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View Full Version : Optimization Junkyard Wars XLV: Serenity + Healing - Paladin



Inevitability
2024-01-28, 12:30 PM
Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds! I'm your host, Inevitability: now let's all take a deep breath and have a look at our next challenge!

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

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

Necessary: Healing!
Necessary: The Serenity feat, from Dragon Compendium!
Forbidden: The Paladin class!


https://www.artofmtg.com/wp-content/uploads/2015/07/Healing-Hands-Magic-Origins-Art.jpg

Paladins: those tireless champions of their gods! Those bastions of strength and courage! Those... cripplingly MAD letdowns. How many players have tried to make paladin work, only to find their stats spread too thin to adequately perform? Serenity, in such cases, is an obscure feat that can bring some relief by switching key charisma-dependent features to wisdom instead.

But let's not forget paladins are far from the only beneficiaries of that feat! So this round, you'll be building a serene healer who avoids the obvious path that paladin provides. Where will you get Divine Grace from? How will you work your newfound wisdom reliance into the greater build? And how will you choose to interpret an ingredient as underspecified as 'healing'? Those questions are for me to ask but for you to answer: good luck!



Creation: 32 point-buy is the presumed creation method. You may assume that you will have enough exp to reach ECL 20, and that the occasional bit of crafting, use of spells with exp components, or the like won't prevent you from doing so. However, LA buyoff is an alternate rule which is not in play.
Workshop: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon Magazine is disallowed, and Unearthed Arcana is allowed; but see below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere as this may cause an Elegance deduction at the judges' discretion. If you use web material, please link it. Dragon Magazine Compendium is allowed, as are Oriental Adventures (and its 3.5 updates in Dragon Magazine) and the Dragonlance Campaign Setting. Alternate rule systems from UA such as generic classes, spontaneous divine casters, gestalt and fractional saves and BAB are not allowed, as they create a different playing field.
Leadership is banned: We're creating one thing, not all of the things. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means. If your entry includes a prestige class that requires Leadership, you still need to qualify, but the feat should thereafter be ignored.
Speculation: Please don't post or speculate on possible builds until after the reveal in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines. Speculation and stub posting is to be avoided until the reveal is completed.
Disputes: Any scoring disputes should be sent to the Chair via PM. Valid disputes include RAW misreadings, arithmetic errors, things missed that are present in the entry, and inconsistently applied criteria. Invalid disputes include disagreements on matters of opinion, a judge not catching something not explicitly presented in the entry, and the like. Invalid disputes will be responded to via PM by the Chair, but valid disputes will be posted in-thread for the judge to review. When disputing, please indicate the judge the dispute is intended for and provide a quote of the disputed comment or comments. Note: the Chair may edit or paraphrase any disputes in presenting them to the judges.
Presentation: You will need to present a write-up of your build at at least one of the following points: 5th level, 10th level, 15th, 20th, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20-level build in the table below. Please give a rundown of the build's abilities and playability throughout its life. Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build as I'm likely to miss it when reviewing the entries. Also for this reason, PLEASE do not include any material that may or may not grossly offend any potential viewers/judges/competitors OR break forum rules. Any builds which violate forum rules WILL be withheld from posting.
Anonymity: if you are submitting multiple entries, please try not to have entries reference each other, or have other obvious "tells" that they are from the same competitor. If it is essential for your concept that entries are somehow linked, that is fine, but otherwise, please try to limit info that will give away who competitors are.



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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

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




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


Originality: Is the build unique? Does it deviate from the obvious? Does it forge its own path, or does it fall back on common, established optimization tricks? Some judges score entries for the quality of their concept & backstory as well, though not all do. Providing at least some backstory or fluff is heavily encouraged, as it helps the judges figure out who the entry is. Note that the purpose of this category is not to penalize entries that independently came up with the same idea as another entry, but rather to reward entries that explore underutilized and non-obvious areas of optimization, so, judges, try not to base your judging in this category too heavily on what other builds are doing. Multiple entries using the same element may certainly be evidence that the element is unoriginal, but you shouldn't impose anything like a "-1 for each other build using the same class" penalty.
Power: Power represents your build's, well, power. Builds are not to be penalized for being 'too powerful', though judges are advised to have a standard where things other than tier 1 casters can acquire a perfect power score still.
Elegance: This category was formerly titled "Build Stability." Here, we're essentially measuring how skillfully you put your build together and how you balanced flavor with power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Multiclassing that results in an XP penalty is penalized here as well, though 'dips' that fall short of XP penalties should not be. Rule adherence and legality of sources is scored under this category; additionally, reliance on a questionable, controversial, or ambiguous ruling can and should result in a deduction. Neither the number of sources nor their relative obscurity should be penalized--contestants should feel free to use any books they like. Lastly, errors of build presentation are penalized here too.
Use of Components: Was the Forbidden Component avoided? Were the Necessary Components showcased, or simply used because they were necessary? Were the Necessary Components used mostly separately, or combined into a harmonious whole?



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

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

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

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


In the event that no suitable judge is found in a reasonable time, we will trial the alternate method:

Each contestant picks their three favourite entries that they did not submit. They will rank the three in order from first to third, and this will be submitted privately to The Chair.
Entries that are not rated by a contestant are presumed to rated at 4th place.
The score of each entry is averaged, and competition winners will be decided with the lowest number taking first place, second-lowest taking second and so forth.




Completion Time:

Contestants will have until 23:59 GMT Wednesday February 14th, 2024 Tuesday February 13th, 2024 Sunday February 11th, 2024 to create their builds and PM them to the chairman (note: you are free to submit builds up until I start posting entries, even if this deadline has passed).
Builds will then be posted simultaneously to avoid copying.
Judges will have until 23:59 GMT Sunday February 25th, 2024 to judge the builds and submit their scores.
Should there not be a reasonable prospect of a judge for the competition, the backup judging method will take place from 23:59 GMT Sunday March 3rd, 2023 to rank and average prospective builds.
As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.
While I (Inevitability) am chair, judges can expect priority voting on the next round's theme and are encouraged to submit their own suggestions.


Looking for as many contestants and judges as feel like playing! We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build that doesn't gain a medal.. Everyone can vote in-thread. Ready? Set? Get to the junkyard and start building!

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



Junkyard Wars in the Playground I: Shadowdancer + Sneak Attack - Rogue (http://www.giantitp.com/forums/showthread.php?337864)
Junkyard Wars in the Playground II: Healing Spells + Ruby Knight Vindicator - Cleric (http://www.giantitp.com/forums/showthread.php?342896)
Junkyard Wars in the Playground III: Dragons + Theurges - Kobolds (http://www.giantitp.com/forums/showthread.php?347412)
Junkyard Wars in the Playground IV: BoED + Undead Type - Completes (http://www.giantitp.com/forums/showthread.php?355278)
Junkyard Wars in the Playground V: Dread Witch + Reaping Mauler - Fighter (http://www.giantitp.com/forums/showthread.php?360271)
Junkyard Wars in the Playground VI: Wonderworker + Profession Skill - Factotum (http://www.giantitp.com/forums/showthread.php?369604)
Junkyard Wars in the Playground VII: Metamagic Feats + LA - Metamagic Reducers! (http://www.giantitp.com/forums/showthread.php?374504)
Junkyard Wars in the Playground VIII: Pounce+Small Size-Barbarian (http://www.giantitp.com/forums/showthread.php?388151)
Junkyard Wars in the Playground IX: Earth Dreamer + Ordained Champion - Cleric (http://www.giantitp.com/forums/showthread.php?395791)
Junkyard Wars in the Playground X: Meldshaping + Natural Attacks - Totemist (http://www.giantitp.com/forums/showthread.php?403880)
Junkyard Wars in the Playground XI: Magical Darkness + Improved Familiar - Wizard (http://www.giantitp.com/forums/showthread.php?409650)
Junkyard Wars in the Playground XII: Dragonmark Heirs + Touchstones - Martial Weapons (http://www.giantitp.com/forums/showthread.php?430214)
Junkyard Wars in the Playground XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping (http://www.giantitp.com/forums/showthread.php?465901)
Junkyard Wars in the Playground XIV: Racial Paragon Classes + Spellcasting - Base Classes (http://www.giantitp.com/forums/showthread.php?479427)
Junkyard Wars in the Playground XV: Ruathar + Stoneblessed - Human (http://www.giantitp.com/forums/showthread.php?497904)
Junkyard Wars in the Playground XVI: Trapsmith + Combat Trapsmith - Rogue (http://www.giantitp.com/forums/showthread.php?540521)
Junkyard Wars in the Playground XVII: Elemental Warrior + Jaunter - Fighter (http://www.giantitp.com/forums/showthread.php?552569)
Junkyard Wars in the Playground XVIII: Argent Savant + Holy Scourge - Wizard (http://www.giantitp.com/forums/showthread.php?555404)
Junkyard Wars in the Playground XIX: Incarnum Blade + Exotic Weapon Master - Spiked Chain (http://www.giantitp.com/forums/showthread.php?562523-Junkyard-Wars-XIX-IB-EWM-SC)
Junkyard Wars in the Playground XX: Xorvintaal Exarch + The Pact-Bound Adept - Sorcerer (http://www.giantitp.com/forums/showthread.php?568541-Junkyard-Wars-XX-XE-PBA(a)-S)
Junkyard Wars in the Playground XXI: Rebuke Undead + Teamwork Benefits - [Divine] feats (http://www.giantitp.com/forums/showthread.php?572680-Junkyard-Wars-XXI-Halloween-Round!)
Junkyard Wars XXII: Battle Trickster + Magical Trickster - Uncanny Trickster (http://www.giantitp.com/forums/showthread.php?577512-Junkyard-Wars-XXII-Show-Me-Your-Skillz)
Junkyard Wars XXIII: Spellwarp Sniper + Silver Pyromancer - Energy Substitution (http://www.giantitp.com/forums/showthread.php?581736-Junkyard-Wars-XXIII-Ready-Aim-Fire)
Junkyard Wars XXIV: Vow of Peace + Saint - Divine casting (http://www.giantitp.com/forums/showthread.php?585567-Junkyard-Wars-XXIV-VoPe-S-DC)
Junkyard Wars XXV: Silverwood Arcanist + Share Soulmeld - Soulcaster (http://www.giantitp.com/forums/showthread.php?590622-Junkyard-Wars-XXV-SA-SS-S)
Junkyard Wars XXVI: RSL + ACF - PrCs (http://www.giantitp.com/forums/showthread.php?593374-Junkyard-Wars-XXVI-RSL-ACF-PrCs)
Junkyard Wars XXVII: Unholy Scion + Mark - Affiliation (http://www.giantitp.com/forums/showthread.php?598151-Junkyard-Wars-XXVII-US-M-A)
Junkyard Wars XXVII: 1MF + CPA&A - T (https://forums.giantitp.com/showthread.php?603826-Junkyard-Wars-XXVIII-1MF-CPA-amp-A-T)
Junkyard Wars XXIX: Social Distancing Edition! (https://forums.giantitp.com/showthread.php?610153-Junkyard-Wars-XXIX-Social-Distancing-Edition!)
Junkyard Wars XXX: Something a Little Spicy (https://forums.giantitp.com/showthread.php?631758-Junkyard-Wars-XXX-Something-a-Little-Spicy)
Junkyard Wars XXXI: Giddy-Up! (https://forums.giantitp.com/showthread.php?633325)
Junkyard Wars XXXII: Theurge Without Theurge (https://forums.giantitp.com/showthread.php?634803)
Junkyard Wars XXXIII: LotD + AF - Necropolitan (https://forums.giantitp.com/showthread.php?636185)
Junkyard Wars XXXIV: SE + HoS - Soulmelds (https://forums.giantitp.com/showthread.php?637670)
Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes (https://forums.giantitp.com/showthread.php?641168)
Junkyard Wars XXXVI: Vestige Binding + MWP - Binder (https://forums.giantitp.com/showthread.php?642413)
Junkyard Wars XXXVII: Bone Collector + Necropotent - ToB (https://forums.giantitp.com/showthread.php?644772)
Junkyard Wars XXXVIII: NPC Class + Prestige Class - Base Classes (https://forums.giantitp.com/showthread.php?645816)
Junkyard Wars XXXIX - Stunning Fist + Evasion - Monk (https://forums.giantitp.com/showthread.php?646976)
Junkyard Wars XL - Ninths + Metamagic - Prepared Spells (https://forums.giantitp.com/showthread.php?648718)
Junkyard Wars XLI - Spellcasting + Rage - Rage Mage (https://forums.giantitp.com/showthread.php?653216)
Junkyard Wars XLII - Smite + Mounted Combat - Paladin (https://forums.giantitp.com/showthread.php?655908)
Junkyard Wars XLIII - Natural Weapons + Spellcasting - Druid (https://forums.giantitp.com/showthread.php?659277)
Junkyard Wars XLIV - Huge Size + Frostburn Weapons - Expansion (https://forums.giantitp.com/showthread.php?662629)

Inevitability
2024-01-28, 12:31 PM
Contest Questions and Answers

Q1: How broadly should we take the 'healing' ingredient?
A1: Very broadly! If you can restore HP damage, ability drain, or ability damage, cure ongoing conditions, restore the death to life, or do anything else generally covered by healing subschool spells (even if your healing ability is from a different school, or not a spell at all), expect it to count. Of course, simply being able to pull this off is one thing: making it a key part of your build is another. Your abilities may be self-only, targetable, AoE, whatever: as long as someone is getting healed, it counts.

Q2: What does or does not count as 'Divine Grace' for purposes of Serenity's prerequisites?
A2: Any ability with the sole effect of continuously adding your charisma bonus to all saving throws. This explicitly includes abilities with a different name from Divine Grace, abilities that aren't supernatural, and abilities with slight differences in calculation method and wording (like specifying a minimum bonus of 1, or talking about 'modifier, if positive' instead of 'bonus, if any'). Serenity's effect applies to such abilities as well.

Q3: Are the variant paladins (slaughter, tyranny, freedom) from UA banned? What about the prestige paladin?
A3: All of these are banned.

Q4: What about blackguards?
A4: Blackguards are not paladins, and they are not banned. Similar classes that use the paladin spell list are not automatically banned either.

Q5: What about the Diablo II paladin?
A5: I strongly doubt anyone is ever going to use it, but as a fully standalone base class that exists independently of the PHB paladin, it is not banned.

loky1109
2024-01-28, 02:34 PM
Well, I need to look closer, maybe shall make something.

Paragon
2024-01-28, 05:25 PM
I think you should explicitly ban Prestige Paladin from UA as well

Inevitability
2024-01-28, 05:26 PM
And just in case, since Dragon Compendium is a pretty obscure book and I don't imagine everyone has access to it, here's the text of the feat.


Your wisdom, inner calm, and sagacity fuels your class abilities rather than your force of personality or will.

Prerequisite: Divine Grace

Benefit: Use your Wisdom bonus in place of your Charisma bonus for purposes of divine grace, lay on hands, smite evil, and turn undead.

Normal: The abilities use your Charisma bonus.

Inevitability
2024-01-28, 05:30 PM
I think you should explicitly ban Prestige Paladin from UA as well

Good catch! I'll add it to the FAQ.

Tohron
2024-01-28, 10:47 PM
I assume Blackguard is banned as well?

quetzalcoatl5
2024-01-29, 01:21 AM
Cooking this time!

H_H_F_F
2024-01-29, 03:20 AM
Q2: What does or does not count as 'Divine Grace' for purposes of Serenity's prerequisites?
A2: Any ability with the sole effect of adding your charisma bonus to all saving throws. This explicitly includes abilities with a different name from Divine Grace, abilities that aren't supernatural, and abilities with slight differences in calculation method and wording (like specifying a minimum bonus of 1, or talking about 'modifier, if positive' instead of 'bonus, if any').

Emphasis mine. Presumably, for the effect too, not just for the prereq?

Also, is the word "continuous" missing on purpose? It was discussed last round.

Inevitability
2024-01-29, 04:54 AM
I assume Blackguard is banned as well?

Blackguards (and similar cases) are not paladins. They are unrelated prestige classes loosely inspired by the paladin class. As a rule of thumb, if something doesn't have 'paladin' in the name and doesn't define itself in terms of a few modifications to the paladin class, it's fine.

By this standard, things like psychic rogue or urban druid are fully independent of their base classes, while something like a divine bard or wilderness rogue is a variant.


Emphasis mine. Presumably, for the effect too, not just for the prereq?

Also, is the word "continuous" missing on purpose? It was discussed last round.

Effect and prereq both. And yeah, I should put 'continuous' back in there, my bad.

NotInventedHere
2024-01-29, 05:40 AM
Hmm, that "sole effect" wording excludes the gloura, which is a shame because that could have been a neat little use of an underappreciated monster. Still, I have an idea or two simmering, definitely going to try and cook something.

loky1109
2024-01-29, 05:43 AM
I should to ask. Diablo II Paladin? While I don't see how it fits round idea, but is it banned?

Inevitability
2024-01-29, 06:14 AM
I should to ask. Diablo II Paladin? While I don't see how it fits round idea, but is it banned?

Diablo II paladin falls in the same category as urban druid or psychic rogue: a fully separate class that happens to share a name with a PHB class. For this contest, it is allowed.

Inevitability
2024-02-04, 03:39 AM
We're about halfway through to the deadline: how are people doing?

PoeticallyPsyco
2024-02-04, 03:48 AM
I've got no ideas. Think I can commit to judging, though.

Battlechaser
2024-02-04, 04:08 AM
I’m working on a build.

FactualArcher
2024-02-04, 07:17 AM
I too am working on a build.

NotInventedHere
2024-02-04, 11:30 AM
I'm working on a build. Hopefully should have some spare time soon to put it together properly.

loky1109
2024-02-04, 01:11 PM
I have only vague ideas for now.

Korahir
2024-02-06, 06:25 AM
I am done with my table. Still missing the write up and the backstory. I am confident to have something by the deadline that's presentable.

Battlechaser
2024-02-06, 11:36 AM
Build is submitted.

Tohron
2024-02-06, 06:17 PM
Just submitted my build. Looking forward to seeing what everyone came up with.

Korahir
2024-02-10, 11:08 AM
Dear chair, your box is full. I think that is a good sign.

Inevitability
2024-02-10, 04:57 PM
Ah, fixed, tidied up my inbox.

I'll push the deadline back by two days to make sure everyone can still get entries in. Right now, Tohron's and Battlechaser's are the only ones I've actually received.

FactualArcher
2024-02-10, 05:45 PM
My entry is in. It didn't end up quite how I wanted it originally, but it was quite fun to make. I'm excited to see what everyone else brings.

quetzalcoatl5
2024-02-11, 11:21 AM
Thank you for the extension.

Inevitability
2024-02-11, 04:51 PM
I'm working on a build. Hopefully should have some spare time soon to put it together properly.


I have only vague ideas for now.

Just to be clear: NotInventedHere and Loky, are you planning on submitting builds? I can extend the deadline by a bit more if that'd be helpful.

loky1109
2024-02-11, 05:07 PM
Just to be clear: NotInventedHere and Loky, are you planning on submitting builds? I can extend the deadline by a bit more if that'd be helpful.

Oh. I think I'm out. I dislike my ideas and I don't have time now.

Tohron
2024-02-11, 10:48 PM
Just noticed a few minor improvements I could make, and submitted an updated build.

NotInventedHere
2024-02-12, 04:54 AM
Just to be clear: NotInventedHere and Loky, are you planning on submitting builds? I can extend the deadline by a bit more if that'd be helpful.

My muse has deserted me entirely. :frown: I have two builds but absolutely no fluff, no cool write ups, I can't even manage to name the damn things. I'll just post them as stubs afterwards.

quetzalcoatl5
2024-02-13, 12:08 AM
I'd take another day if possible. Life has gotten in the way of typing it up, but I've got the build mapped out.

Inevitability
2024-02-13, 03:26 AM
I'd take another day if possible. Life has gotten in the way of typing it up, but I've got the build mapped out.

Sure! Deadline extended by one more day.

Inevitability
2024-02-15, 02:57 AM
Alright, it's time for the reveal! Please refrain from posting until I give the all-clear.

