p=25946285&postcount=58) TN Tibbit Invisible Fist Monk 2/Shaman 4/Sacred Fist 3/Swordsage 1/Divine Agent 10 Cat Lord 15.05 15.05 4th
6 Iago (https://forums.giantitp.com/showsinglepost.php?p=25946288&postcount=59) CE Major Silver Dragon Bloodline Primordial Half-Giant Duskblade 1/Warblade 1/Death Delver 3/Divine Agent 10/Contemplative 1 Beshaba 12.70 12.70 8th
7 Ghrond Ironhand (https://forums.giantitp.com/showsinglepost.php?p=25946290&postcount=60) CE Human Paladin of Slaughter 4/Divine Agent 10/Warblade 6 Erythnul 10.35 10.35 10th
8 Piotyr Icevein (https://forums.giantitp.com/showsinglepost.php?p=25946300&postcount=61) LG Neanderthal Favored Enemy Paladin 2/Cleric 3/Divine Agent 10/Ordained Champion 5 Heironeous 13.00 13.00 7th
9 Ketos (https://forums.giantitp.com/showsinglepost.php?p=25946302&postcount=62) NG Anthopomorphic Ballen Whale → Tibbit Drow Fighter 1/Stoneblessed 3/Pious Templar 1/Divine Crusader 1/Ruathar 1/Divine Agent 9/Shadowcraft Mage 3/Shaper of Form 1 Garl Glittergold 13.90 13.90 5th
10 Snow (https://forums.giantitp.com/showsinglepost.php?p=25946308&postcount=63) CG Illumian Planar Paladin of Freedom 4/Divine Agent 10/Thaumaturgist 4/Paragnostic Apostle 1/Crusader 1 Tuilviel Glithien 17.40 17.40 1st
11 Francis Dolarhyde, Chrysalis of Potency (https://forums.giantitp.com/showsinglepost.php?p=25946312&postcount=64) CE Fireblood Dwarf Dragonscale Husk Skilled City Dweller Soulborn 8/Skilled City Dweller Divine Crusader 2/Dragonscale Husk Divine Agent 10 Garyx The Viscount 13.75 13.75 N/A

Battlechaser
2024-02-21, 12:32 PM
Thank you for judging, loky.

H_H_F_F
2024-02-21, 04:23 PM
Thanks for judging, loky?

loky1109
2024-02-21, 05:57 PM
Thanks for judging, loky?

Do you ask me?

H_H_F_F
2024-02-21, 06:25 PM
Do you ask me?

Meant to use an exclamation!

quetzalcoatl5
2024-02-21, 06:50 PM
Thank you for judging!

The Viscount
2024-02-21, 08:14 PM
Thank you very much for judging loky!

I have a few comments from the chefs.


Hey Loky! Thanks so much for judging: I'm thrilled to place second and don't expect that to change, so this isn't really a dispute, just me sharing my thoughts.

Firstly, oof, that tanar'ri goofup really hurts, especially because I initially started building a kaorti build without mindsight, and also thought about making a dretch. Dumb mistake, cost me first place, 100% deserved - I could've realized my error if I'd just moved a single page further ahead in the MM2.

Secondly... I actually see a few subcategories in UoSI where I feel like I could've made a case for more points, but that's rather pointless if I'm already at 5 there. I'm not complaining, just noting it.

Thirdly: it's unlikely to make a difference in the rankings, but I don't think the 'still' in Mystic Union means what you think it means. Yes, 'still' can mean 'now, like in the past', in which case it's indeterminate what happens if things weren't that way in the past. But the word can also be used in the sense of 'nevertheless' (https://en.wiktionary.org/wiki/still#Adverb), in which case it wouldn't be making any presumptions about your ability to get raised before gaining Mystic Union and would work faultlessly for us. It's worth considering!

Once more, my thanks for the great judgement!


First of all, thank you for taking the time to judge!

Some minor quips from Ketos

You need to have "Ability to cast six spells from the school of transmutation." to qualify for Shaper of Form. I didn't see any in your spell table (-0.5).
- Paladin spell list has significantly more than 6 level 1 transmutation spells. I checked this before submitting.

Gate - You don't have it (-0).
- The transport version of gate is available to Shadowcraft Mage. I mention using that mode in the back story. True that it's not FULL gate, but on the other hand, Ketos can use it multiple times per day if necessary.
In general, while I didn't take the 10th level of the SI, I made sure that my character can mostly replicate the class features granted at that level with Gate and full casting.

Earth Spell + Shadowcraft Mage isn't very innovative <snip> (-0.25).
- True, I could argue, however, that Earth Spell fixing Divine Crusader's caster level is something new.

No bonus for all the gnome puns, but hey, at least no penalty either! :smallbiggrin:


"Hi, thank you again for judging.

Regarding the use of the secret ingredient, you gave me a half point for the additional domain, citing the granted ability of the boost in caster level as only a minor benefit, but above in the elegance section you acknowledge that my point in gaining the new domain was to allow me to swap out the granted power for a fighter bonus feat via Ordained Champion level 1. I feel like the synergy between the two classes at least merits a comment if not a change in score."

H_H_F_F
2024-02-22, 06:11 AM
HM goes to Iago.

Inevitability
2024-02-22, 06:36 AM
HM goes to Iago.

Oh H_H_F_F, I just noticed an error in the spreadsheet: Gronk of the Umbral Disciple round has no template listed, despite being a Chameleon creature.

...and while looking that up, I discovered we actually had one Chameleon creature before; Nurgle Helmstone (https://forums.giantitp.com/showsinglepost.php?p=22192861&postcount=75) back in 2017! Interestingly enough, that one was also a dwarf.

H_H_F_F
2024-02-22, 06:39 AM
Oh H_H_F_F, I just noticed an error in the spreadsheet: Gronk of the Umbral Disciple round has no template listed, despite being a Chameleon creature.

...and while looking that up, I discovered we actually had one Chameleon creature before; Nurgle Helmstone (https://forums.giantitp.com/showsinglepost.php?p=22192861&postcount=75) back in 2017! Interestingly enough, that one was also a dwarf.

Thanks, I'll fix that.

Battlechaser
2024-02-22, 01:31 PM
HM to Echo.

quetzalcoatl5
2024-02-22, 04:44 PM
HM to Echo!

The Viscount
2024-02-22, 08:27 PM
And one more


Hey loky, thanks so much for judging this round!

My main gripe is with the point I got deducted in elegance for my corrupt spells. I just... don't get what you want from me here?

My best guess is that you read me as saying that Echo casts a spell, then uses wild shape to deal with the consequences - which can't be done with an instantaneous spell. But like, no, Echo wouldn't waste turns like that. She just fights in wild shape already, like most wild shape users. She has natural spell (like I mention in the build, Undead Wild Shape is wild shape, and can use the feat), she casts the spells while undead. No issues.

If that's not your issue... I don't understand what is. Is it that something feels "off" to you about dodging the sacrifice components immediately after casting, rather than in a later turn? If so, I don't get that - and I certainly don't get how "this feels a bit weird" is a full point off Echo's score.

If it's something else, I'd appreciate a repeated explanation. Thanks.


Okay, since I'm already writing to you, I'll mention a few other things, some of which are definitely more subjective:
Rite of assumption: I understand that I didn't specifically note it, but I did source spellscale - it's under that section, so I feel like the full 0.25 is a tiny bit harsh.
Stance: so, RAI is very clear to me that this is descriptive rather than prescriptive. Luckily, RAW is quite clear as well: I did not begin play as a warblade, so this doesn't apply to me. Both clear RAI and blind RAW say I get to take my stance.

This applies to Larry the swordsage too. If you disagree here, you should still reduce his penalty to match mine, I think; right now, he's getting penalized more harshly than me for the same "mistake", and that's unfair. He might depose me for bronze for this dispute, but such is life.
Spellcasting: I think advancing to 9th level spells might deserve a bit more credit than most casters here? It's not a trivial achievement (at ECL 14, too), so I wanted to mention it. More importantly:
I feel that a synergy I was pretty proud of (and bragged about in the build) went unnoticed here. The tiny blighter spell list is very focused on undead minionmancy, with desecrate, unhallow, inflict spells, and command undead. My undeath gifts are hugely supported by these spells, and were picked specifically because I'm playing a blighter, not just because they're great picks. If blighter had different spells, I would've gone for different gifts. Others got credit for synergistic combos with their gifts, and I feel that my very deliberate choices here were treated as obvious power grabs and nothing more.
armor proficiency: I'm a divine caster, I call out a wildling clasp for my armor, I can manufacture it through wish. How am I not using my proficiency here?
nitpick: I personally saw it as better if the class's SLAs gave you spells you couldn't have accessed as a straight (whatever your casting class is). I get if that's not your view, just explaining where I was coming from here.