Inevitability
2024-02-15, 02:58 AM
Death is curable: failure is not.



Simon Tam
https://i.pinimg.com/736x/e9/5c/6a/e95c6a47692b6fc08dc7fe4d6cfe1544.jpg

Please imagine this song playing while reading the entry: https://www.youtube.com/watch?v=JPwkDF5AxQM

LG Halfling Shaman 5/Swordsage 6/Citadel Elite 5/Swordsage +4
Domains Divination and Healing, traded for healing devotion

The theme of healing+Serenity made me think of Serenity’s doctor, Simon Tam, which is the build’s name. I couldn’t make an interesting and at least slightly useful non magical healing build, so the current build bears no resemblance to the actual Simon Tam, but I thought the joke was funny enough to keep. Random other fact, Nyrielle Tam, also known as Thorn from the Thorn of Breland series is another agent of the Citadel. I didn’t know this until I had already made the build, but it’s a funny coincidence.

Str 6
Dex 16
Con 14
Int 12
Wis 18
Cha 8
All increases do to wisdom


Captain Vron, commander of the King’s Dark Lanterns, entered the meeting room. Inside sat Kor ir’Wynarn, his commanding officer and leader of the Citadel.
“Captain,” Kor greeted him.
“Sir,” Vron replied. “There’s a situation along the border. People have been going missing, and our agents have found those responsible. A group of werewolves apparently known as the Dark Pack. We’d lose good agents trying to defeat them, but we can’t let the raids continue.”
“I have just the man to send you,” Kor replied. He slid a piece of paper across the table.
Vron picked it up. Simon Tam: Service Record and Personal Details, it read. He skipped to the missions section. As he read, his brow furrowed in confusion.
“What is wrong here?” he asked. “These numbers are terrible. Five years ago he defeated a rogue dragon with a group of King’s Swords, but he was the only survivor. The next month, he prevented an assassination attempt on one of our diplomats, but three fourths of his force perished. 80% casualties in the next, then 95% against a demon, though he was with regular soldiers at the time. Only survivor of the next, then 113% casualties? How is that even possible?”
Kor laughed. “That’s Simon’s magic. He bears the mark of healing, but he’s not a member of House Jorasco. Despite that, he can bring the dead back to life better than anyone I’ve ever even heard of. Not one of our agents has ever died permanently on a mission he’s been on. I think he might be just the thing for your team.”
“Indeed. Do we know how he gained his magic?”
“That we do. Simon’s not much of a spy, but he’s been loyal to us. He comes from two long family traditions. His mother’s side is a line that split from Jorasco a long time ago and uses their marks to commune with spirits and their ancestors. His father’s family are longtime Brelish patriots. His sister serves in the Citadel as well. The combination was powerful, and Simon took to our combat training better than most. While he could heal before, he only recently gained his new level of power. Have you heard of the Draconic Prophecy?”
Vron shrugged. “I thought it was just a fairytale.”
“Simon disagrees with you. He claims the prophecy powers his magic, that it shows him when it is someone’s proper time to die and lets him bring them back. From a more practical standpoint, he was taught his techniques by a dragon, and while we suspect that he may truly be loyal to the dragons of Argonnessen, he is as loyal as they come so far. He’s dealt with many aberrations and demons before, but lycanthropes should be doable as well. May your team be successful. For Breland!”
“For Breland!” Vron replied.


Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Shaman 1 0 2 0 2 Knowledge Arcana 4 (+4), Concentration 4 (+4), Diplomacy 4 (+4), Gather Information 1 (+1) CC, Knowledge Religion 4 (+4), Speak Language (Draconic) 1 Least Dragonmark of Healing (Cure Light Wounds), Improved Unarmed Strike (B), Healing Devotion (B) Animal Companion
2nd Shaman 2 1 3 0 3 Knowledge Arcana 5 (+1), Concentration 5 (+1), Diplomacy 5 (+1), Gather Information 1 1/2 (+1/2) CC, Knowledge Religion 5 (+1), Speak Language (Draconic) 1 Spirit Sight
3rd Shaman 3 2 3 1 3 Knowledge Arcana 6 (+1), Concentration 6 (+1), Diplomacy 6 (+1), Gather Information 2 (+1/2) CC, Knowledge Religion 6 (+1), Speak Language (Draconic) 1 Unlock Dragonmark Turn Undead
4th Shaman 4 3 4 1 4 Knowledge Arcana 7 (+1), Concentration 7 (+1), Diplomacy 7 (+1), Gather Information 2 1/2 (+1/2) CC, Knowledge Religion 7 (+1), Speak Language (Draconic) 1 Blind Fight (B)
5th Shaman 5 3 4 1 4 Knowledge Arcana 8 (+1), Concentration 8 (+1), Diplomacy 8 (+1), Gather Information 3 (+1/2) CC, Knowledge Religion 8 (+1), Speak Language (Draconic) 1 Spirit's Favor
6th Swordsage 1 3 4 3 6 Knowledge Arcana 9 (+1) CC, Concentration 9 (+1), Diplomacy 9 (+1) CC, Gather Information 3, Knowledge Religion 8 Speak Language (Draconic) 1, Tumble 2 (+2) Serenity Quick to Act +1, Discipline Focus Weapon Focus (Shadow Hand)
7th Swordsage 2 4 4 4 7 Knowledge Arcana 10 (+1) CC, Concentration 10 (+1), Diplomacy 10 (+1) CC, Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 4 (+2) AC Bonus
8th Swordsage 3 5 5 4 7 Knowledge Arcana 11 (+1) CC, Concentration 11 (+1), Diplomacy 11 (+1) CC, Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 6 (+2)
9th Swordsage 4 6 5 5 8 Knowledge Arcana 12 (+1) CC, Concentration 12 (+1), Diplomacy 12 (+1) CC, Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 8 (+2) Lesser Dragonmark of Healing (Restoration) Discipline Focus Insightful Strikes (Shadow Hand)
10th Swordsage 5 6 5 5 8 Knowledge Arcana 13 (+1) CC, Concentration 13 (+1), Diplomacy 13 (+1) CC, Gather Information 3, Knowledge Religion 9, Speak Language (Draconic) 1, Tumble 10 (+2) Quick to Act +2
11th Swordsage 6 7 6 6 9 Knowledge Arcana 14 (+1) CC, Concentration 14 (+1), Diplomacy 14 (+1) CC, Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 12 (+2)
12th Citadel Elite 1 8 6 6 11 Knowledge Arcana 15 (+1) CC, Concentration 15 (+1) CC, Diplomacy 15 (+1), Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 12 Greater Dragonmark of Healing (Heal) Citadel Training, Additional Action Points
13th Citadel Elite 2 9 6 6 12 Knowledge Arcana 16 (+1) CC, Concentration 16 (+1) CC, Diplomacy 16 (+1), Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 12 Dragonmark Visionary (Revivify) (B) Combat Sense
14th Citadel Elite 3 10 7 7 12 Knowledge Arcana 17 (+1) CC, Concentration 17 (+1) CC, Diplomacy 17 (+1), Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 12 Diplomatic Protection, Royal Contact
15th Citadel Elite 4 11 7 7 13 Knowledge Arcana 18 (+1) CC, Concentration 18 (+1) CC, Diplomacy 18 (+1), Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 12 Dragon Prophecier, Prophecy's Hero (B) Combat Sense (Attack)
16th Citadel Elite 5 12 7 7 13 Knowledge Arcana 19 (+1) CC, Concentration 19 (+1) CC, Diplomacy 19 (+1), Gather Information 3, Knowledge Religion 8, Speak Language (Draconic) 1, Tumble 12 Disciplined Mind, Focused Smite
17th Swordsage 7 13 7 7 13 Knowledge Arcana 20 (+1) CC, Concentration 20(+1), Diplomacy 20 (+1) CC, Gather Information 3, Knowledge Religion 10, Speak Language (Draconic) 1, Tumble 16 (+2) Sense Magic
18th Swordsage 8 14 7 8 14 Knowledge Arcana 21 (+1) CC, Concentration 21 (+1), Diplomacy 21 (+1) CC, Gather Information 3, Knowledge Religion 10, Speak Language (Draconic) 1, Tumble 18 (+2) Intuitive Attack Discipline Focus Defensive Stance (Shadow Hand)
19th Swordsage 9 14 8 8 14 Knowledge Arcana 22 (+1) CC, Concentration 22 (+1), Diplomacy 22 (+1) CC, Gather Information 3, Knowledge Religion 10, Speak Language (Draconic) 1, Tumble 20 (+2) Evasion
20th Swordsage 10 15 8 9 15 Knowledge Arcana 23 (+1) CC, Concentration 23 (+1), Diplomacy 23 (+1) CC, Gather Information 3, Knowledge Religion 10, Speak Language (Draconic) 1, Tumble 22 (+2) Quick to Act +3

Level Class Shaman 0th Shaman 1st Shaman 2nd Shaman 3rd Maneuvers Known Stances Known Maneuvers Readied
1st Shaman 1 3 1+1 - - -
2nd Shaman 2 4 2+1 - - -
3rd Shaman 3 4 2+1 1+1 - -
4th Shaman 4 5 3+1 2+1 - -
5th Shaman 5 5 3+1 2+1 1+1 -
6th Swordsage 1 5 3+1 2+1 1+1 Drain Vitality, Moment of Perfect Mind R6, Sapphire Nightmare Blade R4, Action Before Thought, Cloak of Deception, Emerald Razor Child of Shadow 4
7th Swordsage 2 5 3+1 2+1 1+1 Shadow Jaunt R8 Island of Blades 4
8th Swordsage 3 5 3+1 2+1 1+1 Insightful Strike 5
9th Swordsage 4 5 3+1 2+1 1+1 Mind Over Body, Strength Draining Strike 6 5
10th Swordsage 5 5 3+1 2+1 1+1 Hand of Death Assassin's Stance 6
11th Swordsage 6 5 3+1 2+1 1+1 Obscuring Shadow Veil, Bounding Assault R10 6
12th Citadel Elite 1 5 3+1 2+1 1+1 6
13th Citadel Elite 2 5 3+1 2+1 1+1 6
14th Citadel Elite 3 5 3+1 2+1 1+1 6
15th Citadel Elite 4 5 3+1 2+1 1+1 6
16th Citadel Elite 5 5 3+1 2+1 1+1 6
17th Swordsage 7 5 3+1 2+1 1+1 Greater Insightful Strike 6
18th Swordsage 8 5 3+1 2+1 1+1 Shadow Noose, Shadow Blink 7
19th Swordsage 9 5 3+1 2+1 1+1 Quicksilver Motion Step of the Dancing Moth 7
20th Swordsage 10 5 3+1 2+1 1+1 Diamond Defense, One With Shadow 8

R# means retrained at level equal to number

Simon starts as a Shaman with a healing focus and a fondness for divination. Healing Devotion and his Mark, currently limited to one/day each, lets him keep healing his party. Spontaneous healing lets him prepare divination spells with most of his slots, letting him leverage both of his main skill sets at the same time. Though most of his spells realistically go to healing, his favorites to memorize are Detect spells and Trance. His skill in melee combat is quite limited, but his badger companion Jayne fights in his stead. Jayne’s burrowing is also useful for breaking into places. Shared spells make healing both easy. At 2nd level, Spirit sight is useful, but not particularly proactive. At 3rd, Turn Undead makes healing devotion better, though his low charisma limits its use for now. 2nd level spells include Commune with Lesser Spirits and Augury from Divination domain, which vastly increase Simon’s information gathering abilities. Know Motivation is also useful in social situations. At fourth level, Jayne is upgraded to a dire badger, and Simon picks up Blind Fight. Fifth level brings Spirit’s Favor, which is dead until sixth, but 3rd level spells include Divination from domain and Speak with Dead, as well as useful status removers like Remove Curse. Fifth level is the last level Simon focuses on spellcasting, instead opting to improve as a fighter. From here on out, his spell memorization, including bonus spells, is as follows:

1st: Detect Evil, Trance, Shield of Faith, Speak with Animals, Identify (D), and an extra Trance after eighth level.
2nd: Augury x2 (D), Commune with Lesser Spirit, Know Motivation, extra Know Motivation after 16th
3rd: Speak With Dead, Remove Curse, Divination (D), extra Speak With Dead once he gets a +8 wisdom bonus.


Now Simon is increasing the spread of things his wisdom can do as a Swordsage. He focuses on Diamond Mind for defense and Shadow Hand for offense and movement. He still struggles to hit in melee, but by now he can hopefully afford an elvencraft weapon, which reverses the issue. His weapon of choice is a dagger, for versatility rather than damage. Child of Shadow makes him harder to hit, and Serenity, online now boosts both his healing abilities with Healing Devotion, and his saves. Simon is still a healer, but now he can survive in melee combat and contribute slightly to damage. His choice maneuvers are Drain Vitality, Action Before Thought, Cloak of Deception, and Sapphire Nightmare Blade. At 7th level he picks up the Swordsage’s AC bonus, significantly augmenting his mediocre AC. 8th brings Insightful Strike, his first real offensive option, allowing him to leverage his concentration skill for damage. 9th improves his Dragonmark options, though the real power is coming later, as well as Discipline Focus in Shadow Hand, boosting the damage of his Shadow Hand strikes. Strength Draining Strike is his new readied maneuver, replacing Sapphire Nightmare Blade in his offensive roster. 10th level brings Assassin’s Stance, giving him a new offensive option, and Hand of Death, a save or lose with a respectable DC given his high wisdom, which fills the new readied maneuver slot. At 11th, Obscuring Shadow Veil replaces Drain Vitality in his roster, allowing for a significant debuff to melee opponents. By now Jayne is pretty much irrelevant, save for his burrowing speed.


Citadel Elite is a weird prestige class with some interesting options, which Simon explores throughout these levels. First off, Greater Dragonmark is always nice with Heal opening up in combat healing again. The 1st level features for the class don’t do a whole lot, but second level brings a decent AC boost and an unrestricted bonus feat, a rare thing in 3.5. Simon puts his towards improving his Dragonmark with an extra heal per day and a SLA revivify, which is a free, costless resurrection as long as the target died within the last round. At 14th, Diplomatic Protection and Royal Contact are both more flavor abilities, but they do contribute some to Simon’s adventure solving abilities which his divinations gave him. They rely on the DM even more than the divinations, though. 15th brings two feats, and a major combo. Dragon Prophecier+ Prophecy’s Hero allow Simon to generate lots of action points, which he can use to fuel his dragonmark via Unlock Dragonmark. Dragon Prophecier can activate several times per day, scaling off of wisdom and hit dice, so Simon can often enter favor and get free resurrections in and out of combat. He can also use Heal and Restoration, if healing damage and conditions is what he needs. This combo, which showed up in E6 in the illusions round, vastly upgrades the potential for his dragonmark. The offensive version of Combat Sense is also nice, potentially giving a significant attack boost.16th level brings some random other stuff, both wisdom focused, adding to Simon’s wis-sad potential. Focused Smite is nice, though only once per day, and Disciplined Mind combos well with Serenity, increasing his fortitude dramatically.


With his healing fully online, Simon works on his offense, gaining Greater Insightful Strike, and later Shadow Noose. At 18th, he also gains Intuitive Attack allowing him greater freedom in weapon choice and letting him add wisdom to even more crap. By now he adds wisdom to saves, fort and will twice, attacks, sometimes twice with Focused Smite, damage on some Strikes, AC, bonus spells and DCs and saves against his maneuvers. Obviously, he wants as many wisdom boosting items as possible. Shadow Blink and Quicksilver Motion increase his maneuverability nicely, and Diamond Defense and One with Shadow at 20th increase his defense. Evasion and Defensive Discipline Focus also help Simon become a healing juggernaut who can do enough melee damage on his own to not discount entirely.


Tome of Battle: Swordsage, maneuvers
Oriental Adventures: Shaman, Shaman Domains, Shaman spells
Sharn City of Towers: Citadel Elite
Eberron Campaign Setting: Dragonmark Least-Greater
Dragonmarked: Unlock Dragonmark, Dragonmark Visionary
Magic of Eberron: Dragon Prophecier, Prophecy’s Hero
BoED: Intuitive Attack
Dragon Compendium: Serenity

Simon entered the meeting room. Captain Vron and Kor ir’Wynarn were already seated.
“Captain, Commander.” He greeted them.
“Please, sit down,” Kor commanded.
Simon sat.
“How did the mission go?” Captain Vron asked.
“Successfully, though it was bloodier than expected. The werewolves hid among the populace of border towns. They were able to infect more people than we expected, drawing on the power of something called the Wild Heart. Still, the twelve of us were able to find most of them and drive the rest off. The spirits of the area helped me isolate the cursed from the innocent, minimizing the number of civilian casualties. We killed about seventy of them, and though there were thirty four fatalities on our side, none lasted. The threat should be ended for now, though I would recommend sending a force to investigate rumors of this Wild Heart.”
“Thank you for your report,” Kor replied. “You have done us a great service. Is there anything you would ask of us?”
“Permission to assemble a team to learn about and defeat Wild Heart?” he asked. The signs for the meeting had been good, but sometimes the spirits were wrong. If his officers didn’t grant permission, he would have to go on his own.
The two officers looked at each other. “Permission granted.” Kor replied at last. “Go assemble your team.”
Inwardly, Simon smiled. Victory was within his grasp. “When the Wild Heart beats again, it will take the sky. But the Heart can be stilled by the Captain, the Healer, the Broken One, the Companion, the Shepherd, the Fixer, the Warrior, the Helmsman and the First Mate.” That was the verse of the prophecy he was trying to bring about. The Chamber was pretty sure he was the Healer, and that his sister was the Broken One, but the rest he would have to find. Still, with the Citadel on his side, he could do it. Wild Heart must be stopped.

Inevitability
2024-02-15, 03:01 AM
He's got a BOGO deal going on: come in to have an arm fixed and get a new one for free!