Sorry if any of that felt pedantic. Thanks again for your judgements!

loky1109
2024-02-23, 03:19 PM
Answers.



Thirdly: it's unlikely to make a difference in the rankings, but I don't think the 'still' in Mystic Union means what you think it means. Yes, 'still' can mean 'now, like in the past', in which case it's indeterminate what happens if things weren't that way in the past. But the word can also be used in the sense of 'nevertheless', in which case it wouldn't be making any presumptions about your ability to get raised before gaining Mystic Union and would work faultlessly for us. It's worth considering!
I see your point, but don't agree. One thing if there is ambiguous wording and ambiguous intention, but here I see clear intention and it isn't in your favour.

No changes.


You need to have "Ability to cast six spells from the school of transmutation." to qualify for Shaper of Form. I didn't see any in your spell table (-0.5).
- Paladin spell list has significantly more than 6 level 1 transmutation spells. I checked this before submitting.
To be fair I checked this, too. But I didn't see any mention of this in your entry and decide to test you. +0.5 in Elegance.


Gate - You don't have it (-0).
- The transport version of gate is available to Shadowcraft Mage.
Doesn't matter. You don't have Gate ability from SI. I couldn't give you any points in Use of Secret Ingredient section for something that does not belong to SI.


Earth Spell + Shadowcraft Mage isn't very innovative <snip> (-0.25).
- True, I could argue, however, that Earth Spell fixing Divine Crusader's caster level is something new.
I see your point, but I already gave Earth Spell all love that I have in Power section.

Change: Elegance - 3.25; Total - 13.9


Regarding the use of the secret ingredient, you gave me a half point for the additional domain, citing the granted ability of the boost in caster level as only a minor benefit, but above in the elegance section you acknowledge that my point in gaining the new domain was to allow me to swap out the granted power for a fighter bonus feat via Ordained Champion level 1. I feel like the synergy between the two classes at least merits a comment if not a change in score."
This sounds fair. Add +0.1 in UoSI for combo.

Change: UoSI - 2; Total - 13


My best guess is that you read me as saying that Echo casts a spell, then uses wild shape to deal with the consequences - which can't be done with an instantaneous spell. But like, no, Echo wouldn't waste turns like that. She just fights in wild shape already, like most wild shape users. She has natural spell (like I mention in the build, Undead Wild Shape is wild shape, and can use the feat), she casts the spells while undead. No issues.
Look. Corruption Cost is spell component.

To cast a spell, you must have or be able to perform the components the spell requires. If you can’t provide the components that a spell’s description details, you can’t cast that spell.
I see how you could bypass Corruption Cost for spell with duration different from Instantaneous - really nobody could be sure will he be able to pay cost a few rounds later or not. I could even buy you already are in undead form - it's dismissable, but when we have Instantaneous duration you should provide all components in the moment when you cast spell - you don't have time lag between casting and paying. And you have to have ability "to be able to perform" Corruption Cost component at this moment to cast spell.
No change.


Rite of assumption: I understand that I didn't specifically note it, but I did source spellscale - it's under that section, so I feel like the full 0.25 is a tiny bit harsh.
It's one short paragraph somewhere in the 16 pages with different name and it isn't presented in the table of contents. If you only give me correct name - I'd didn't give you penalty. But I needed to invest some time to found it. I wasn't even sure it is in the Races of the Dragon, if you said me at least this I'd not penalized you either.
It maybe looks harsh, but it's about how easy judging was.


Stance: so, RAI is very clear to me that this is descriptive rather than prescriptive. Luckily, RAW is quite clear as well: I did not begin play as a warblade, so this doesn't apply to me. Both clear RAI and blind RAW say I get to take my stance.
For me RAI is also clear, but this is opposite clearness. And if we are talking about RAW... Well, you didn't begin play as a warblade, so you didn't get any stances at all. See?