NE Necropolitan kobold shaman 6 - mystic wanderer 4 - fleshwarper 10



STR
DEX
CON
INT
WIS
CHA


Base
10
8
10
16
18
10


Kobold
-4
+2
-2





Necropolitan


--





Level




+5



Total
6
10
--
16
23
10




Meepo version 7.5.A


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


1st
Shaman 1
+0
+2
+0
+2
28: conc 3, craft alchemy 3, craft trapmaking 2, diplomacy 4, heal 4, knowledge arcana 4, knowledge nature 3, perform ridicule 2, profession herbalist 1
Apprentice spellcaster, Improved unarmed strike
Unarmed strike, Animal companion, Domains: Kobold, Spell, darkvision, light sensitivity, slight build, necropolitan


2nd
Shaman 2
+1
+3
+0
+3
7: conc 3, craft alchemy 3, craft trapmaking 2, diplomacy 5, heal 5, knowledge arcana 5, knowledge nature 3, perform ridicule 2, profession herbalist 3, Spellcraft 2
-
Spirit Sight


3rd
Shaman 3
+2
+3
+1
+3
7: conc 5, craft alchemy 3, craft trapmaking 2, diplomacy 6, heal 6, knowledge arcana 6, knowledge nature 3, perform ridicule 2, profession herbalist 3, Spellcraft 4
Craft wondrous item
Rebuke undead


4th
Shaman 4
+3
+4
+1
+4
7: conc 5, craft alchemy 3, craft trapmaking 7, diplomacy 7, heal 7, knowledge arcana 7, knowledge nature 3, perform ridicule 2, profession herbalist 3, Spellcraft 4
Iron will
Bonus feat


5th
Shaman 5
+3
+4
+1
+4
7: conc 6, craft alchemy 3, craft trapmaking 7, craft woodcarving 2, diplomacy 8, heal 8, knowledge arcana 8, knowledge nature 3, perform ridicule 2, profession herbalist 3, Spellcraft 5
-
Spirit’s favor


6th
Shaman 6
+4
+5
+2
+5
7: conc 6, craft alchemy 3, craft trapmaking 7, craft woodcarving 2, diplomacy 8, heal 9, knowledge arcana 8, knowledge nature 3, perform ridicule 2, profession herbalist 3, Spellcraft 5, UMD 6
Serenity
--


7th
Mystic wanderer 1
+4
+5
+4
+7
5: conc 6, craft alchemy 3, craft trapmaking 7, craft woodcarving 2, diplomacy 8, heal 10, knowledge arcana 8, knowledge nature 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 5, Spot 1, UMD 6
--
glory of the divine, sleep


8th
Mystic wanderer 2
+4
+5
+5
+8
5: conc 7, craft alchemy 3, craft trapmaking 7, craft woodcarving 2, diplomacy 8, heal 11, knowledge arcana 8, knowledge nature 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 6, Spot 1, UMD 8
--
Familiar, lore of nature


9th
Mystic wanderer 3
+5
+6
+5
+8
5: conc 8, craft alchemy 3, craft trapmaking 7, craft woodcarving 2, diplomacy 8, heal 12, knowledge arcana 8, knowledge nature 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 7, Spot 1, UMD 10
Graft flesh
Gem magic


10th
Mystic wanderer 4
+6
+6
+6
+9
5: conc 9, craft alchemy 3, craft trapmaking 7, craft woodcarving 2, diplomacy 8, heal 13, knowledge arcana 8, knowledge nature 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 8, Spot 1, UMD 12
Brew potion
Brew potion


11th
Fleshwarper 1
+6
+8
+6
+9
7: conc 10, craft alchemy 3, craft trapmaking 7, craft woodcarving 2, diplomacy 8, heal 14, knowledge arcana 8, Knowledge dungeoneering 1, knowledge nature 3, Knowledge religion 1, Knowledge the planes 2, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 9, Spot 1, UMD 12
--
Aberrant familiar: amorphous, graft reserve


12th
Fleshwarper 2
+7
+9
+6
+9
7: conc 11, craft alchemy 3, craft trapmaking 7, craft woodcarving 2, diplomacy 8, heal 15, knowledge arcana 8, Knowledge dungeoneering 2, knowledge nature 3, Knowledge religion 1, Knowledge the planes 2, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 10, Spot 1, UMD 15
Touch of healing
Elder secret: secret of the beholder


13th
Fleshwarper 3
+7
+9
+7
+10
7: conc 12, craft alchemy 3, craft trapmaking 8, craft woodcarving 2, diplomacy 8, heal 16, knowledge arcana 9, Knowledge dungeoneering 3, knowledge nature 3, Knowledge religion 1, Knowledge the planes 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 11, Spot 1, UMD 16
--
Graft mastery: fiendish


14th
Fleshwarper 4
+8
+10
+7
+10
7: conc 14, craft alchemy 3, craft trapmaking 8, craft woodcarving 2, diplomacy 8, heal 17, knowledge arcana 9, Knowledge dungeoneering 3, knowledge nature 3, Knowledge religion 1, Knowledge the planes 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 13, Search 1, Spot 1, UMD 17
--
Aberrant familiar: wings


15th
Fleshwarper 5
+8
+10
+7
+10
7: conc 15, craft alchemy 3, craft trapmaking 8, craft woodcarving 5, diplomacy 8, heal 18, knowledge arcana 9, Knowledge dungeoneering 3, knowledge nature 3, Knowledge religion 1, Knowledge the planes 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 15, Search 1, Spot 1, UMD 17
Profane lifeleech
elder secret: secret of the Ettercap, graft mastery: beholder


16th
Fleshwarper 6
+9
+11
+8
+11
7: conc 16, craft alchemy 3, craft trapmaking 10, craft woodcarving 6, diplomacy 8, heal 19, knowledge arcana 9, Knowledge dungeoneering 3, knowledge nature 3, Knowledge religion 1, Knowledge the planes 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 15, Search 1, Spot 1, UMD 19
--
Rapid grafting


17th
Fleshwarper 7
+9
+11
+8
+11
7: conc 17, craft alchemy 3, craft trapmaking 10, craft woodcarving 6, diplomacy 8, heal 20, knowledge arcana 9, Knowledge dungeoneering 3, knowledge nature 3, Knowledge religion 1, Knowledge the planes 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 20, Search 1, Spot 1, UMD 19
--
Aberrant familiar: size increase, graft mastery: silthilar


18th
Fleshwarper 8
+10
+12
+8
+12
7: conc 17, craft alchemy 3, craft trapmaking 10, craft woodcarving 6, diplomacy 8, heal 21, knowledge arcana 9, Knowledge dungeoneering 7, knowledge nature 3, Knowledge religion 1, Knowledge the planes 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 21, Search 1, Spot 1, UMD 20
Wyrmgrafter
Elder secret: secret of the destrachan


19th
Fleshwarper 9
+10
+12
+9
+13
7: conc 21, craft alchemy 3, craft trapmaking 10, craft woodcarving 6, diplomacy 8, heal 22, knowledge arcana 9, Knowledge dungeoneering 7, knowledge nature 3, Knowledge religion 1, Knowledge the planes 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 21, Search 1, Spot 1, UMD 22
--
Graft mastery: aboleth


20th
Fleshwarper 10
+11
+13
+9
+13
7 conc 21, craft alchemy 3, craft trapmaking 10, craft woodcarving 9, diplomacy 8, heal 23, knowledge arcana 9, Knowledge dungeoneering 7, knowledge nature 3, Knowledge religion 1, Knowledge the planes 3, Listen 1, perform ridicule 2, profession herbalist 3, Spellcraft 23, Search 1, Spot 1, UMD 23
--
Aberrant apotheosis, aberrant familiar: scales








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


1st
3
1+1
-
-
-
-
-
-
-
-


2nd
4
2+1
-
-
-
-
-
-
-
-


3rd
4
2+1
1+1
-
-
-
-
-
-
-


4th
5
3+1
2+1
-
-
-
-
-
-
-


5th
5
3+1
2+1
1+1
-
-
-
-
-
-


6th
5
3+1
3+1
2+1
-
-
-
-
-
-


7th
6
4+1
3+1
2+1
1+1
-
-
-
-
-


8th
6
4+1
3+1
3+1
2+1
-
-
-
-
-


9th
6
4+1
4+1
3+1
2+1
1+1
-
-
-
-


10th
6
4+1
4+1
3+1
3+1
2+1
-
-
-
-


11th
6
4+2
4+1
4+1
3+1
2+1
1+1
-
-
-


12th
6
4+2
4+1
4+1
3+1
3+1
2+1
-
-
-


13th
6
4+2
4+2
4+1
4+1
3+1
2+1
1+1
-
-


14th
6
4+2
4+2
4+1
4+1
3+1
3+1
2+1
-
-


15th
6
4+2
4+2
4+2
4+1
4+1
3+1
2+1
1+1
-


16th
6
4+2
4+2
4+2
3+1
3+1
2+1
-
-
-


17th
6
4+2
4+2
4+2
4+2
4+1
4+1
3+1
2+1
1+1


18th
6
4+2
4+2
4+2
4+2
4+1
4+1
3+1
3+1
2+1


19th
6
4+2
4+2
4+2
4+2
4+2
4+1
4+1
3+1
3+1


20th
6
4+2
4+2
4+2
4+2
4+2
4+1
4+1
4+1
4+1



Aboleth tentacle (aboleth), Fiend folio p208
Buffeting wings (draconic): Races of the dragon p 127
Charming eye (fiendish): Fiend folio p 210
Eye stalk (fiendish): Fiend Folio p209
Fearsome eye (fiendish): Fiend Folio p 210
Gazing eye (beholder): Fiend Folio p 209
Healing blood (silthilar): Lords of madness p216
Metabolic fire (draconic): Races of the dragon p 129
Mucus projector (aboleth): Lords of Madness p 215
Stone spittle (maug): Fiend Folio p214
Third eye (beholder): Fiend Folio p 209




Being the runt in the litter of an overcrowded kobold warren was fabulous, absolutely fabulous. Really…Bah, who am I kidding. It meant being pushed around, being bitten, scratched, beaten, spat and shat upon. It meant eating the dregs of the scraps. It was hell and I hated my frail body for failing at its job.
Meeting Chuckles while following the voices in my head was a definite point of light in my otherwise dark and miserable existence. Nothing says “**** off!” as an hyena biting off an idiot’s arm. Yet inherently nothing changed. I remained the weakling. There had to exist a way to toughen up.
I knew I wouldn’t find it in this inbreeding cesspit of a pustule on Kurtulmak’s bony arse, so Chuckles and I rode out into the sunset after giving the biggest bully of the heap a severe case of filth fever off course. Too bad I wouldn’t be there to see her **** her intestines out. You win some, you lose some.
We passed through a village of Deadites. They looked hardy, so I thought I’d give it a try. Found out too late that it makes you mouth taste like an otyugh on a warm day. Not exactly what I was looking for? Plus, my scales got all flaky? A tad miffed, Chuckles and I rode on. I could swear the bloody beast snickered for the next hour.
So Meepo starts as an ordinary shaman. Kobold domain is chosen for flavor and the trap angle. Since the other racial domains are available for shamans, I reason that this one also is. Spells domain will become clear later. His animal companion is an hyena. It seemed to fit Meepo’s cynical side and it can serve as a meat shield.
Apprentice spellcaster is chosen for the skills: knowledge nature and UMD.
The necropolitan level is for increased hardiness. It fits with his urge for a better body.
Craft wondrous item allows Meepo to craft magical traps.
Iron will serves as a prereq for Mystic Wanderer.
And finally, he gets spirit’s favor: divine grace but in name.
For now Meepo can heal through:
- Cure (and later) inflict spells
- Mini-trap of those spells as a necklace on his skin for continuous healing.
- Other healing spells include: lesser restoration, remove paralysis/blindness/deafness/curse/disease.


On his quest for self-improvement the kobold continued to wander, picking up odd titbits here and there. Some stray cat adopted Meepo and completely ignored Chuckles’ growling. The occasional adventuring – money had to come from somewhere- showed the kobold the potential that the monsters held. He could use that.
The choice for shaman 6 over mystic wanderer 5 is purely one for higher BAB and saves. Mystic wanderer is chosen for the familiar – a prerequisite for fleshwarper. Plus it can deliver touch spells.
Serenity adds Wis to saves. Graft flesh is another prerequisite for Fleshwarper.
So for healing we’ve got:
- Cure and inflict spells
- (lesser) restoration, remove almost everything
- Mini-traps of said spells.
- Brew potion of said spells
- Gem magic of said spells.



Self-improvement is a costly affair. All those life coaches cost an arm and a leg -sometimes literally. Crafting can get expensive, both gold as XP-wise. So it is time to set up a steady income: a hospital/surgery. There is no need to inflict disease/pain upon others. People need no help to do that. So there is a constant need for medical attention. Meepo is just responding to the market here and he can go under market price by creating reusable items/traps with healing/restoring spells.. And a good businessman never let’s a resource go unused. And with the amount of pain that permeates a hospital it would be stupid not to use it.
So every treatment room has several traps of liquid pain (cast with greater anyspell), accumulating enough XP to graft everything. The only adventuring is to acquire the necessary donor-organs from their not so-willing donors.
On top of the list is Silthilar blood, because it grants fast healing. Because a necropolitan can heal naturally, I think he can gain fast healing.
Ways of healing:
- Spells
- Traps, potions, gems of spells,
- Fast healing
- Profane lifeleech
- Touch of healing


Meepo finishes fleshwarper. Wyrmgrafter is taken because deep down every kobold wants to be dragon.
No new healing ways are introduced, they just get more powerful.


Shaman: oriental adventures p 22
Mystic Wanderer: magic of Faerun p 35
Fleshwarper: Lords of madness p 189
Necropolitan: Libris mortis p 114
Kobold domain http://www.wizards.com/default.asp?x=dnd/we/20060420a
Serenity: Dragon compendium p 106
Graft Flesh: libris mortis p 27
Touch of healing: Complete champion p62
Profane lifeleech: Libris mortis p 29
Wyrmgrafter: Races of the dragon p101

Inevitability
2024-02-15, 03:03 AM
A Hamilton reference in 2024? What'd I miss?


Alexander Parsnips

Alexander Parsnips…
His name is Alexander Parsnips…
There’s a million beers he’s yet to drink…
But just you wait…
Just you wait…
WHERE’S MY PINT AGAIN???!!

https://cdn.discordapp.com/attachments/1002625027860090920/1207211419301445723/Parsnips_Quote_1.png?ex=65ded23f&is=65cc5d3f&hm=63fb71f3d2e725630b5bb9ec4d2f88124a3967e415f7ca6 aa7e25b5b77da36d3&

Human
Swordsage 4 / Cloistered Cleric 1 / Ruby Knight Vindicator 2 / Holy Vindicator 4 / Ruby Knight Vindicator 4 / Swordsage 1 / Ruby Knight Vindicator 4


In his day, Alexander Parsnips was known to those far and wide as a man of adventure and a dry wit honed through a thousand drunken debates. Though most would hesitate to admit it, but all men wanted in their heart of hearts to be Alexander Parsnips, and nearly as many women wanted to be with him.
https://cdn.discordapp.com/attachments/1002625027860090920/1207211400590786560/Parsnips_Meme.png?ex=65ded23a&is=65cc5d3a&hm=7eab91d88fa1818e0bb93dd2b661dddf1d15c7d1df79faa 55cbff8b9c8f5301e&
He was a student dedicated to the art of the sword nearly as long as he lived, taking to it to repel bullies who picked on him. He studied relentlessly, some may say with a hyperfocus, until in his teen years hit mates took him out to get pissed for his sixteenth birthday. That night, he saw god… A god that is. Cayden Cailean to be precise. You see, the young lad found himself in the corner of a bar fight (and who could say why?) and his ability to defend himself and the meekest among the people caught in the crossfire impressed the lord of swashbucklers. The Daring Drunken Deity appeared to lad, though his friends would swear Parsnips was blacked out at the time, and told him to defend the weak in his name. From that day forward, Parsnips, after vigorous studying and obtaining a sommelier certification, became an avenger of the night, with a two drink minimum.
In his adventures, Parsnips found his way amongst a variety of companions. Mages, knights, rangers, and the like. As long as they stood for the freedom and justice his lord requested, Parsnips called them an ally. He made sure those who sought to enshackle men would know his vindication! He would liberate all who were put to the chain!


https://cdn.discordapp.com/attachments/1002625027860090920/1207211377677180969/Parsnips_Altar.png?ex=65ded235&is=65cc5d35&hm=9336e502b45f032d4d4507b70ee238bd3e57e14f842b50f 134b790d9cec99bf5&

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Swordsage 0 0 2 2 24: {+4} Concentration: 4; {+4} Hide: 4; {+2 CC} Diplomacy: 1; {+3} Intimidate: 3; {+4 CC} Knowledge (Religion): 2; {+2 CC} Knowledge (Nature): 1; {+1} Knowledge (Nobility and Royalty): 1; {+1} Knowledge (Local): 1; {+3} Sense Motive: 3; "Martial Study, (Human) - Martial Stance, 1 (Swordsage) - Weapon Focus (Diamond Mind): Rapier
" Quick to act +1, discipline focus (Weapon Focus)
2nd Swordsage 1 0 3 3 6: {+1} Concentration: 5; {+1} Hide: 5; Diplomacy: 1; {+1} Intimidate: 4; {+2 CC} Knowledge (Religion): 3; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 1; Knowledge (Local): 1; {+1} Sense Motive: 4; AC bonus
3rd Swordsage 2 1 3 3 6: {+1} Concentration: 6; Hide: 5; {+2 CC} Diplomacy: 2; Intimidate: 4; {+2 CC} Knowledge (Religion): 4; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 1; Knowledge (Local): 1; {+1} Sense Motive: 5; Weapon Finesse
4th Swordsage 3 1 4 4 6: Concentration: 6; {+1} Hide: 6; Diplomacy: 2; {+1} Intimidate: 5; {+2 CC} Knowledge (Religion): 5; Knowledge (Nature): 1; {+1} Knowledge (Nobility and Royalty): 2; Knowledge (Local): 1; {+1} Sense Motive: 6; Insightful Strikes
5th Cloistered Cleric 3 3 4 5 6: Concentration: 6; Hide: 6; {+1} Heal: 1; {+1} Diplomacy: 3; Intimidate: 5; {+3} Knowledge (Religion): 8; {+1} Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; Knowledge (Local): 1; Sense Motive: 6; "Cloistered Cleric - Travel Devotion, Cloistered Cleric - Knowledge Devotion: Knowledge (Arcana)
" Turn or rebuke undead, Domains: Good, Travel (traded), Knowledge (traded)
6th Ruby Knight Vindicator 4 3 4 7 4: Concentration: 6; Hide: 6; Heal: 1; {+2} Diplomacy: 5; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; Knowledge (Local): 1; {+2} Sense Motive: 8; Iron Will
7th Ruby Knight Vindicator 5 3 4 8 4: Concentration: 6; Hide: 6; Heal: 1; {+2} Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; Knowledge (Local): 1; {+2} Sense Motive: 10; Divine recovery
8th Holy Liberator 6/1 5 4 8 2: {+1} Concentration: 7; Hide: 6; {+1} Heal: 2; Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; Knowledge (Local): 1; Sense Motive: 10; Aura of good, detect evil, smite evil 1/day
9th Holy Liberator 7/2 6 4 8 2: {+1} Concentration: 8; Hide: 6; {+1} Heal: 3; Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; Knowledge (Local): 1; Sense Motive: 10; Battle Blessing Remove fatigue
10th Holy Liberator 8/3 6 5 9 2: {+1} Concentration: 9; Hide: 6; {+1} Heal: 4; Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; Knowledge (Local): 1; Sense Motive: 10; Aura of resolve
11th Holy Liberator 9/4 7 5 9 2: {+1} Concentration: 10; Hide: 6; {+1} Heal: 5; Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; Knowledge (Local): 1; Sense Motive: 10; Break enchantment 1/week, divine grace
12th Ruby Knight Vindicator 10/5 8 6 9 4: Concentration: 10; Hide: 6; Heal: 5; Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; {+2} Knowledge (Local): 3; {+2} Knowledge (History): 2; Sense Motive: 10; Serenity
13th Ruby Knight Vindicator 11/6/1 8 6 10 4: Concentration: 10; Hide: 6; {+2} Heal: 7; Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; Knowledge (Nature): 1; Knowledge (Nobility and Royalty): 2; {+1} Knowledge (Local): 4; {+1} Knowledge (History): 3; Sense Motive: 10;
14th Swordsage 11/6/1 8 6 10 6: {+2} Concentration: 12; {+1} Hide: 7; Heal: 7; Diplomacy: 7; Intimidate: 5; Knowledge (Religion): 8; Knowledge (Arcana): 1; {+2} Knowledge (Nature): 3; {+1} Knowledge (Nobility and Royalty): 3; Knowledge (Local): 4; Knowledge (History): 3; Sense Motive: 10; Quick to act +2
15th Ruby Knight Vindicator 12/7/2 8 6 10 4: Concentration: 12; Hide: 7; {+1} Heal: 8; {+1} Diplomacy: 8; Intimidate: 5; {+1} Knowledge (Religion): 9; Knowledge (Arcana): 1; Knowledge (Nature): 3; Knowledge (Nobility and Royalty): 3; Knowledge (Local): 4; {+1} Knowledge (History): 4; Sense Motive: 10; Touch of Healing " Armored stealth"
16th Ruby Knight Vindicator 13/8/3 9 7 11 4: Concentration: 12; Hide: 7; {+1} Heal: 9; {+1} Diplomacy: 9; Intimidate: 5; {+1} Knowledge (Religion): 10; Knowledge (Arcana): 1; Knowledge (Nature): 3; Knowledge (Nobility and Royalty): 3; Knowledge (Local): 4; {+1} Knowledge (History): 5; Sense Motive: 10;
17th Ruby Knight Vindicator 14/9/4 9 7 11 4: Concentration: 12; Hide: 7; {+1} Heal: 10; {+1} Diplomacy: 10; Intimidate: 5; {+1} Knowledge (Religion): 11; Knowledge (Arcana): 1; Knowledge (Nature): 3; Knowledge (Nobility and Royalty): 3; Knowledge (Local): 4; {+1} Knowledge (History): 6; Sense Motive: 10; Divine impetus
18th Ruby Knight Vindicator 15/10/5 9 7 12 4: Concentration: 12; Hide: 7; {+1} Heal: 11; {+1} Diplomacy: 11; Intimidate: 5; {+1} Knowledge (Religion): 12; Knowledge (Arcana): 1; Knowledge (Nature): 3; Knowledge (Nobility and Royalty): 3; Knowledge (Local): 4; {+1} Knowledge (History): 7; Sense Motive: 10; Spontaneous Healer
19th Ruby Knight Vindicator 16/11/6/1 10 8 12 4: Concentration: 12; Hide: 7; {+1} Heal: 12; {+1} Diplomacy: 12; Intimidate: 5; {+1} Knowledge (Religion): 13; Knowledge (Arcana): 1; Knowledge (Nature): 3; Knowledge (Nobility and Royalty): 3; Knowledge (Local): 4; {+1} Knowledge (History): 8; Sense Motive: 10; Divine fury
20th Ruby Knight Vindicator 17/12/7/2 10 8 13 4: Concentration: 12; Hide: 7; {+1} Heal: 13; {+1} Diplomacy: 13; Intimidate: 5; {+1} Knowledge (Religion): 14; Knowledge (Arcana): 1; Knowledge (Nature): 3; Knowledge (Nobility and Royalty): 3; Knowledge (Local): 4; {+1} Knowledge (History): 9; Sense Motive: 10;



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


1 - Martial Study
1 (Human) - Martial Stance
1 (Swordsage) - Weapon Focus (Diamond Mind): Rapier
3 - Weapon Finesse
5 Cloistered Cleric - Travel Devotion
5 Cloistered Cleric - Knowledge Devotion: Knowledge (Arcana)
6 - Iron Will
9 - Battle Blessing
12 - Serenity
15 - Touch of Healing
18 - Spontaneous Healer



1 - Martial Study

Look… I want this vibe of a healer swashbuckler to come through from level 1 and this will certainly create that vibe if basically every combat he gets a free cure light wounds off.