This applies to Larry the swordsage too. If you disagree here, you should still reduce his penalty to match mine, I think; right now, he's getting penalized more harshly than me for the same "mistake", and that's unfair. He might depose me for bronze for this dispute, but such is life.
I appreciate this. You're true. I'll change this.


I feel that a synergy I was pretty proud of (and bragged about in the build) went unnoticed here. The tiny blighter spell list is very focused on undead minionmancy, with desecrate, unhallow, inflict spells, and command undead. My undeath gifts are hugely supported by these spells, and were picked specifically because I'm playing a blighter, not just because they're great picks. If blighter had different spells, I would've gone for different gifts. Others got credit for synergistic combos with their gifts, and I feel that my very deliberate choices here were treated as obvious power grabs and nothing more.
This sounds fair. I'll give you +0.4 - +0.2 per a gift.


armor proficiency: I'm a divine caster, I call out a wildling clasp for my armor, I can manufacture it through wish. How am I not using my proficiency here?
Okay, I see. Well, you got only Heavy Prof (you already had others), so I give you +0.05 here.

Change: UoSI - 4.4; Total - 15.4

Remove excessive penalty for Assassin’s Stance via 1-level Swordsage dip +0.25 in Elegance.
Change: Elegance - 4; Total - 15.05

Judging posts and table are updated.

H_H_F_F
2024-02-23, 04:43 PM
Thanks for the update, loky.

The Viscount
2024-02-23, 06:58 PM
If there are no further disputes, we will have the reveal and begin the next round in 24 hours.

quetzalcoatl5
2024-02-23, 10:50 PM
No further disputes.

Rebel7284
2024-02-23, 11:14 PM
Thanks to loky and Viscount for judging and organizing respectively!
No disputes here.

Inevitability
2024-02-24, 04:19 AM
No disputes!

Battlechaser
2024-02-24, 05:14 AM
No disputes

The Viscount
2024-02-24, 07:42 PM
I laughed at loud at soulborn being considered an expected entry because I'm the one making it. I don't know if I should be thankful the meme didn't start when I was cooking with Marshal and Savant, classes I actually like.

It's time for the reveal!

# Name Alignment / Race Class Levels Deity Chef loky1109 Total Place
1 Jae Wes (https://forums.giantitp.com/showsinglepost.php?p=25946265&postcount=53) LN Lesser Aasimar Cleric 4/Crusader 1/Divine Agent 10/Ruby Knight Vindicator 5 Wee Jas Paragon 13.75 13.75 6th
2 Echo (https://forums.giantitp.com/showsinglepost.php?p=25946270&postcount=54), part 2 (https://forums.giantitp.com/showsinglepost.php?p=25946271&postcount=55) TN→NE Incarnate Construct Dustform Nymph→Spellscale Druid 1/Blighter 4/Warblade 1/Divine Agent 10/Nature's Warrior 5 Velsharoon H_H_F_F 15.40 15.40 3rd
3 Navtej (https://forums.giantitp.com/showsinglepost.php?p=25946277&postcount=56) CE→NG Abyssal Skulker Brahmin 3/Fiend of Possession 1/Divine Agent 10/Fiend of Blasphemy 2 Lakshmi Inevitability 17.00 17.00 2nd
4 Schroedinger's Tibbit (https://forums.giantitp.com/showsinglepost.php?p=25946281&postcount=57) TN Tibbit Sha’ir 6/Malconvoker 4/Divine agent 10 Schrödinger Battlechaser 12.35 12.35 9th
5 Larry (https://forums.giantitp.com/showsinglepost.php?p=25946285&postcount=58) TN Tibbit Invisible Fist Monk 2/Shaman 4/Sacred Fist 3/Swordsage 1/Divine Agent 10 Cat Lord Paragon 15.05 15.05 4th
6 Iago (https://forums.giantitp.com/showsinglepost.php?p=25946288&postcount=59) CE Major Silver Dragon Bloodline Primordial Half-Giant Duskblade 1/Warblade 1/Death Delver 3/Divine Agent 10/Contemplative 1 Beshaba WhamBamSam 12.70 12.70 8th
7 Ghrond Ironhand (https://forums.giantitp.com/showsinglepost.php?p=25946290&postcount=60) CE Human Paladin of Slaughter 4/Divine Agent 10/Warblade 6 Erythnul Tohron 10.35 10.35 10th
8 Piotyr Icevein (https://forums.giantitp.com/showsinglepost.php?p=25946300&postcount=61) LG Neanderthal Favored Enemy Paladin 2/Cleric 3/Divine Agent 10/Ordained Champion 5 Heironeous quetzalcoatl5 13.00 13.00 7th
9 Ketos (https://forums.giantitp.com/showsinglepost.php?p=25946302&postcount=62) NG Anthopomorphic Ballen Whale → Tibbit Drow Fighter 1/Stoneblessed 3/Pious Templar 1/Divine Crusader 1/Ruathar 1/Divine Agent 9/Shadowcraft Mage 3/Shaper of Form 1 Garl Glittergold Rebel7284 13.90 13.90 5th
10 Snow (https://forums.giantitp.com/showsinglepost.php?p=25946308&postcount=63) CG Illumian Planar Paladin of Freedom 4/Divine Agent 10/Thaumaturgist 4/Paragnostic Apostle 1/Crusader 1 Tuilviel Glithien Zaq 17.40 17.40 1st
11 Francis Dolarhyde, Chrysalis of Potency (https://forums.giantitp.com/showsinglepost.php?p=25946312&postcount=64) CE Fireblood Dwarf Dragonscale Husk Skilled City Dweller Soulborn 8/Skilled City Dweller Divine Crusader 2/Dragonscale Husk Divine Agent 10 Garyx The Viscount 13.75 13.75 N/A