1 (Human) - Martial Stance

Doubling down on that whole healer swashbuckler thing here, plus I’ll need both the maneuver and the stance to qualify for RKV, so why wait?

1 (Swordsage) - Weapon Focus (Diamond Mind): Rapier

This is free with the class, but it does force me to pick a Diamond Mind Maneuver to have on me. Fortunately, Sapphire Nightmare Blade is quite nice. I almost went shortsword, but, I mean, it’s a worshiper of Cayden Cailean… I gotta go Rapier.

3 - Weapon Finesse

Basically required to go a swashbuckler type, so much so that I almost dipped Swashbuckler instead of Swordsage 5, but the trade off wasn’t worth it.

5 Cloistered Cleric - Travel Devotion (traded from Travel Domain)

Considering that at high levels, Parsnips will have swift actions to burn, this will be nice to have, but with a high reliance on strikes this is not nearly as crucial as it would be on a more typical martial character. If this wasn’t free, I wouldn’t have it in the build.

5 Cloistered Cleric - Knowledge Devotion (traded from Knowledge Domain)

Look… it’s free here and does way more for you than the domain would. It fits the character ok, but prerequisites make it hard to invest a ton of ranks in Knowledge skills. Still, it’s a nice buff even with barely any bonuses.

6 - Iron Will

A prerequisite for Holy Liberator. Makes Diamond Mind counters less useful. I mean, this is a wisdom based build, it’s nice to have but I was expecting to make most will saves anyway.

9 - Battle Blessing

SO! There’s some debate about if this applies to Holy Liberators, but I would wager that most DMs would allow “casting from the Paladin spell list” as “casting Paladin spells”. There’s only this and the Pious Templar that benefit from this and I doubt anyone is beating down the doors to minmax off these two. This is the crux of the late game swift action economy game that Ruby Knight Vindicators love, allowing Parsnips to fill any round with either a maneuver or a spell as a swift action, and then at the highest levels getting extra swift actions! Also, Cayden Cailean preserve us, if only Soldier of Light used the Paladin list instead of having a Paladin-like list. It would have been so much simpler for this build with only 2 non initiator levels.

12 - Serenity

At this level, Serenity is as good as Extra Turning, plus it gives a huge boost to all of your saves. Smite Evil will rarely come up, but it’s nice to have the big bonus to hit in your back pocket.

15 - Touch of Healing

Infinite healing up to half hp is very good. You might as well keep a cure in your back pocket to keep this up.

18 - Spontaneous Healer

So… does this play nice with Touch of Healing? Even if it doesn’t, it lets you prep more combat spells and swap for cures when essential. If it does play nice with Touch of Healing, then this makes the feat almost independent of your spells prepared and that is excellent!




Maneuvers:
SS 1 (6) Blistering Flourish, Clinging Shadow Strike, Shadow Blade Technique, Sapphire Nightmare Blade, Distracting Ember, Mighty Throw
1 - Martial Study (+1) Crusader Strike
SS 2 (+1) Burning Blade
SS 3 (+1) Shadow Jaunt
SS 4 (+1) Cloak of Deception
SS 4 (Trade 1) Clinging Shadow Strike for Drain Vitality
RKV 2 (+1) Revitalizing Strike
RKV 4 (+1) Radiant Charge
SS 5 (+1) Shadow Stride NOTE: Taking this one late, because it’s that good.
RKV 6 (+1) Rallying Strike
RKV 8 (+1) Enervating Shadow Strike
RKV 10 (+1) Strike of Righteous Vitality

Stances:
SS 1 (1) Child of Shadows
1 - Martial Stance (+1) Martial Spirit
SS 2 (+1) Stance of Clarity
RKV 1 (+1) Assassin’s Stance
SS 5 (+1) Step of the Dancing Moth
NOTE: There was incredible competition for this one, but the idea of skipping over water felt so high level swashbuckler to me. Imagine him running across the water, appearing to dance off barrels and fish, to catch a damsel!
RKV 6 (+1) Aura of Triumph




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



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




Level Class 0th 1st 2nd
1st -
2nd -
3rd -
4th -
5th Cloistered Cleric 3 1+1
6th -
7th -
8th -
9th -
10th -
11th -
12th -
13th -
14th -
15th -
16th -
17th -
18th -
19th Ruby Knight Vindicator (Cloistered Cleric) 4 2+1
20th Ruby Knight Vindicator (Cloistered Cleric) 4 2+1 1+1
Level Class 1st 2nd 3rd 4th
1st -
2nd -
3rd -
4th -
5th -
6th -
7th Holy Liberator 0 - - -
8th Holy Liberator 1 - - -
9th Holy Liberator 1 0 - -
10th Holy Liberator 1 1 - -
11th Ruby Knight Vindicator (Holy Liberator) 1 1 0 -
12th Ruby Knight Vindicator (Holy Liberator) 1 1 1 -
13th -
14th Ruby Knight Vindicator (Holy Liberator) 2 1 1 -
15th -
16th Ruby Knight Vindicator (Holy Liberator) 2 1 1 1
17th Ruby Knight Vindicator (Holy Liberator) 2 2 1 1
18th Ruby Knight Vindicator (Holy Liberator) 2 2 2 1
19th -
20th -




Alexander Parsnips starts strong here, as you’d expect from a Swordsage build. The Cleric dip at 5 was necessary and as much for the skills as the Turn Undead, so Cloistered Cleric made sense. It’s the handbook-y option, but why not? Knowledge Devotion is always appreciated even with limited knowledge ranks and Travel Devotion is appreciated even if it’s more circumstantial than it would be on another martial. From 1-5, he’s a warrior able to heal regularly while still making the standard offensive that a martial should.


Here we have the build take shape. Ruby Knight Vindicator really plays well with a more roguish holy warrior and, hey, swashbucklers get mixed up with rogues a lot! Holy Liberator is a solid enough prestige class and in this run we get Divine Grace, the key class ability for this build. Parsnips might be a light armored divine Gish, but a divine Gish he still is and the Holy Liberator plays very nicely in that mix.

It makes me sick to cut off a Holy Liberator build before level 6, where they get their amazing CHARACTER LEVEL scaling Celestial Companion, but that’s not what this build is about. This is about a warrior who duels the daring duels with a drunkard's dare! Parsnips at this point is just doing more of what he’s been good at, getting better maneuvers and more maneuverability (no pun intended). Alexander Parsnips is able to move around, hit hard, and keep a steady flow of healing that doesn’t impact his action economy much, if at all. Out of combat, Touch of Healing makes him the team favorite.
As with the last five levels, Parsnips is just getting better and better at what he was good at. I think he peaks when Divine Impetus comes online, especially when combined with Serenity on a build that loves Wisdom so much, but it never stops contributing to the party!


https://cdn.discordapp.com/attachments/1002625027860090920/1207211446664958012/Parsnips_Tin_Type.png?ex=65ded245&is=65cc5d45&hm=14a07ad04e575e833e6c10dc0331480373deed4465d9374 82650fc6a7b0c781b&


Swordsage - Tome of Battle
Cloistered Cleric - Unearthed Arcana
Ruby Knight Vindicator - Tome of Battle
Holy Liberator - Complete Divine
Serenity - Dragon Compendium
Battle Blessing - Complete Champion
Devotion Feat and Domain Trading Rules - Complete Champion
Spontaneous Healer - Complete Divine
Touch of Healing - Complete Champion
Cayden Cailean - Pathfinder Campaign Setting (but this was built according to 3.5 rules)

Inevitability
2024-02-15, 03:08 AM
Barbarian/Binder bat brutally butchered, brought back, bitten by beast, becomes beatific bear. Blessed blood bubbles bountifully, betters blisters, bumps, bruises.


Sadly I cannot refine my entry further as I don't see myself getting anymore free time the next week. Feel free to edit out the PM or parts of the PM you don't want to share. Thanks again for the roll.



Nameless One - Ilmater's Blood Champion


https://playgroundai.com/post/the-mysor-bear-mauling-a-hunter-covered-in-bloodmoonlight-clkt4cbku0wxcs601d6cqe9b8


Raining blood
From a lacerated sky
Bleeding its horror
Creating my structure
Now I shall reign in blood



https://storage.googleapis.com/pai-images/3d75fe0d9fe547d19f32850846409705.jpeg

CG Anthropomorphic Bat Barbarian 1 Binder 1
-> Reincarnated Mongrelfolk +2 LA afflicted Lycanthrope 6 HD Animal (brown bear) LG Martyred Champion of Ilmater 7 Death Delver 3





Abilities
Initial
Anthropomorphic Bat
Reincaranted Mongrelfolk
Werebear
4th
8th
12th
16th
Final


STR
16
-4 (erased after Reincarnation)

+16




32


DEX
12


+2




14


CON
16

+4
+8
1
1
1
1
32


INT
12







12


WIS
12
+6

+2




20


CHA
8
-2






6







Level
Class
BAB
Fort
Reflex
Will
Skills
Feats
Class Features


1st
Spiritual Totem (Lion) Barbarian
1
2
0
0
Knowledge (religion) 2, Heal 2, Concentration 2, Survival 4, Listen 4
Good Karma
Rage, Pounce


2nd
Binder
1
4
0
2
Knowledge (religion) 4, Heal 2, Concentration 3, Survival 4, Listen 4

Soul binding


8th
Werebear (6 Animal HD)
5
9
5
4
Knowledge (religion) 4, Heal 2, Concentration 6, Survival 4, Listen 4, Control Shape 9
3rd HD: Nimbus of light), 6th HD: Stigmata Iron Will (B), Endurance(B), Run (B), Track (B)
-


9th
Martyred Champion of Ilmater
5
9
7
4
Knowledge (religion) 4, Heal 3, Concentration 7, Survival 4, Listen 4, Control Shape 10
Healing Devotion
Diehard, unarmed strike 1d6


10th
Martyred Champion of Ilmater
6
9
8
4
Knowledge (religion) 4, Heal 4, Concentration 8, Survival 4, Listen 4, Control Shape 11
Tempting Fate (B)
Fear immunity


11th
Martyred Champion of Ilmater
7
10
8
5
Knowledge (religion) 4, Heal 6, Concentration 8, Survival 4, Listen 4, Control Shape 12

Greater endurance


12th
Martyred Champion of Ilmater
8
10
9
5
Knowledge (religion) 4, Heal 8, Concentration 8, Survival 4, Listen 4, Control Shape 13
Serenity (B), Instantaneous Rage
Divine Grace, unarmed strike 1d8


13th
Martyred Champion of Ilmater
8
10
9
5
Knowledge (religion) 4, Heal 10, Concentration 8, Survival 4, Listen 4, Control Shape 14

Holy suffering


14th
Death Delver
8
12
9
7
Knowledge (religion) 4, Heal 10, Concentration 10, Survival 4, Listen 4, Control Shape 15

Deathsense, Rebuke undead


15th
Death Delver
9
13
9
8
Knowledge (religion) 4, Heal 10, Concentration 12, Survival 4, Listen 4, Control Shape 16
Power Attack
Deadened soul, spontaneous casting


16th
Death Delver
10
13
10
9
Knowledge (religion) 4, Heal 10, Concentration 14, Survival 4, Listen 4, Control Shape 17

Death ward 1/day


17th
Martyred Champion of Ilmater
11
14
11
10
Knowledge (religion) 4, Heal 12, Concentration 14, Survival 4, Listen 4, Control Shape 18

+ 1 level of Death Delver casting


18th
Martyred Champion of Ilmater
12
14
11
10
Knowledge (religion) 4, Heal 14, Concentration 14, Survival 4, Listen 4, Control Shape 19
Reckless Rage
Damage reduction 10/evil


19th
LA afflicted Lycanthrope









20th
LA afflicted Lycanthrope










My sorry excuse of an write up
Around 2010 a friend of mine decided to run Red Hand of Doom for our 3.5 / PF group. I rolled a druid for that campaign. At some point in that campaign, we camped amidst hundreds of friendly NPCs whom we trusted with our lives. For the first and last time in our whole roleplaying career, we decided to no set up our own guards. Instead, we all slept in our tent. You probably can imagine the rest:
An extremely skilled assassin ambushed us and killed one of us (Coup de Grace) before we could overwhelm him. Now, the victim was an Elf and since we had no other resources at hand, we decided to use the spell “reincarnate” which would place the soul of our dear friend in a new body. Back then, the DM rolled dwarf and our Elf found himself awake again in the body of a quite charismatic and very stout dwarf. What has this to do with this round?
Martyred Champion of Ilmater has this peculiar prerequisite: Must have died in heroic sacrifice and been returned to life. So I thought of using the spell reincarnate. I sent a pm to the chair asking for a roll on the reincarnate table and here is what happened:


Could you roll a d100 on the reincarnate table and send me the result? I may build something using Martyred Champion of Ilmater, which has this special clause:
Must have died in heroic sacrifice and been returned to life.

I think reincarnate could be fun for that.

Thanks in advance.

Oh, that's a fun idea! Sure, let me just...

https://i.postimg.cc/FKCzdP6G/image.png

Well then. I swear that was my first roll.

This puts us into quite a bind, doesn't it? I could just tell you to pick any humanoid not listed on the table, but I suspect you'd have liked a more concrete listing than 'anything noncore'. If that sounds good to you, then feel free to do so.

I did a reroll, just in case: the result is 1171296 / (3 * 3984) so feel free to compute that if you want to know the number and pretend that was your first roll all along.


So that indeed left me baffled because I had somewhat hoped to find some more inspiration in the random race but I decided to go with the first result and I chose Mongrelfolk, which is the most optimized humanoid race for the purposes of the build.
Stigmata + Holy Suffering (Martyred Champion of Ilmater 5) was a note I found in one of my digital sketchbooks for these contests. I cannot even remember when I initially stumbled across it but it did fit this contest very well: Martyred Champion of Ilmater has Divine Grace as a class feature and Stigmata is a very interesting way of healing people.
Stigmata used to the extreme usually means that the character hos almost no HP and no Constitution left. A useful “panic button” for such situations is Tempting Fate. Tempting Fate + Diehard is another combination of feats that I wanted to use for quite some time.
All this “nearly committing suicide” with Tempting fate and Stigmata led to the addition of Healing devotion to the build. It relies on turn (or rebuke) attempts and triggers automatically when you drop below 0 hit points. Since Serenity bases the number of turn attempts of Wisdom, Healing devotion really fits well into the theme of the round.
Good Karma also carries double duty: it is a prerequisite for Tempting fate (1 luck feat) and it is a mechanical possibility to fulfill the heroic sacrifice which Martyred champion of Ilmater asks for.
As an initial race, I chose the highest possible wisdom bonus: Anthropomorphic bat. Conveniently, the mental attributes do not get lost when reincarnated but the physical do, which erases a -4 Strength penalty and adds a +4 Constitution bonus.
I chose the classic Pounce Barbarian to start the build because Rage is another great tool to use after using Tempting Fate or Stigmata to regain Constitution for a short time.
Adding Binder for Naberius is almost a given: After 1 hour of bleeding (which cannot be stopped according to the Stigmata feat) Naberius conveniently restores our body 1 Constitution per round and Stigmata can be used multiple times per day.
To not lose Constitution on death but rather XP our hero dies at level 2 and reincarnates as a Mongrelfolk. Changed by the experience he converts to the church of Ilmater and seeks out a Werebear to be bitten by him and become an afflicted Lycanthrope.
This changes his alignment to lawful good and has the added benefits of tons of Constitution, Strength and very useful combat forms to change into. On top of that, the change adds 4 free feats and 6 HD of the animal type.
After this change, our hero is able to enter Martyred Champion of Ilmater. The last addition to the build is Death Delver, which adds rebuke undead attempts fueling Healing Devotion, minor casting abilities and two very useful “healing” abilities: Deathsense and Deathward.

All the healing:
ECL 1: Good Karma is a way of "healing" allies by taking damage for them.

ECL 10 Die Hard + Tempting Fate + Good Karma + Healing Devotion:
If an attack would kill you or you heroically take an attack for an ally which deals 50% more damage using Good Karma and this would kill you, tempting fate activates spending a luck reroll and leaving you behind with -9 HP and already stable. This condition triggers Healing Devotion, if you have an activation left (which you always should), starting a one-minute fast healing process, all while you can act unimpeded thanks to Die Hard. Healing Devotion is fueled by rebuke undead of Death Delver later on which uses the Serenity feat. There is also the chance that the attack dealt more than 50 damage and triggers Holy Suffering.
ECL 12: Stigmata+ Instantaneous Rage:
Spend four points of constitution to heal people and use an immediate action to regain it for a short time if needed. Later improved by Reckless Rage to regain six points of constitution.

ECL 13: Stigmata + Holy Suffering (MCoI 5)+Heal skill:
Sacrificing 30 points of Constitution in Hybrid Form leaves our hero with 1 point of Constitution. Healing 15 allies for 15*HD and allowing everyone touched to roll a new saving throw against a disease with a sacred bonus of +15.
Stigmata deals CON damage and therefor HP damage. Going over the Threshold of 50 to trigger Holy Suffering is trivial at 13 HD. 15*13=195, which confers a sacred bonus of +19 on attack rolls, saves and skill checks for 5 rounds to our hero (MCoI levels).
A niche use for this combination is to treat poison (heal skill): whenever an ally makes a saving throw against poison (which Stigmata sadly does not help with), our hero can replace his saving throw with the result of a Heal check. At ECL 13 this would be 1d20 + 10 + Wisdom bonus + 19 (Holy Suffering).

ECL 15+: Death Delver casting + spontaneous casting
Very late but something that our nameless hero was not able to do before. 1st and later on 2nd level spells which include: delay poison, remove paralysis and lesser restoration.

Sources:
Antropomorphic Bat: Savage Species
Mongrelfolk: Races of Destiny
Lycanthrope (Werebear): Monster Manual I
Barbarian: PHB
Binder: Tome of Magic
Martyred Champion of Ilmater: Player's Guide to Faerun (p. 184)
Death Delver: Heroes of Horror p. 93
Good Karma, Tempting Fate: Complete Scoundrel, p. 77 + p. 80
Nimbus of Light + Stigmata: Book of Exalted Deeds
Healing Devotion: Complete Champion
Instantaneous Rage: Complete Warrior
Reckless Rage: Races of Stone

Inevitability
2024-02-15, 03:12 AM
Well, great medical advances are often built on the back of dead rats...


Moravin Dahl

https://i.postimg.cc/j2p0Py8j/Moravin-Dahl.png

NG Middle-Aged Human Archivist 6/Sacred Exorcist 1/Archivist +4/Witch Hunter 1/Contemplative 6/Archivist +2
Moravin grew up to firsthand knowledge of the consequences of letting evil run unchecked. Born in the slums of a middling trade city, work was hard to find, especially for one such as him lacking in physical gifts. Living a harsh existence in vermin-infested hovels had many effects on his worldview, among them a lifelong hatred of rats. Such experiences could make a man bitter, and to an extent it did, but he reserved the bulk of his hatred to those selfish individuals who let the potential of so many around them waste away due to deprivation and disease. He knew that those problems were solvable, and deep down, he cradled hope of fixing them.

Teaching himself to read and write eventually let him find work as a scribe, and he ended up employed in a temple to Taiia. The dualistic deity was difficult for Moravin to understand, but the faith’s acceptance of the harshness of life seemed a believable foundation, and the value placed on each person’s agency struck a chord. In time, he was invited to study the articles of the faith more deeply.

As he mastered the fundamentals of divine casting, Moravin began to note certain possibilities amidst the knowledge he could access. With those possibilities came hope for more. And so Moravin eventually bid a not-so-fond farewell to the city he’d called home, in search of experience, opportunities to aid others, and ultimately, he dared to dream, the power to heal the world…

Note: Initial values are without buffs, values in parentheses are with buffs, unless otherwise noted.



Level

STR

DEX

CON

INT

WIS

CHA



1

7

8

12

18

18

9



4

7

8

12

18

19

9



8

7

8

12

18

20(22)

9(11)



12

7(>=61)

8

12

18(20)

21(25)

9(11)



16

7(NI)

8(10)

12(20)

18(22)

27(NI)

9(11)



20

7(NI)

8(16)

12(28)

23(31)

28(NI)

9(15)









Level

Class

BAB

Fort

Ref

Will

Skills

Feats

Class Features



1

Archivist

+0

+3

-1

+6

Concentration 4, Heal 4, Spellcraft 4, Knowledge (Arcana, Religion, Planes, Nature) 4, (Dung., Geo, History, Local) 1

Extend Spell, Track

Dark knowledge (tactics) 3/day, Scribe Scroll



2

Archivist

+1

+4

-1

+7

Concentration 5, Heal 5, Spellcraft 5, Knowledge (Arcana, Religion, Planes, Nature) 5, (Dung.) 2, (Geo, History, Local) 1



Lore Mastery



3

Archivist

+1

+4

+0

+7

Concentration 6, Heal 6, Spellcraft 6, Knowledge (Arcana, Religion, Planes, Nature) 6, (Dung.) 3, (Geo, History, Local) 1

Chain Spell

Dark knowledge 4/day



4

Archivist

+2

+5

+0

+8

Concentration 7, Heal 7, Spellcraft 7, Knowledge (Arcana, Religion, Planes, Nature) 7, (Dung.) 4, (Geo, History, Local) 1



Still mind



5

Archivist

+2

+5

+0

+8

Concentration 8, Heal 8, Spellcraft 8, Knowledge (Arcana, Religion, Planes, Nature) 8, (Dung.) 4, (Geo, History, Local) 1, Craft(Drawing) 1



Dark knowledge (puissance)



6

Archivist

+3

+6

+1

+9 (10)

Concentration 9, Heal 9, Spellcraft 9, Knowledge (Arcana, Religion, Planes, Nature) 9, (Dung.) 4, , (Geo, History, Local) 1, Craft(Drawing) 2

Persistent Spell

Dark knowledge 5/day



7

Sacred Exorcist

+3

+6

+1

+9 (10)

Concentration 10, Heal 10, Spellcraft 10, Knowledge (Arcana, Religion, Planes) 10, (Nature) 9, (Dung.) 4, , (Geo, History, Local) 1, Craft(Drawing) 2



Exorcism, Turn undead



8

Archivist

+4

+6

+1

+11 (12)

Concentration 11, Heal 11, Spellcraft 11, Knowledge (Arcana, Religion, Planes, Nature) 11, (Dung.) 4, , (Geo, History, Local) 1, Craft(Drawing) 2



Lore mastery



9

Archivist

+4

+7

+2

+11 (12)

Concentration 12, Heal 12, Spellcraft 12, Knowledge (Arcana, Religion, Planes, Nature) 12, (Dung.) 4, , (Geo, History, Local) 1, Craft(Drawing) 3

Divine Metamagic (Persistent Spell)

Dark knowledge (foe)



10

Archivist

+5

+7

+2

+12 (13)

Concentration 13, Heal 13, Spellcraft 13, Knowledge (Arcana, Religion, Planes, Nature) 13, (Dung.) 4, (History) 2, (Geo, Local) 1, Craft(Drawing) 3



Dark knowledge 6/day



11

Archivist

+5

+8

+2

+12 (13)

Concentration 14, Heal 14, Spellcraft 14, Knowledge (Arcana, Religion, Planes, Nature) 14, (Dung.) 4, (History) 3, (Geo, Local) 1, Craft(Drawing) 3

Ocular Spell (bonus)

Bonus feat



12

Witch Hunter

+6

+13 (16)

+8 (11)

+13 (22)

Concentration 15, Heal 15, Spellcraft 15, Knowledge (Arcana, Religion) 15, (Planes, Nature) 14, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3

Serenity

Detect evil, Kami’s grace



13

Contemplative

+7

+14 (18)

+8 (12)

+13 (24)

Concentration 16, Heal 16, Spellcraft 16, Knowledge (Religion) 16,(Arcana) 15, (Planes, Nature) 14, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3, Sense Motive 2



Bonus domain (Earth), Divine health



14

Contemplative

+7

+14 (36)

+8 (27)

+16 (55)

Concentration 17, Heal 17, Spellcraft 17, Knowledge (Religion) 17,(Arcana) 15, (Planes, Nature) 14, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3, Sense Motive 4

Iron Will(Otyugh Hole)

Slippery mind



15

Contemplative

+8

+14 (NI)

+9 (NI)

+16 (NI)

Concentration 18, Heal 18, Spellcraft 18, Knowledge (Religion) 18,(Arcana) 15, (Planes, Nature) 14, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3, Sense Motive 6

Reserves of Strength

Divine wholeness



16

Contemplative

+8

+18 (NI)

+12 (NI)

+20 (NI)

Concentration 19, Heal 19, Spellcraft 19, Knowledge (Religion) 19,(Arcana) 15, (Planes, Nature) 14, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3, Sense Motive 8







17

Contemplative

+9

+18 (NI)

+12 (NI)

+20 (NI)

Concentration 20, Heal 20, Spellcraft 20, Knowledge (Religion) 20,(Arcana) 15, (Planes, Nature) 14, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3, Sense Motive 10



Divine body



18

Contemplative

+9

+18 (NI)

+13 (NI)

+21 (NI)

Concentration 21, Heal 21, Spellcraft 21, Knowledge (Religion) 21,(Arcana) 15, (Planes, Nature) 14, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3, Sense Motive 12

Divine Metamagic (Chain Spell)

Bonus domain (Healing)



19

Archivist

+10

+19 (NI)

+14 (NI)

+21 (NI)

Concentration 22, Heal 22, Spellcraft 22, Knowledge (Religion) 22,(Arcana) 21, (Planes, Nature) 14, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3, Sense Motive 12



Dark knowledge (dread secret)



20

Archivist

+10

+20 (NI)

+16 (NI)

+23 (NI)

Concentration 23, Heal 23, Spellcraft 23, Knowledge (Religion. Arcana) 23, (Planes, Nature) 16, (Dung.) 4, (History) 3, (Local) 4, (Geo) 1, Craft(Drawing) 3, Sense Motive 12



Dark knowledge 7/day









Level

0lvl

1st

2nd

3rd

4th

5th

6th

7th

8th

9th



1st

3

3

-

-

-

-

-

-

-

-



2nd

4

4

-

-

-

-

-

-

-

-



3rd

4

4

3

-

-

-

-

-

-

-



4th

4

5

4

-

-

-

-

-

-

-



5th

4

5

4

3

-

-

-

-

-

-



6th

4

6

5

4

-

-

-

-

-

-



7th

4

7

5

4

3

-

-

-

-

-



8th

4

7

6

5

4

-

-

-

-

-



9th

4

7

7

5

4

3

-

-

-

-



10th

4

7

7

5

5

4

-

-

-

-



11th

4

7

7

6

5

4

3

-

-

-



12th

4

7

7

7

5

5

4

-

-

-



13th

4

7

7

7

7

5

4

-

-

-



14th

4

12

11

11

11

10

8

7

-

-



15th

4

NI

NI

NI

NI

NI

NI

NI

-

-



16th

4

NI

NI

NI

NI

NI

NI

NI

NI

-



17th

4

NI

NI

NI

NI

NI

NI

NI

NI

-



18th

4

NI

NI

NI

NI

NI

NI

NI

NI

NI



19th

4

NI

NI

NI

NI

NI

NI

NI

NI

NI



20th

4

NI

NI

NI

NI

NI

NI

NI

NI

NI







Any goal worth having requires preparation. In his initial travels, Moravin had much to focus on, but he never forgot his long-term goals, and thus he studied the metamagic he knew he would need, sought out references to the spells he would need to acquire, and began tracking down the items he would need to buy. He also took every available opportunity to form connections with others who struggled against the pervasiveness of greed and apathy. Though his physique remained… suboptimal, his status as a gifted magic user opened many doors. Crucially, he was able to track down an order of Sacred Exorcists and master their ability to channel the divine energy to turn undead. His drive to struggle against the shadow of evil found common ground amongst the other members, and he departed ready to take the first true steps along his path…

Tactics:
At these levels, Moravin is mostly a normal Archivist, somewhat hindered by a focus on metamagic that has limited use until later, and low physical stats. He can still support the party with a range of battlefield control and buff spells, so he has no difficulty contributing.

Relevant Items: Periapt of Wisdom +2 (4000gp, lvl 6), Ankh of Ascension (9000gp, lvl 8)



Moravin had always hated rats. The way they lived for nothing but breeding and consumption, stifling the light of life under a hollow existence… felt like the antithesis of a life well lived. He knew the satisfaction he would get from killing so many of them was perhaps not entirely healthy. But if he was to heal the world, it would need to be done.

As his efforts started to bear fruit, Moravin’s resolve redoubled. He made sure to take opportunities to help where he could, knowing that the habits he formed then would persist for far longer than the spells he cast. His limited ability to solve larger problems weighed on him, but with regard to that, he had a plan…


Caster level is a foundation of a spellcaster’s power, and Consumptive Field is great at boosting it. Though the spell is [Evil], Moravin is an Archivist, not a Cleric, and so he can still cast it. The first step in casting a Consumptive Field is to booster the starting CL as much as possible. At level 9, Moravin can sacrifice a 4th-level slot to the Ankh of Ascension to add +4 CL to the field, cast Adept Spirit for +1 CL and cast Death Knell and kill a rat to add +1 CL. He can now cast Consumptive Field at CL 15, and apply Persistent Spell with Divine Metamagic (since Consumptive Field is fixed-range). Next, he kills some rats.

Moravin’s rat cages are comprised of closely-spaced bars with just enough space to allow, food, water, and spikes to pass through. They are large enough to contain breeding populations, contain slits for dividers (to section off the rats being culled), and come with a few grids of spikes to impale all the rats in an isolated section.

For now, since the current Consumptive Field can add up to +7 CL, Moravin kills 7 rats, in the process getting a +14 strength bonus and 7d8 temporary HP. All these bonuses will last for the next 24 hours. When the Death Knell and Adept Spirit wear off, he has a CL of 16 for that entire time. Meanwhile, the strength bonus will help with carrying all the rat cages around.
When he casts Consumptive Field the following day, it is even better. With the previous day’s bonus, he can cast the next Field at CL 22, and after killing 10 rats, the new bonus is +11 CL, leaving him at CL 20 for the rest of the day.

Optionally, he can use Anyspell to cast Magic Tattoo beforehand, a spell with 100gp material component costs to add another +1 CL for the rest of the day – if so, he will need to cast Divine Insight first and take 10 in order to make the Craft check to draw the tattoo. With a Lesser Metamagic Rod of Extend, he can increase the duration to two days, halving the ongoing material component costs (thus, the rod pays for itself in about two months).

Each casting of Consumptive Field will be boosted by the previous, capping out at a CL bonus one lower than the CL the spell would be cast at without prior Field bonuses. Thus, if the Magic Tattoo is not being used, the bonus caps out at +15 CL, and if it is, it caps at +16 CL. Thus, Moravin’s day-long CL will be 24 if the tattoo is not being used and 26 if it is.

Since Moravin has 5th-level slots, he can Persist an Extended Consumptive Field instead. Extend will increase the duration to 2 days, letting Moravin rotate in another Extended spell to Persist (such as Mass Lesser Vigor) in-between. If Moravin will be entering a population center, the hazards of being surrounded by a spell that kills most people at 0 or fewer HP are too high, so a Metamagic Rod – Sculpting can be used to apply Sculpt Spell, anchoring the spell to a location (with warning signs).

At level 11, he gets more options: the Bead of Karma adds another +4 CL while he is preparing the day’s Consumptive Field, and he can use Greater Anyspell to cast both Spell Enhancer for another +2 CL on the Field and Hymn of Praise for +2 CL on all spells in the next few rounds. This means his day-long CL is now 35 without the tattoo, and 37 if he has it.


Tactics:
Although Moravin can only apply one DMM Persist per day, with Extend Spell increasing the duration to two days, he can alternate persists between two different spells – Mass Lesser Vigor is a good second spell, providing ongoing healing to party members and anyone else fortunate enough to be nearby.

With a caster level that rises from 26 to 37, Moravin now has a few additional options. Black Tentacles (available as a 3rd level spell from the Blackwater domain) has a grapple bonus equal to CL+8, Divine Retaliation is an alternate option for Extend + DMM Persist if Moravin expects to be repeatedly attacked over the next two days, applying his CL toward its attack bonus and 1.5 times his Consumptive Field-inflated Strength bonus toward its damage, which is dealt whenever he is attacked. Though most other spells have caps on CL bonuses, the duration boost can help, particularly for minute/level spells during a dungeon crawl.

Chain spell can be used to apply 1st - 3rd level spells to dozens of targets, which is situational, but can come in handy when helping lots of supporting NPCs.
As a more unusual option, Moravin’s massive strength boost and large temp HP reserve mean he can actually deal decent damage with a two-handed weapon like a greatsword, despite lacking proficiency. Not what you’d imagine the seemingly fragile Archivist doing, but Moravin is a practical sort.

Incidentally, another uncapped spell is Create Food and Water – Moravin can now easily feed dozens, and also supply emergency rat food.

Relevant Items: Cloak of Charisma +2 (4000gp, lvl 9), Nightstick (7500gp, lvl 9), Custom rat cages (100? gp, lvl 9), Metamagic Rod – Sculpting (11,000 gp, lvl 10), Lesser Metamagic Rod – Extend(3,000 gp, lvl 11), Bead of Karma (20,000gp, lvl 11)
Persisted Spells: Extended Sculpted Consumptive Field, Extended Mass Lesser Vigor OR Extended Divine Retaliation



Moravin knew that healing the world could not be achieved without pain. He knew it, and had planned for it. And, though the pain was great, he remained focused on all the suffering he could prevent, if only he persevered. Helping him through that pain were the teachings of the Witch Hunter order he had been seeking out for their critical techniques. The mentor he found for his struggle against evil had much in the way of advice, and the sense of serene focus he was taught bolstered both his ability to channel divine energy and his ability to resist the powers of darkness.

Though difficult to bear, Moravin reflected that the pain might help keep him grounded in the end. If his calculations were correct, he would soon gain much power, and he knew that power without cost led to dangerous detachment. Instead, Moravin sought to share in the joy of those to whom he could now render aid.


With the ability to heal permanent ability damage, Moravin can now cast Suffer the Flesh (via Anyspell) at the cost of 250 gp of components, using his Lesser Metamagic Rod of Extend to double the duration, applying DMM Persist, taking 10 Con damage, and getting a +5 CL bonus for the next two days. He can then cast Heal to remove the Con damage.

Since Suffer the Flesh increases the starting CL at which further Consumptive Fields are cast, the bonus from the Field ultimately rises by another +5, leaving Moravin’s day-long CL +10 CL higher than otherwise.


The serenity he learned had unexpected consequences when a practice meditation saw him touching the essence of Taiia’s divinity. His sense of a world engulfed in darkness was… expanded, and he saw forces of darkness and light warring across the land, with the worthier of both sides tipping the balance one way or the other. Worthiness was proven by no more or less than one’s own ability. As the vision ended, Moravin resolved to meditate on what he had seen, and to become worthy to make a lasting difference.


Contemplative 1 adds the Earth domain, which lets Moravin “turn or destroy earth creatures as a good cleric turns undead… use these abilities a total number of times per day equal to 3 + Cha modifier.” Since this is described to function like a cleric’s Turn Undead, one can conclude that it works with both Divine Metamagic and Serenity, giving Moravin another turning pool to use for Persistent Spell.


Tactics:
With enough turn attempts to run four to six Extended Persistent spells, Moravin’s ability to boost himself and his allies is considerably expanded. Black Tentacles grows even stronger with his further CL increases, and he can now gain long-lasting immunity to many effects.

Much to his chagrin, Moravin has to acknowledge that his ability as a melee fighter might sometimes be the optimal use of his skills. With over 61 strength and a large amount of temporary HP from Consumptive Field bonuses, martial weapon proficiency from Witch Hunter, Divine Power, and 16d6 to 17d6 Sneak Attack damage from Hunter’s Eye, his damage with a 2-handed weapon is… embarrassingly considerable. At least he can use his ever-expanding assortment of spells to heal and render aid outside of combat.

A significant hazard to Moravin is the Antimagic Field – since he depends so much on buffs, having them all suppressed is a major problem. As a countermeasure, he can deploy the “tinfoil hat” trick, getting Shrink Item from the Urban Druid list, casting it on a body-covering cone, shrinking it to hat size, and then wearing it. If he ends up in an AMF, the Shrink is suppressed and the cone expands to full size, covering Moravin and blocking him from the Field’s effect, letting him deploy an escape option.

Relevant Items: Headband of Intellect +2(4000gp, lvl 12), Periapt of Wisdom +4 -> +6(16,000gp, lvl 12, 36,000gp lvl 13), Orange Ioun Stone(30,000gp, lvl 13)
Persisted Spells: Extended Sculpted Consumptive Field, Extended Suffer the Flesh, Ocular Favor of the Martyr, Extended(rod) Nerveskitter(Anyspell), Extended Divine Retaliation, Extended Death Ward, Extended Divine Power, Extended Hunter’s Eye and/or Extended Mass Lesser Vigor



True power. For so long, Moravin had marshalled his strength, doing what he could to ease the world’s pains, but now, finally, he could start changing things on a national scale. With one word, he could strike down the mightiest of evildoers. With his growing arsenal of magical knowledge, he could traverse the planes, seeking out the rarest of divine scrolls to further grow his might. And when faced with catastrophe, be it natural or manmade, he could draw upon his massive pool of spells to be the hand that saved. And he also got to regularly kill a lot of rats, starting at 31 every other day…


Owl’s Insight is an interesting spell. For 1 hour, it adds half your CL as an insight bonus to Wisdom. In order to Persist it, Moravin must first apply Ocular Spell, giving it a fixed range and making it require a 7th level slot. This technique could theoretically be employed as early as level 11 if Moravin manages to commission or obtain a custom Metamagic Rod of either Reach or Ocular Spell for 32,500 gp (the limit being his ability Extend Owl’s Insight so that it can be alternated with Consumptive Field), but since those would be custom items, I’m assuming Moravin is limited to applying Ocular Spell the usual way.