Congratulations to everyone for an excellent round, and special thanks to our judge loky!

Next round up shortly.

H_H_F_F
2024-02-24, 07:51 PM
Congratulations, guys! Supremely fun round. I'm not the biggest fan of my entry this round, since I felt like I didn't manage to squeeze anything but raw power from the class. The entry method was fun, I think - I've had it ready to go for an appropriate SI for a while, and this one seemed good. I didn't feel like I was focused enough on what the SI had to offer except free wishes, but I'm glad the crowd seemed to enjoy the entry

Loky, thanks for judging! I still disagree with you about corrupt spells and 1st level stance, but we'll discuss it another time.

Thank you all for participating - and as always, thanks to our chair! See y'all next round!

Rebel7284
2024-02-25, 01:07 AM
This is my very first competition of this kind, so I am perfectly happy with 5th place. :smallsmile:
Now if I only noticed the whole "your domain" rather than "deity's domain" part of Godly Gift! Oh well!

Inevitability
2024-02-25, 03:15 AM
Congratulations to Zaq and H_H_F_F for the medal, to WhamBamSam for getting HM, and to everyone else for participating!

My overall thoughts on this round are a mixed bag: I think Divine Agent's quality as an ingredient really suffered from it having an obvious path to power on one count (Heretic of the Faith Envy domain) and such useless class features on all others. There were builds are like and didn't, of course - same as every round, but I wasn't really wowed by some completely unforeseen way of squeezing power out of the class, the way you saw with Pelor's Divine Sun (https://forums.giantitp.com/showsinglepost.php?p=25749051&postcount=43) in the Shadowspy round or... basically every build in the Demonologist round. Still, I had fun building Navtej, and I hope the other builders had fun with their own creations: see you in the next one!

Battlechaser
2024-02-25, 03:50 AM
Congrats guys!

Inevitability
2024-03-01, 04:46 AM
Now that the Monster Mash reveal is up, I do have a question.

H_H_F_F and Rebel7284, were either of your builds influenced by Things Lost, Things Gained (https://forums.giantitp.com/showsinglepost.php?p=25933004&postcount=14)? It got revealed around the time I imagine people were building for iron chef, and it used some tricks (ex-nymph into blighter, shaper of form) that I haven't really seen around a lot until suddenly they showed up in this competition too.

To be clear, I'm curious, nothing more! I'm just wondering if it's all a big coincidence or something more.

H_H_F_F
2024-03-01, 11:00 AM
I don't really look at Monster Mash usually, so I can't say it has. I'll definitely read the build when I have a free moment, though!