Now able to cast it at level 14, Moravin can cast shortly after that day’s Consumptive Field using Death Knell, Adept Spirit, Hymn of Praise, the Magic Tattoo, Ankh of Ascension, the Karma Prayer Bead and another Spell Enhancer to cast at CL 67, adding a +33(insight) bonus to Wisdom for the next 24 hours (after directing the Ocular Spell at a visible part of his own body). Since this lasts through the time that Moravin rests and prepares spells, it bolsters his daily bonus spells to extremely high levels, along with increasing his saves and available turn attempts.

Since an Ocular Spell can be applied to others, Moravin can also use this to massively empower other Wisdom-based casters.


But Moravin knew he could do more, and so, embracing the suffering that was now his regular companion, he sought out the location of an Otyugh Hole to further harden his will. With the aid of knowledge bolstered by Divine Insight, and his plane-traversing spellcasting capability, he was able to locate such a place and spend a week in its depths. As someone who subjected his body to excruciating ravages every other day to further his power to aid others, the challenge was one of endurance rather than extremity, but it molded him nonetheless, and he emerged with a resolve that was fit to push his casting beyond mortal limits, and in so doing, reshape the world…

Tactics:
I’ll say the obvious one: Holy Word. With a CL of 53, Moravin can kill any non-Good creature of 43 HD or less within 40 feet, unless they have incredibly good spell resistance. Beyond that, he now has a massive number of spells per day, can run up to 8 Extended Persistent spells (beyond the Consumptive Field, Suffer the Flesh, and Owl’s Insight on himself), and can travel to places like Sigil looking to purchase rare divine scrolls to further expand his repertoire. Need more be said?

Relevant Costs: Otyugh Hole Visit (3000gp)
Persisted Spells: Extended Sculpted Consumptive Field, Extended Suffer the Flesh, Ocular Owl’s Insight, Bite of the Werebear(stats), Extended Primal Instinct(+5 Init), Extended Ocular Shield of Warding(+5 AC, reflex(sacred) on shield), Greater Anyspell Dragonsight(6) (Darkvision 10*CL ft, blindsense 5*CL, 50% spot distance penalties), Extended Ocular Magic Vestment(+5 AC(enhancement) on armor/clothes), Extended Ocular Favor of the Martyr(immunities), Extended Ocular Death Ward, Extended Ocular Delay Death, Extended Ocular Sheltered Vitality(immunities), Extended(rod) Nerveskitter(Anyspell), Extended Divine Retaliation, Extended Death Ward, Extended Divine Power, Extended Hunter’s Eye, Extended Mass Lesser Vigor, and/or Ocular Owl’s Insight on others.
Other Spells: Alter Self(Alteration domain, hides effects of Bite of the Werebear), Extended Favorable Sacrifice(spell resist = CL, costs 250 GP), Mind Blank



For Moravin Dahl, the cost of unlimited power is pain. Every other day, he ravages his body with increasingly destructive methods, and every day, he sees the result – a world where people can flourish unhindered by the selfishness of the powerful. To him, it is worth it. As for the millions of rats he sacrifices on an industrial scale to fuel this state of affairs, well… he deserves a guilty pleasure.

With virtually unlimited spell slots and the ability to spread bonuses lasting days to surrounding populations, Moravin has struck fear into the hearts of selfish rulers everywhere, and empowered people the world over to learn and grow without fear of disease, war, or deprivation. Through it all, Taiia watches. Occasionally, Moravin catches a hint of… admiration.


No more limits! The Reserves of Strength feat lets Moravin increase his CL when casting a spell by 3 at the cost of 5d6 damage, and lets him “exceed the normal fixed limits of a spell”. Notably, Suffer the Flesh is limited to providing +5 CL at the cost of 10 Con damage for a CL 10+ caster. Without this limit… things start to get truly overwhelming…

Moravin will first need to get some bonus to Con so that the Con damage doesn’t kill him (ability damage can’t drop a base score below 0, so as long as there is a bonus, the total score is above 0). Since he is running Persistent Bite of the Werebear, this suffices. A Persistent Delay Death also helps.

Starting with a +5 CL bonus from the ongoing Suffer the Flesh and a +39 CL bonus from the ongoing Consumptive Field, Moravin uses his items, Death Knell, Adept Spirit, Magic Tattoo, Greater Anyspell(Spell Enhancer), Greater Anyspell(Hymn of Praise), and Reserves of Strength to cast a new Persistent Extended Suffer the Flesh (through Anyspell and a Lesser Rod of Extend) at CL 76, increasing the bonus from +5 to +38, He then uses all of those bonuses to cast a new Persistent Extended Sculpted Consumptive Field at CL 109, increasing the bonus from +39 to +54. Finally, he casts Heal on himself to fix the Con damage and the HP loss from Reserves of Strength (if it wasn’t absorbed by the temp HP from the previous Consumptive Field).

The next time he does a round of casting, the Suffer the Flesh bonus increases to +62 and the Consumptive Field bonus increases to +74. The time after that they go up to +84 and +95. Then +105 and +116. Then +126 and +137. This can continue indefinitely – it is a nigh-infinite loop limited only by the number of rats you can pass into a Sculpted Consumptive Field and kill over a 48 hour period. While the value might technically not be “nigh-infinite” (NI) like I indicated on the stat pages, it is still very, very large.

With Owl’s Insight, Moravin now has virtually unlimited spells. With Kami’s Grace and Serenity, he has unlimited save bonuses and turn attempts. Removing limits has other effects – Mass Cure Light Wounds can add massive amounts of HP, Shapechange can let Moravin turn into practically anything, and Ocular Magic Vestment can add a colossal AC. Also, with his massive CL, Favorable Sacrifice provides an unbeatable amount of spell resistance.

Eventually, Persistent Spell becomes unnecessary for many things he casts; at CL 1,440, minute/level spells last all day, at CL 14,400, round/level spells pass that threshold. At that point, Persistent is only needed for fixed-duration spells like Suffer the Flesh and Owl’s Insight.

By providing (Extended Persistent Ocular) Owl’s Insight to select other divine casters, he can greatly amplify his own influence, ensuring that his healing will can properly spread throughout the world and beyond…


Tactics:
It might seem a bit redundant to talk about tactics for someone with virtually unlimited spells who can do things like spam Time Stop for hours or Shapechange into epic monsters. The only worry is that someone who can bypass Foresight manages to get Moravin within an Antimagic Field and kill him before he can act. Even for that, Miracle gives access to Contingency to give him a way to respond before the Field is triggered.

One thing worth noting is how Persistent Extended Ocular Divine insight allows Moravin to empower large numbers of divine casters to aid his mission of bettering the world. These casters will get effectively unlimited slots for each spell level they can cast, and equally massive save DCs. When DMM(Chain Spell) is achieved at level 18, these bonuses can be applied on an even wider scale. Making sure these subordinates are aligned with Moravin’s goals is no issue – with training in Sense Motive and a massive Wisdom bonus, he can be extremely confident about what they want.

At this point, one might as well focus on Moravin’s actual goal – aiding the world. Massively empowering large numbers of low-to-mid-level divine casters is already a massive change, but his ability to threaten any rulers who don’t treat their population well with certain removal is obviously also a big deal. DMM Chain Miracle enables Moravin to mass-apply any 7th-level or lower ranged, single-target effect to every desired individual within 30 feet of the initial target, with effectively uncapped durations. For 7th- level or lower divine effects with touch range, Ocular Spell allows them to be Chained as well.

Supporting all of this is Moravin’s rat supply. With easy long-distance travel and, at level 18, access to Genesis, Moravin can create a secure facility to breed the massive number of rats his abilities require without fear of any escaping. If he wants, he can accelerate his speed of CL increase by recasting Suffer the Flesh and Consumptive Field multiple times each day – he’ll just need an adequate supply of rubies (for Suffer the Flesh) and rats.

Relevant Items: Tome of Understanding +5(137,500gp, lvl 16), Headband of Intellect +6 (36,000gp, lvl 18), Tome of Clear Thought +5(137,500gp, lvl 19)
Persisted Spells: Extended Sculpted Consumptive Field, Extended Suffer the Flesh, Ocular Extended Owl’s Insight, Greater Visage of the Deity(stats), Ocular Aura of Vitality(stats), Extended Bite of the Werebear(stats), Extended Primal Instinct(+5 Init), Extended Ocular Shield of Warding(NI AC on shield), G.Anyspell Dragonsight(6) (NI darkvision & blindsense, 50% spot distance penalties), Extended Ocular Magic Vestment(NI AC(enhancement) on armor/clothes), Extended Ocular Favor of the Martyr(immunities), Extended Ocular Death Ward, Extended Ocular Delay Death, Extended Ocular Sheltered Vitality(immunities), Extended(rod) Nerveskitter(Anyspell), Extended Divine Retaliation, Extended Death Ward, Extended Divine Power, Extended Hunter’s Eye, Extended Mass Lesser Vigor, and/or Ocular Extended Owl’s Insight on others.
Other Spells: Shapechange, Foresight, Extended Favorable Sacrifice(spell resist = CL, costs 250 GP), Mind Blank




Level

CL

WIS

Turn Attempts

Persists



9

26

20(22)

2(7)

1



10

28

20(22)

2(7)

1



11

37

20(22)

2(7)

1



12

47

21(25)

8(14)

2



13

51

21(27)

16(26)

3



14

53

21(60)

16(44)

6



15

NI

21(NI)

16(NI)

NI



16

NI

27(NI)

26(NI)

NI



17

NI

27(NI)

26(NI)

NI



18

NI

27(NI)

26(NI)

NI



19

NI

27(NI)

26(NI)

NI



20

NI

28(NI)

28(NI)

NI








Heroes of Horror: Archivist
Complete Divine: Sacred Exorcist, Contemplative, Divine Metamagic, Mass Lesser Vigor, Greater Visage of the Deity
Oriental Adventures: Witch Hunter
Deities and Demigods: Taiia
Complete Arcane: Sculpt Spell, Persistent Spell, Chain Spell, Metamagic Rod - Sculpting
Lords of Madness: Ocular Spell
Dragon Compendium: Serenity, Urban Druid(Shrink Item)
Dragonlance Campaign Setting: Reserves of Strength, Alteration domain
Complete Scoundrel: Otyugh Hole
Stormwrack: Blackwater domain
Races of Faerun: Southern Magician
Libris Mortis: Nightstick
Magic Item Compendium: Ankh of Ascension
Player’s Handbook II: Divine Retaliation, Hunter’s Eye
Spell Compendium: Anyspell, Greater Anyspell, Consumptive Field, Divine Insight, Create Magic Tattoo, Favor of the Martyr, Owl’s Insight, Spell Enhancer, Bite of the Werebear, Shield of Warding, Dragonsight, Delay Death, Sheltered Vitality, Favorable Sacrifice, Aura of Vitality
Magic of Eberron: Suffer the Flesh
Magic of Incarnum: Adept Spirit
Complete Adventurer: Hymn of Praise
Dragon Magic: Primal Instinct

Inevitability
2024-02-15, 03:18 AM
And lastly, the chair's exhibition entry! Judges are free to share their thoughts but aren't obligated to include it in their judgements.

Really failing to live up to that 'first, do no harm' bit...



Sulphurclaw, Who Dreams Prophecies

https://i.postimg.cc/wxsqcv5K/image.png

LE Greenspawn Zealot Psychic Warrior 2 / Blackguard 10

"Where five became four the door to blood has re-opened, and so should the griffin's house not uncover their traitor, the weavers of stone will bring death to the ursine realm... such intricate connections, so plain to see!"

The spawn of tiamat are well known in the realm called Eberron. Created in profane rituals enacted by the tainted dragons that serve her, they represent an utter corruption of anything dragons stand for. Some are little more than mindless beasts that serve her cultists as attack dogs and mounts - others, like the greenspawn zealots, are lieutenants and chaplans, second only to the draconic leaders. Sulphurclaw, at first, seems like a typical example of his kind: fiercely devoted to ensuring his mother's freedom, strong in battle, with an interest in the draconic prophecy and some ability to tell its signs.

...and yet things are not that simple. What to think of the flashes of psionic talent shown by the greenspawn? What to think of the fact that its prophecized rambles seem ever-so-slightly wrong? And what to think of the fact that its actions, though perfectly explicable as deeds in Tiamat's service, always seem to advance Riedran interests as well?

Some whispered voices speak of Inspired programs that breed twisted shining dragons, flawless as gems and armed with powers of the mind (DoE page 109). If so, Sulphurclaw represents a truly terrifying possibility: that the quori know of the Pit of Five Sorrows, and intend to use Tiamat as their tool to visit long-awaited revenge upon the dragons. Sulphurclaw himself most likely does not even know of their manipulations: to him, the flawed prophecy his mind accesses is simply the only correct one.

Ability scores: 16/12/12/12/15/10
Post-racial: 22/12/18/12/17/12
All ASIs (8,12,16) into wisdom for a final 20 wisdom.



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


6th
Greenspawn Zealot
+6
+2
+5
+5
Hide +8cc (4), Knowledge (Arcana) +4cc (2), Knowledge (Religion) +4cc (2), Listen +3 (3), Sense Motive +4 (4), Spot +4 (4)
Draconic Prophesier, Power Attack, Cleave
Tiamat's Grace, Zealotry, Favored Enemy Humans, Touch of Tiamat, Acid Immunity


7th
Psychic Warrior 1
+6
+4
+5
+5
Autohypnosis +1 (1), Hide +2cc (5), Knowledge (Arcana) 2, Knowledge (Religion) 2, Listen 3, Sense Motive 4, Spot 4
Improved SunderB
Manifesting


8th
Psychic Warrior 2
+7
+5
+5
+5
Autohypnosis 1, Concentration +3 (3), Hide 5, Knowledge (Arcana) 2, Knowledge (Religion) 2, Listen 3, Sense Motive 4, Spot 4
Prophecy's MindB
-


9th
Blackguard 1
+8
+7
+5
+5
Autohypnosis 1, Concentration +1 (4), Hide 5, Knowledge (Arcana) 2, Knowledge (Religion) +2 (4), Listen 3, Sense Motive 4, Spot 4
Spontaneous Wounder
Aura of Evil, Detect Good, Poison Use


10th
Blackguard 2
+9
+8
+5
+5
Autohypnosis 1, Concentration +1 (5), Hide 5, Knowledge (Arcana) +2cc (3), Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
-
Dark Blessing, Smite Good 1/Day


11th
Blackguard 3
+10
+8
+6
+6
Autohypnosis 1, Concentration +1 (6), Hide 5, Knowledge (Arcana) +2cc (4), Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
-
Command Undead, Aura of Despair


12th
Blackguard 4
+11
+9
+6
+6
Autohypnosis 1, Concentration +3 (9), Hide 5, Knowledge (Arcana) 4, Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
Serenity
Sneak Attack +1d6


13th
Blackguard 5
+12
+9
+6
+6
Autohypnosis 1, Concentration +1 (10), Hide 5, Knowledge (Arcana) +2cc (5), Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
-
Fiendish Servant, Smite Good 2/day


14th
Blackguard 6
+13
+10
+7
+7
Autohypnosis 1, Concentration +1 (11), Hide 5, Knowledge (Arcana) +2cc (6), Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
-
-


15th
Blackguard 7
+14
+10
+7
+7
Autohypnosis 1, Concentration +3 (14), Hide 5, Knowledge (Arcana) 6, Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
Prophecy's Shepherd
Sneak Attack +2d6


16th
Blackguard 8
+15
+11
+7
+7
Autohypnosis 1, Concentration +3 (17), Hide 5, Knowledge (Arcana) 6, Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
-
-


17th
Blackguard 9
+16
+11
+8
+8
Autohypnosis 1, Concentration +1 (18), Hide 5, Knowledge (Arcana) +2cc (7), Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
-
-


18th
Blackguard 10
+17
+12
+8
+8
Autohypnosis 1, Concentration +1 (19), Hide 5, Knowledge (Arcana) +2cc (8), Knowledge (Religion) 4, Listen 3, Sense Motive 4, Spot 4
Craven
Sneak Attack +3d6, Smite Good 3/day




"Little Dragon"
Fiendish Bat (8 HD)
Feats: Darkstalker, Martial Study (Clinging Shadow Strike), Martial Stance (Island of Blades)
All 11 skill points in Hide for a final +25 Hide before items and boosts.

Suphurclaw has 1 power point at level 7, 5 at level 8, and 6 at level 16.
Powers known are Expansion and Call Item.

This is an exhibition entry so I'm just giving typical spells prepared at level 20:
1: Divine Sacrifice, Divine Sacrifice, Divine Sacrifice, Inflict Light Wounds
2: Demoncall, Inflict Moderate Wounds, Soul of Shadow
3: Demon Wings, Inflict Serious Wounds, Mass Resurgence
4: Summon Undead IV, Revenance
Note that 5/day we can convert a prepared spell into an Inflict of equivalent level thanks to Spontaneous Wounder.


6 HD
I won't lie: this build has a rough early game. Slightly better saves and stats are the main thing separating you from a warrior, so just charge ahead, power attack with a two-hander, and hope you face a lot of humans. Once per day you can hurt a creature with a touch and heal yourself for the same amount, which is alright. I mean, it's not like you could craft an entire build around that, right?

10 HD
Psychic Warrior lets us squeeze in the final blackguard prerequisite feat, as well as Prophecy's Mind, which can save you from death once per battle. The class also gives the ever-great Expansion and Call Item for utility.

Spontaneous Wounder isn't that good yet, though your high wisdom at least grants a lot of uses. Use poison to shore up your damage, maybe sunder some holy symbols or component pouches, and use what little magic blackguard gives you where it counts. Divine Sacrifice is notable for adding a ton of damage, and if you stick it onto an ILW touch attack, you heal back its 10 HP cost and more thanks to Touch of Tiamat.

15 HD
Here's where everything starts to come together. Prophecy's Shepherd lets you cast quickened Inflict spells for multiple rounds in a row (including the round you enter prophetic fervor). Touch of Tiamat turns all these spells into an equal amount of healing for you. Sneak Attack further ups the damage dealt by those touch attacks, as does Smite Good if you're so inclined. You also now possess a fiendish bat servant, which can act as short-range enemy radar and which allows you to consider your foes flanked if it's adjacent to the same enemy as you. It's also a pretty solid scout thanks to Darkstalker.

Serenity switches our Dark Blessing from charisma to wisdom, massively upping the save bonus. This neatly synergizes with our racial Zealotry: the higher our save bonuses, the bigger the chance a reroll actually matters when used. RAW, it doesn't affect our Command Undead, Tiamat's Touch, or Smite Good, but a permissive DM (or one running Sulphurclaw as an NPC) might switch those over to wisdom as well, given how clearly they're patterned on Turn Undead, Lay on Hands, and Smite Evil.

Demoncall squeezes some use out of your anemic knowledge ranks (and if it's not useful for the day, just convert it to an inflict spell). Soul of Shadow is a nice long-duration buff to your inflicts that can also remove fatigue from you. Note that all those inflict spells may be low-level, but saves against them (and your allies' spells) are rolled at a -2 penalty thanks to a blackguard's Aura of Despair. Also note Mass Resurgence, which synergizes great with your high saves: you're likely to succeed on your save against most AoE effects and can then proceed to grant everyone who failed a reroll with only a single action.

18 HD
Craven (much less painful with our Will save so high) massively ups the damage of your inflict spells, and thus supercharges the healing received. Sneak attack itself increases as well: even a simple Inflict Light Wounds now deals 1d8+5+3d6+18, for an average of 38 damage and 38 points of healing to you (or a nearby dragonblooded ally). Not bad for something you can do alongside your regular full power attacks! If you go all-out and drop an Inflict Critical Wounds, that's 4d8+10+3d6+18, or 56 damage, again healed in full.

The nice thing about this is how well it works with Prophecy's Mind: if you're in a state of fervor and would drop to -10, you can instead drop to 0, cast an inflict spell with your next action, and heal yourself while hopefully killing whatever is beating your face in. Someone without healing would be forced to stumble away, someone with healing would still have to hope they don't just get downed again next turn, but you can keep attacking when you'd normally have been dead.

Summon Undead IV gets you allips in all their terrifying goodness (or ghouls, who can spread ghoul fever and give you permanent minions to command), and Revenance lets you, however temporarily, heal even death. Note that the resurrected ally is at half health, making them a convenient target for your healing if they happen to be dragonblooded.

Greenspawn Zealot - MMV
Psychic Warrior - XPH
Draconic Prophesier, Prophecy's Mind, Prophecy's Shepherd - MoE
Craven - CoR
Serenity - DComp
Spontaneous Healer - CDiv

Divine Sacrifice, Mass Resurgence, Revenance, Summon Undead IV - SComp
Demoncall, Demon Wings - FCI
Soul of Shadow - DrM

Call Item - Psionic Potpourri (https://web.archive.org/web/20161031215648/http://archive.wizards.com/default.asp?x=dnd/psm/20030829a)

Inevitability
2024-02-15, 03:20 AM
And that's it! Five (plus one) serene sawbones for you to admire!


I think Poetic expressed some interest in judging: did anyone else? Once more a reminder that judges get a lot of influence in determining the next round's theme!

Speaking of which, Poetic, do you already have some elements or general themes you'd like to see, so I can account for that while drafting up options? I was personally thinking of doing something with a 5-level PrC, so if there's one you really like, do mention that!

NotInventedHere
2024-02-15, 08:39 PM
A lovely array of different takes on the concept. I particularly like the touch in the Martyred Champion build of asking the chair to roll on the Reincarnate table.

As promised last page, my two poor un-named build stubs:

Feral Water Orc Spirit Lion Totem Barbarian 2 / Fighter 4 / Champion of Gwynharwyf 10 / Bear Warrior 1 / Fighter 5-6

1: Righteous Wrath
3: Knight of Stars
3 (F): Power Attack
4 (F): Combat Focus
6 (F): Combat Stability
6: Intimidating Rage
9: Combat Vigor
12: Serenity
15: Imperious Command
18: Instantaneous Rage
19 (F): Leap Attack

The trick with this one was combining Feral's fast healing and the PHB2 Combat Form feats' Combat Vigor fast healing to heal the damage done by using Champion of Gwynharwyf's Divine Sacrifice and 'of the Martyr' spells, while using Righteous Wrath to enable Combat Vigor to work (since Righteous Wrath notes that 'While raging, you maintain clarity of mind unusual among barbarians.', and since the Combat Form feats aren't in the list of feats that don't work in rage - in fact, the described 'fear and pain ebb away' and 'mind and body become one' sound very much like a barbarian deep in their rage). Plus I liked the overall thematic line of a feral barbarian learning to maintain clarity of mind while unleashing their fury. And having good Wisdom helps with Serenity, Champion of Gwynharwyf spells and Combat Focus prerequisites all at once.

Lesser Aasimar Shaman 6 / Lion of Talisid 10 / Shaman 7-10

1: Apprentice (Woodsman)
3: Companion Spellbond
4 (B): Combat Reflexes
6: Favoured of the Companions
9: Natural Spell
10 (B): Exalted Companion
12: Serenity
15: Ashbound
18: Greenbound Summoning
18 (B): Iron Will

I noticed Lion of Talisid while going through the Book of Exalted Deeds working on the Champion of Gwynharwyf build, and it's just a very nice prestige class for a Shaman. Very little in the way of entry requirements, full spellcasting advancement, full animal companion advancement, and gives the Shaman access to Wild Shape and Pounce. No fancy tricks here, just a full caster with wild shape, turn undead and domain access. I set this one up as a summoner but the turning could also be used to fuel all sorts of cheese.

quetzalcoatl5
2024-02-15, 09:07 PM
A lovely array of different takes on the concept. I particularly like the touch in the Martyred Champion build of asking the chair to roll on the Reincarnate table.

As promised last page, my two poor un-named build stubs:

Feral Water Orc Spirit Lion Totem Barbarian 2 / Fighter 4 / Champion of Gwynharwyf 10 / Bear Warrior 1 / Fighter 5-6

1: Righteous Wrath
3: Knight of Stars
3 (F): Power Attack
4 (F): Combat Focus
6 (F): Combat Stability
6: Intimidating Rage
9: Combat Vigor
12: Serenity
15: Imperious Command
18: Instantaneous Rage
19 (F): Leap Attack

The trick with this one was combining Feral's fast healing and the PHB2 Combat Form feats' Combat Vigor fast healing to heal the damage done by using Champion of Gwynharwyf's Divine Sacrifice and 'of the Martyr' spells, while using Righteous Wrath to enable Combat Vigor to work (since Righteous Wrath notes that 'While raging, you maintain clarity of mind unusual among barbarians.', and since the Combat Form feats aren't in the list of feats that don't work in rage - in fact, the described 'fear and pain ebb away' and 'mind and body become one' sound very much like a barbarian deep in their rage). Plus I liked the overall thematic line of a feral barbarian learning to maintain clarity of mind while unleashing their fury. And having good Wisdom helps with Serenity, Champion of Gwynharwyf spells and Combat Focus prerequisites all at once.

Lesser Aasimar Shaman 6 / Lion of Talisid 10 / Shaman 7-10

1: Apprentice (Woodsman)
3: Companion Spellbond
4 (B): Combat Reflexes
6: Favoured of the Companions
9: Natural Spell
10 (B): Exalted Companion
12: Serenity
15: Ashbound
18: Greenbound Summoning
18 (B): Iron Will

I noticed Lion of Talisid while going through the Book of Exalted Deeds working on the Champion of Gwynharwyf build, and it's just a very nice prestige class for a Shaman. Very little in the way of entry requirements, full spellcasting advancement, full animal companion advancement, and gives the Shaman access to Wild Shape and Pounce. No fancy tricks here, just a full caster with wild shape, turn undead and domain access. I set this one up as a summoner but the turning could also be used to fuel all sorts of cheese.

Yo!!! I played with those exact builds for both the Champion of Gwyn/Bear Warrior and Shaman/Lion! Great minds!

loky1109
2024-02-15, 10:24 PM
I had several bare bones, but don't have time to combine them.
1) Broken One Monk with Azure Touch and I'm sure there is feat that lets use Wholeness of Body on others, don't remember name.
2) Spellfire Wielder.
3) Warforged Divine Mind.

I also looked at Diablo II Paladin. He has some healing options, but not enough and it'd look very similar to my IC E6 entry in Fire round.

I'll make table tomorrow.
At this moment I'm judging IC, but when I'll finish I could judge this round as well.

Inevitability
2024-02-16, 05:19 AM
As promised last page, my two poor un-named build stubs

I rather like those two! Nice to see a CoG build, I was kind of expecting one.


I had several bare bones, but don't have time to combine them.
1) Broken One Monk with Azure Touch and I'm sure there is feat that lets use Wholeness of Body on others, don't remember name.
2) Spellfire Wielder.
3) Warforged Divine Mind.

I also looked at Diablo II Paladin. He has some healing options, but not enough and it'd look very similar to my IC E6 entry in Fire round.

I'll make table tomorrow.
At this moment I'm judging IC, but when I'll finish I could judge this round as well.

There's a Wholeness of Others ACF in Dragon Magazine 346, could that be what you were thinking of? Functions just like WoB but can target anyone but yourself instead of only yourself. I'm also curious what that divine mind idea would've looked like - I presume warforged for the creation aura? That's quite creative.

Anyway, great to hear you might judge as well! I'll get some ideas whipped up for the next round - from what I recall you were interested in a Weapon Specialization - Fighter round, or something with one of the Thrall Of PrCs? I could include one among the next voting slate.

quetzalcoatl5
2024-02-16, 09:16 AM
I like weapon specialization minus fighter!

loky1109
2024-02-16, 09:55 AM
There's a Wholeness of Others ACF in Dragon Magazine 346, could that be what you were thinking of? Functions just like WoB but can target anyone but yourself instead of only yourself.
Hmm... Maybe, I don't sure. I remember feat, but I could misremember.


I'm also curious what that divine mind idea would've looked like - I presume warforged for the creation aura? That's quite creative.
Exactly.


Anyway, great to hear you might judge as well! I'll get some ideas whipped up for the next round - from what I recall you were interested in a Weapon Specialization - Fighter round, or something with one of the Thrall Of PrCs? I could include one among the next voting slate.

Weapon Specialization + Bond with weapon - Fighter, yes. )
Thralls round also sounds fun, but less fun.

Inevitability
2024-02-16, 12:01 PM
Weapon Specialization + Bond with weapon - Fighter, yes. )
Thralls round also sounds fun, but less fun.

I'm not sure about having 'Bond with weapon' as the second ingredient.

A Weapon Specialization - Fighter round will always demand some number of invested class levels - there's no way to cheese your way into counting as a fighter without putting some levels into one of a handful of classes. Adding 'Bond with Weapon' would introduce a second list of classes, then demand the builds invest in both (and their requirements). That doesn't leave a lot of class and feat space to actually synergize with the ingredients, which leaves me fearing that the builds will all feel rather samey. The fact that martial builds will typically have a few feats locked in by default (archers being all but forced to take PBS and Precise Shot, two-handed warriors needing Power Attack, dexterity builds needing Weapon Finesse) exacerbates the issue in this particular case.

If we're doing a Weapon Specialization - Fighter round, I would really like to have the second ingredient not restrict class levels or feats that much. Instead, I'd like a broad game element or tactic (things like 'flight' or 'spell-like abilities' or 'fear' or 'incarnum'), a particular skill (bluff, diplomacy, tumble, concentration, perform, etc), maybe even an entire sourcebook (PHBII is pretty diverse).

loky1109
2024-02-16, 12:32 PM
I'm not sure about having 'Bond with weapon' as the second ingredient.

A Weapon Specialization - Fighter round will always demand some number of invested class levels - there's no way to cheese your way into counting as a fighter without putting some levels into one of a handful of classes. Adding 'Bond with Weapon' would introduce a second list of classes, then demand the builds invest in both (and their requirements). That doesn't leave a lot of class and feat space to actually synergize with the ingredients, which leaves me fearing that the builds will all feel rather samey. The fact that martial builds will typically have a few feats locked in by default (archers being all but forced to take PBS and Precise Shot, two-handed warriors needing Power Attack, dexterity builds needing Weapon Finesse) exacerbates the issue in this particular case.

If we're doing a Weapon Specialization - Fighter round, I would really like to have the second ingredient not restrict class levels or feats that much. Instead, I'd like a broad game element or tactic (things like 'flight' or 'spell-like abilities' or 'fear' or 'incarnum'), a particular skill (bluff, diplomacy, tumble, concentration, perform, etc), maybe even an entire sourcebook (PHBII is pretty diverse).
I see how "bond" is class levels, but also I see enough options how "bond" is feat. Or class which synergies with WS.

PoeticallyPsyco
2024-02-16, 12:45 PM
Should be able to start on the judgments this weekend.

Inevitability
2024-02-16, 01:12 PM
I see how "bond" is class levels, but also I see enough options how "bond" is feat. Or class which synergies with WS.

Would you mind PMing me some ways you see? I can think of one non-class method, and it's not a particularly elegance-friendly way.

Beyond that: it's not just the competition for build resources, it's also the issue of sameness. As I said, a lot of weapon bonds are just +X damage, and I really don't want to run a round where multiple's people entire UoSI is going to come down to 'I swing for 5 extra damage on all my greatsword attacks'.

Again: I'm more than willing to put 'bond with weapon' on the list for a future round! I just don't think it's distinct enough from Weapon Specialization to warrant using for this specific competition.

Inevitability
2024-02-16, 01:36 PM
Should be able to start on the judgments this weekend.

Great! I'll be writing up the slate of future round ingredients, anything you'd like to see in there?

PoeticallyPsyco
2024-02-16, 04:24 PM
Great! I'll be writing up the slate of future round ingredients, anything you'd like to see in there?

Well... one I've wanted to see is Symbiotic Creature required, Cheese forbidden. Might need the cred from judging multiple rounds to afford that one, though!

Inevitability
2024-02-16, 04:49 PM
Well... one I've wanted to see is Symbiotic Creature required, Cheese forbidden. Might need the cred from judging multiple rounds to afford that one, though!

...y'know what, give me a few months to hammer out a set of rules that makes that template not innately broken and I'll get back to you on that one.

Morphic tide
2024-02-16, 06:16 PM
...y'know what, give me a few months to hammer out a set of rules that makes that template not innately broken and I'll get back to you on that one.
Could make it Gestalt and stick the ECL of each component on a different side. Much more complex building, but shrugs off the issue. Same goes for Tauric and Emancipated Spawn.

Does seem to be "off-theme" for famously trivial to abuse things being in Junkyard Wars unless you make the main point a terrible candidate thematically linked to Symbiotic.

loky1109
2024-02-16, 07:37 PM
Table
# Name Alignment / Race Class Levels Chef Total Place
1 Simon Tam (https://forums.giantitp.com/showsinglepost.php?p=25963998&postcount=34) LG Halfling Shaman 5/Swordsage 10/Citadel Elite 5
2 Meepo 7.5.A (https://forums.giantitp.com/showsinglepost.php?p=25963999&postcount=35) NE Necropolitan Kobold Shaman 6/Mystic Wanderer 4/Fleshwarper 10
3 Alexander Parsnips (https://forums.giantitp.com/showsinglepost.php?p=25964002&postcount=36) CG Human Swordsage 5/Cloistered Cleric 1/Ruby Knight Vindicator 10/Holy Liberator 4
4 Nameless One (https://forums.giantitp.com/showsinglepost.php?p=25964005&postcount=37) CG→LG Anthropomorphic Bat Were-Brown Bear Mongrelfolk Lion Spiritual Totem Barbarian 1/Binder 1/Martyred Champion of Ilmater 7/Death Delver 3
5 Moravin Dahl (https://forums.giantitp.com/showsinglepost.php?p=25964006&postcount=38) NG Human Archivist 12/Sacred Exorcist 1/Witch Hunter 1/Contemplative 6
6 Sulphurclaw, Who Dreams Prophecies (https://forums.giantitp.com/showsinglepost.php?p=25964009&postcount=39) LE Greenspawn Zealot Psychic Warrior 2/Blackguard 10

Battlechaser
2024-02-17, 02:59 AM
Thanks for the table.

PoeticallyPsyco
2024-02-17, 03:41 PM
Does seem to be "off-theme" for famously trivial to abuse things being in Junkyard Wars unless you make the main point a terrible candidate thematically linked to Symbiotic.

That's why the forbidden ingredient would be Cheese. Using Symbiotic Creature at all requires a hefty dose of the honor system, but that way you'd have most of a category devoted to how honorable the contestants were about using it. Best case scenario, it becomes a balancing act, with everyone trying to come up with something creative and clever that nonetheless falls within acceptable power bounds.

Prime32
2024-02-17, 03:50 PM
I toyed with a few build concepts but wasn't happy with any of them

Soldier of LightD&D/Purifier of the Hallowed DoctrineHoH - Probably the best one, applying Serenity to both Divine Grace + Lay on Hands, and having the ability to cure taint
Dvati Electrokineticist/Lasher - Gimmicky hyperspecialised support build that hangs around groups of mechantrices and shambling mounds and spams lightning whips at them whenever they move
Divine Mind/Sangehirn - They qualify for Serenity, sure, but there's zero reason to enter as a divine mind rather than a member of another class
Undead Meldshaper + Lifebond Vestments - I don't even remember where I was going with this


...y'know what, give me a few months to hammer out a set of rules that makes that template not innately broken and I'll get back to you on that one.
I interpret Symbiotic as "two creatures, each with LA +1", making it illegal unless the player can supply a second character under their control which is able to receive a Level Adjustment (i.e. cohorts and thralls work, familiars and animal companions don't). One-time removal of the Leadership ban?

There's a passage on DMG p200 where the DM can rule that your cohort won't be present this session (e.g. if there's an extra player and they want to limit party size); on those times you instead gain the benefit of a different feat, chosen when you gained Leadership. This feat can't be used to meet prerequisites.

I don't think I've ever seen this rule used or brought up, but it's a legal way to gain an extra feat in situations like contests where you can't benefit from Leadership.

For round suggestions... what about "at-will spell-like abilities, minus invocations"? Or a round where you must use taint, but your taint score is fixed at 1?

Inevitability
2024-02-18, 08:13 AM
I interpret Symbiotic as "two creatures, each with LA +1", making it illegal unless the player can supply a second character under their control which is able to receive a Level Adjustment (i.e. cohorts and thralls work, familiars and animal companions don't). One-time removal of the Leadership ban?

Y'know, I was going to say that this reading of Symbiotic is completely foreign to me but... I get it? Especially when contrasted with Tauric, the wording on symbiotic really -does- imply that the two creatures are still in some way separate, and my only counterargument is the deeply broken bugsucker sample creature, which I don't think counts for much.

But if that's the case, and both sides of the creature need an ECL, then size and typing restrictions mean getting an actually legal build is going to be a giant headache: and not in a fun way.

Like, your options for good honest unambiguously qualifying creatures are:

-Something involving a high-LA and weaksauce template
-One of the very few playable plants that's not small or medium
-Hornhead Saurial
-Hairy Spider

And that's actually just it! Any symbiotic creature where both sides are legal characters is going to need to involve one of those, because no animals have a LA, only one vermin does, and only one humanoid is a size other than small or medium!

And for most of those, symbiotic does not have actual synergy, so the glaringly obvious thing to do is to declare that you're splitting yourself in two and abusing the action economy at which point we're not having a symbiotic round, we're having a cohort round with weird restrictions. And I don't know, I can't say that particularly excites me, especially not considering the amount of extra work competitors would have to put in and the temptation to go optimize the leadership unban instead of the actual ingredients.

...on that thought, how about a Tauric round? "HD of the two creatures mixed together, LA of the base creature plus two" is still abusable, but it's a lot clearer on how it actually works (though maybe we should fix the wonky base save calculation method).


For round suggestions... what about "at-will spell-like abilities, minus invocations"? Or a round where you must use taint, but your taint score is fixed at 1?

The taint idea seems interesting, especially if we just ban the taint casters or limit it somehow.

I've been thinking about SLAs - Invocations for a while: I don't know about having the at-will restriction explicitly in there. If a build is chiefly doing other stuff but tries to squeeze by with a handful of 1/day SLAs, it'll get hammered in UoSI regardless, and on the flip side if a build manages to stretch limited-use SLAs into all day usefulness, I think that accounts for the spirit of the competition.

There's a few other classes that primarily deal in SLAs and a handful that get them as side benefits, but only one that I'd actually consider an obvious path, which we can make less attractive by tweaking the third ingredient. And to restore some of the restrictiveness, let's make sure there's a decent investment of feats or levels mandated.

Just to give a couple random ways to fill in this concept:

SLAs + Any DoTU Style Feat (Despana School, Vae School, etc) - Invocations
SLAs + Any Type-Changing Class (that is, any class that changes a character's type) - Invocations
SLAs + Whirlwind Attack - Invocations
SLAs + Outcast Champion - Invocations
SLAs + Ambush Feats - Invocations
SLAs + RHD - Invocations
SLAs + Savvy Rogue (if you can force 10 levels of a PrC why not 10 levels of a base class) - Invocations
SLAs + Deepstone Sentinel - Invocations

Do any of these seem interesting?

Inevitability
2024-02-24, 01:40 PM
The reveal was about a week ago - Poetic and loky, you both expressed interest in judging, right? Any updates on that front?

If anyone has any suggestions for future ingredients or combinations, now's the time to get them in - I'll put a slate up for voting tomorrow.

loky1109
2024-02-24, 02:34 PM
I'll start to make judgement today or tomorrow. It was hard IC round.

H_H_F_F
2024-02-24, 02:39 PM
I'll start to make judgement today or tomorrow. It was hard IC round.

Which aspects of judging did you find to be particularly hard this round?

loky1109
2024-02-24, 02:52 PM
Which aspects of judging did you find to be particularly hard this round?

Amount. I need to look back many times to make judgement ... mmm ... coherent (and there still were some incoherent moments). And forum's issues sometimes pissed me off completely.
Plus, I tried to make Originality part more clear and less "by eye" and... I was needed to remake it for five or six entries, because first metrics operated with too large values (I had two entries with 5+ in originality and one with 1- - it didn't look right).
And of course some entries were too creative. Which is great, but hard to evaluate. )))

Inevitability
2024-02-25, 06:48 PM
Voting for the next round has begun!

Returning from their solid showing last time around, we have:

Sphinxes and Scarabs: Glorious Servitor + Necromancy Spells - Cleric

Shadows' Sting: Scorpion Wraith + Favored Enemy – Ranger

The Right Man For The Gob: Skill Mastery + Stonedeath Assassin – Exemplar

And accompanying them are four new contest ideas, some courtesy of myself, others proposed by viewers like you!

Robin Smooth: Charming the Arrow + Ambush Feats - Craven

Signature Sword: Weapon Specialization + Bond with particular weapon - Fighter
('Bond' defined as anything that links your character to one specific instance of a weapon - not merely a kind of weapon, it must be one particular longsword or dagger or bow or whatnot)

Men are from Mars, Demons are from Deimos: Thrall of X + Fear - Imperious Command
(That is, any class whose name starts with 'thrall of')

Perfected Pugilist: Improved Unarmed Strike + Any Type-Changing Class - Monk
(As stated before, this covers any class that eventually changes a character's type)

As always, for your vote to be considered valid you must vote for three of these options.

Tohron
2024-02-25, 07:26 PM
I'll vote for Robin Smooth, Signature Sword, and Demons are from Deimos.

quetzalcoatl5
2024-02-25, 10:23 PM
My 3:

Sphinxes and Scarabs: Glorious Servitor + Necromancy Spells - Cleric

Signature Sword: Weapon Specialization + Bond with particular weapon - Fighter
('Bond' defined as anything that links your character to one specific instance of a weapon - not merely a kind of weapon, it must be one particular longsword or dagger or bow or whatnot)

Perfected Pugilist: Improved Unarmed Strike + Any Type-Changing Class - Monk
(As stated before, this covers any class that eventually changes a character's type)

Battlechaser
2024-02-26, 05:02 AM
Sphinxes and scarabs.
The gob
Demons

FactualArcher
2024-02-26, 04:24 PM
Signature Sword, Shadows' Sting, and Robin Smooth for me.

loky1109
2024-02-26, 07:32 PM
Signature Sword
Perfected Pugilist (Q: I just need level in type changing class or need actual change?)
Men are from Mars, Demons are from Deimos (Q: Including Thrall of prestige classes from Magazines?)

Morphic tide
2024-02-26, 08:14 PM
Shadow's Sting, Robin Smooth, and Signature Sword for me.

Inevitability
2024-02-27, 04:11 AM
(Q: I just need level in type changing class or need actual change?)

Let's go with 'actual change'. Maybe I should reword it as 'class-derived type change' to remove the ambiguity.


(Q: Including Thrall of prestige classes from Magazines?)

I think we've got enough variety in the printed Thrall classes that there's no need to introduce the accessibility issues that come with relying on dragon magazine content. I'm interested in introducing some dragon magazine material in future rounds, just not sure if this is the time.

H_H_F_F
2024-02-27, 05:27 AM
Pugilist, Sword, Gob

loky1109
2024-02-29, 05:46 PM
I passed the equator. If all will be okay I should make it done tomorrow.

loky1109
2024-03-02, 08:25 AM
I can't say any of the ways to get Cha into saves were very surprising for me. But Shaman is one of the most expected - it's a full divine caster after all! Swordsage also isn't a surprise. Citadel Elite is. I heard about it for the first time, maybe second (-0.5).
Halfling... Not surprising nor expected (+0).
Your feat selection is truly unexpected. Nobody expected the Dragonmark feats (+0.75)!
Other selections... Nothing wowed me (+0).

Total: 3.5
Offense You have good AB, some good attack options thanks for ten Swordsage levels, but your damage isn't great (+0.75).
Defense You have great saves (and Evasion), not bad hp, good AC, great variety of martial and magical defensive options (+1.5).
Utility You have great mobility options, some useful divinations, not bad skills. Very good (+1.25).
Flexibility and Endurance As Swordsage 10 you're online full day every day. Amount of Shaman's spells isn't great, but they aren't your main focus. Also you have very good numbers of Dragonmark's SLA uses and not bad turn attempts (+1.25).

I dislike how hard times are for you at your early levels in several subcategories here, it'll cost you -0.5.
Total: 4.5
Your main combo. Revivify + extra action points from Prophecy's Hero. It doesn’t work as well as you describe. While, yes, you can get free AP and fuel free resurrection, but... entering prophetic favor is full round, casting Revivify is standard. Highly likely you overstay the 1 round deadline of Revivify. You need to turn on your prophetic favor beforehand or spend your regular AP. It's still working, but with less efficiency (-0.25).
You used "113% casualties" wording. This means at least 113 Revivify uses, maybe multiply more... Isn't it too much? And anyway "Not one of our agents has ever died permanently on a mission he’s been on" sounds too ambitious with his resurrection method for me (-0).
It would be preferable to see spent skill points, not the ranks in the table, but it isn't an issue. Also it'd be better if R# here "R# means retrained at level equal to number" was more clear described as Swordsage level and not character level, I was slightly confused (-0).
This is slightly cross-setting to make Shaman for Eberron, but it isn't big deal either (-0).
Do you really need to start with Wis 18? You have +5 ASI and ended with Wis 23. Is it that much better than 22? I usually don't penalize odd abilities, but this is 3 point buy points (-0.25).

Total: 4.5
You clearly are the healer. You have several ways to cure hp, ability damage and drain, you could resurrect people often. Well, you maybe aren't good as cleric 20, but it's the core of your entry (+2.25).
For Serenity you have divine grace (whatever) and turn undead. You don't have lay on hands and smite evil, this works against you. But you have good uses for turns and Simon is a very Wis oriented character, he adds Wis to AB, to AC, to Fortitude, to Dragon Prophesier (and through that to Dragonmark) uses, to Shadow Hand strikes' damage. Very good Wis-SAD, it's worth something (+1.75).

Total: 4

Total: 16.5

As I said earlier Shaman is very obvious for me. As like Mystic Wanderer, well, maybe MW is less obvious. Fleshwarper... I often look at this PrC, but I didn't see it used before (-0.5).
Necropolitan kobold... At least it isn't DWK, but anyway I didn’t even raise an eyebrow (-0.25).
Feats... Maybe only Wyrmgrafter slightly surprised me (-0.25).
Other things... I saw trap abuse to get unlimited buff/cure many times (-0.25).
Total: 1.75
Offense Your attacks and damage are ridiculous, yeah, you have some options with grafts and you have Profane Lifeleech, but offense isn't yours (+0.5).
Defense Good saves, bad hp, AC... I don't see big room for improvement (+0.5).
Utility Good variety of skills, great teammates improving potential, various item creation options, and you could make money. Great (+1.25).
Flexibility and Endurance You have limited, but big graft reserve, have good amount of spells, rebuke attempts good enough, too. Plus your numerous items (+1.25).

And I give you +1 in general for 9th level spells.
Total: 4.5
Okay... I'll not going stupid RAW way, and shall not say Serenity doesn't work with Rebuke undead only with Turn (-0).
Your skill presentation. It's hard to read. I don't see spent skill points, I need to calculate it by myself (-0.25).
You spent 8 skill points at 4th level, you spent 8 skill points at 13th level (-0.25). And your overall skill selection.. Do you really need Craft (Woodcarving) more than extra 2 ranks in the Profession (Herbalist) which would give you synergy for Heal? Or your Concentration, you have only +0 Cha and it's a significant skill to max it. Plus your skill points distribution is slightly... chaotic, it made my job harder, but I already penalized you for that (-0).
Apprentice feat.
First of all, it gives 2 extra skill points. You didn't use it.
Second, it gives you in-class Knowledge (nature) and UMD only until 5th level! After that UMD isn't in-class for you until you enter Fleshwarper (-0.25).

Kobold domain http://www.wizards.com/default.asp?x=dnd/we/20060420a
Why did you give me a broken link? Didn't you check it (-0.25)?
Some judges penalized Necropolitan, but I'm ok with it (-0).
I'm not ok with your stats! You get 18 at the start and end with 23. You get Con 10 and Necropolitan. Why did you waste your points (-0.25)?
You have wrong BAB at 8th level, wrong will at 18th, you have wrong line in spell table at 16th (-0.25).
Your snapshots look slightly sparingly, but it's ok (-0).

Total: 3.5
You're Shaman and have good healing options. But you're Evil Shaman, so you need to prepare cures if you want to use them. Well, for you - undead - it could be even better. You have Profane Lifeleech for self-healing, Touch of Healing for healing others. With Profane Lifeleech and Touch of Healing at least you will have full hp. Also you are a Fleshwarper. Grafting is a good alternative way to fix mutilations. And your items and traps of course. Give you a full mark here +2.5 points.
Serenity... Well, you use it. +6 to saves instead of +0, and 9 rebukes instead of 3, but... That's all. Only Wis synergy you have is extra slots. Even more, you are a Mystic Wanderer, it'd be great for you to have a big Cha - Cha to AC is a rare option which you don't use (+1).

Total: 3.5

Total: 13.25

Okay. You didn't surprise me with anything. Race, classes, feats, nothing.
Total: 1
Offense You are good. Many strikes, some useful swift spells (while I want to know what exactly!), Knowledge Devotion. You have options here (+1.25).
Defense Good saves, while not the best possible, average hp, good AC, I sure some protective spells (+1).
Utility Broad variety of skills but all have average numbers, some options from spells I think, some mobility from maneuvers (+0.75).
Flexibility and Endurance Maneuvers are almost unlimited, spells - opposite, and you really want more turns. Doesn't matter how many you have - you want more (+1).
Total: 4
First. "The Ruby Knights are a crusader order in the service of Wee Jas." Not Cayden Cailean, and no "but this was built according to 3.5 rules" isn't enough. Have you really not found a suitable 3.5 deity? At least with not almost opposite Alignment (-0.5)?

Holy Vindicator 4
Be more careful (-0).

(Swordsage) - Weapon Focus (Diamond Mind): Rapier

Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline.
"Weapons" means you don't need select, you get it for all discipline weapons (-0.25).
Do you really need to spend all these skill points on various Knowledges at 1st level? You could enter Cloistered Cleric, get all Knowledges you want, and trade Knowledge domain after that (-0).

Spoiler: Skills
I'm sure this isn't “skills”. I don't know what we missed, but I'm ok without it (-0). Actually, reading your feats three times was slightly too much. At the table? Ok. Full Breakdowns? Ok. Just a List? Why? It didn't make any sense, it just exists.
Wrong Will at 5th level. It only once - is excusable (-0).
It'd be better if you wrote Swordsage 1 or Ruby Knight Vindicator 3 in the table (-0).
Your stats. You need skill points very much. Why not place 2 points from Wis into Int? You anyway will end with 18 Wis. Or you need 19 for something (-0.25)?
And talking about skill points... You're Human, do you remember? Humans have additional skill points. You missed them (-0.25).
You have a mess in the spell progression table. Looks like you replaced levels in main table at some moment, but forgot about spells tables (-0.25).

Total: 3.5
You are very good at healing. Better in fight, but out also have some options. I don't ready to give you a full mark, but it's close +2.25 points.
Serenity... You got it only at 12th level. You use it for turns and one smite evil per day. And saves of course. But... I don't see the point. Why not just get high Charisma? Why do you need Wisdom? It's your main spellcasting stat? Yeah... 14 would be enough. Spontaneous Healer 2 extra uses? It isn't a serious reason. Serenity looks like a waste feat for you. I give you +0.25 points, because it isn't completely useless and for character as it is it's good, but that's all. This character made by point buy shouldn't be like that.

Total: 2.5

Total: 11

Martyred Champion of Ilmater is the least expected way to get Divine Grace for me. Death Delver isn't expected either, Binder is so so, Lion Barbarian? All things were so good (+0.5).
Your race selection... Well, anthro bat is a well known race, but Werebear Mongrelfolk is something very new (+0.25)!
Luck feats, Rage feats and Power Attack in the healing round? Wow (+0.75)!
And all things that you did with your entry, way to meet theme, Reincarnation idea, all this is very unique (+0.25)
Total: 4.75
Offense You are a barb-pouncer with great Str, but your BAB is only 12. You have three natural attacks and a good unarmed strike. But that's all you can (+0.75).
Defense Good saves, great hp (while you want to spend them), AC... isn't your point, fear immune, DR, Diehard, some other defensive abilities are good addition, but your main tactics looks too dangerous (+1).
Utility Skills... not great, while slightly useful. Death Delver's spell list... aren't the best repertoire. Deathsense and Death ward are situationally useful (+0.25).
Flexibility and Endurance You have several problems here.
First: spell slots - too few.
Second, Constitution damage is brave! But you have a limited Constitution. Yes, big, but still limited. And it's a very vital stat for melee type. You could be a good healer and bad (dead) fighter or good fighter and bad healer. Or bad healer and bad fighter if you'll try to combine.
Third, You are Afflicted Lycanthrope. This means, yes, involuntary changes every full moon (and not only, but this is for the Elegance section). It creates difficulties. I'll give you +0.25 points in this subcategory because as a charger you are very good. Until you start trying to be a healer.

Total: 2.25
And involuntary changes. Until 19th ECL you have chances to fall DC 25 Control Shape check! Every full moon (which was pointed in the Power). And more importantly - "after accumulating enough damage to reduce his hit points by one-quarter" which is your main idea - to accumulate damage and reduce hit points. It is a problem. Well, you still can use your healing by RAW, but I'm sure there are DMs who will not agree with it. And anyway, it could case RP problems, not everybody loves lycanthropes (-0.25).
Your Werebear feats. Yes, "feats" template description section was wrote terribly. But, if you look at examples many things will become clearer. You don't get animal's feats as bonus and regular HD feats. You get animal's feats until they fill regular HD feat slots and exceeded became bonus feats. You couldn't get Nimbus of Light and Stigmata. The best option is to change the base animal's feats before applying the template, but I expect many raised eyebrows if you ask DMs about brown bear with Nimbus of Light and Stigmata. If we use paragraph "Lycanthropes as Characters", you could get Nimbus of Light and Stigmata, but you don't get any bonus feats apart from Iron Will: "Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has." (-1).
Your skill points. With 6 animal HD you get 18 SP. You spent 15. And your skill presentation isn't good. I want to see spent skill points and which skills are cross-classed (-0.25).
You have wrong Will at 16th level (-0).
I'm glad you didn't select a race for reincarnation by yourselves. Let it be so, not a problem. But reincarnation itself... Reincarnate is a 4th level druid spell. It costs at least 1,000 gp and you need a loyal Druid of at least 7th level. While you are 2nd level. It isn't completely impossible, but a highly unlikely situation. And you anyway don't have 1,280 gp at 2nd level to pay for the spellcasting service of druid (-0.5). Same complaint about were-bear you want to find to be bitten by (no additional penalty).

ECL 13: Stigmata + Holy Suffering (MCoI 5)+Heal skill:
...
Stigmata deals CON damage and therefor HP damage.
Yes, Stigmata does deal CON damage and no, Con damage doesn't cause HP damage. It causes decreasing hp, not damage. So this doesn't work (-0.25).
I usually don't like alignment changes, but you use were-bear for this and I like it (+0.25).
You didn't source Spiritual Totem Barbarian (-0).
Do you really need "+1 level of Death Delver casting" instead of extra feat at 17th? You get one 2nd level slot. Is it worth it (-0)?

Total: 2.5
You could heal. Have several ways to do this. Could heal hp damage and diseases via Stigmata, you have +19 Heal skill check, some healing spells, Healing Devotion and Naberius. You are a very unique healer, but not the greatest one. And the healing part of your build contradicts the melee part of your build (+1.75).
Serenity at 12th (actually 14th) level only? Not good. But it gives you +7 ability modifier surplus, which is good. Not the good part is you have only Divine Grace and Rebuke undead later (at 16th level) to fuel Healing Devotion. Give you +0.75 points. It's useful, but not essential.
Total: 2.5

Total: 12

You surprised me by... nothing. Witch Hunter maybe, but it was taken only for Kami’s grace.
Total: 1.25
I don't see the need to detail subcategories. Even with only things that work (more about this in the Elegance) Moravin is a character of great power. He has a few weaknesses and struggles a bit at early levels, but it anyway deserves a great score!
Total: 4.75
Bad things. Why all this doesn't work as well as you want.


Once you choose and prepare an arcane spell, you retain it in your mind. The prepared spell occupies your 3rd-level domain spell slot.
Archivist doesn't have domain slots, so Anyspell and its Greater version are useless for you (-0.5). No Suffer the Flesh, no Hymn of Praise, no Spell Enhancer...
Reserves of Strength's "exceed the normal level-fixed limits of a spell" abuse. Yeah. It's at least debatable. At least (-0.5).
Using Suffer the Flesh to get NI CL doesn't work. "Ability damage can’t drop a base score below 0." quote mostly correct. But I don't know where you take the word "base" from. No, you'll lose Con until you'll have 0 Con and are dead. And even if I let it fly, no you didn't get NI CL, because damage above lowered your "base" Con below zero isn't dealt and accordingly to "For each 2 points of damage dealt, your caster level increases by 1." you'll get only CL for dealt damage (-1).

If Moravin will be entering a population center, the hazards of being surrounded by a spell that kills most people at 0 or fewer HP are too high, so a Metamagic Rod – Sculpting can be used to apply Sculpt Spell, anchoring the spell to a location (with warning signs).
It's true, this is hazardous and no, Sculpt Spell doesn't help you.
I see two possibilities here.
1) While Sculpting modifies CF area, but it still is "centered on you";
2) Modifying CF removes the "centered on you" statement, but doesn't remove CF's range and if you move farther than 30 ft. it ends.
Both options aren't good for you (-0.25).
You are very item dependent (-0.5).
Free feat via Otyugh Hole (-0.5).
You have Track for Witch Hunter and don't have even single Survival rank (-0.25).
You didn't qualify for Sacred Exorcist. At moment when you want entry this PrC you have only 9 ranks in Knowledge (the planes) (-0.25).

Contemplative 1 adds the Earth domain, which lets Moravin “turn or destroy earth creatures as a good cleric turns undead… use these abilities a total number of times per day equal to 3 + Cha modifier.” Since this is described to function like a cleric’s Turn Undead, one can conclude that it works with both Divine Metamagic and Serenity, giving Moravin another turning pool to use for Persistent Spell.
Another at least debatable claim (-0.5).
You spent one more skill point than you have at 6th level. And It'd be better to indicate explicitly when you get inherent bonuses to Int (-0). And I don't like your skill presentation, at least you have very straight skill points allocation and calculations were more o less easy (-0).
You use materials from 4 different settings. It's too much (-0.25). Wait a minute. You source Southern Magician, but didn't use it. Okay, it's -0.
You are... rat-dependent (-0). And I dislike your attitude towards rats very much!
While you are Archivist and could cast [Evil] spells, you could quickly find yourselves with Alignment changed to Evil (-0.25).

Total: 1
Healing aspect of your character... Well, you of course can heal and can do it very well, but I couldn't call Moravin healer. It's very side part. Yeah, he need heal his Con damage, but it's the only essential part. Healing domain at 18th also is too late and marginally (you claim you have NI CL, why you need +1 for cure spells???). Only +1 point here.
Serenity... You get it at 12th and you use only saves and turns parts. But you tried to win the whole D&D with it and it's very useful even in such limitations (+2.25).
Total: 3.25

Total: 10.25

Blackguard is an obvious choice. Psychic Warrior isn't (+0.5).
Your race is a great find (+0.25)!
Craven is expected, PA and Cleave aren't very expected in the healer round even having BG in mind, others surprised me (+0.5).
Your idea is brilliant (+0.25)!
Total: 4.5
Offense You are good melee gish, you have damage with Inflicts and with weapons if you need, you have good AB (+1.25).
Defense Saves are good, hp are good, AC is good, acid immune, Prophecy's Mind, nature of your core trick. Overall good (+1).
Utility Some skills, Demoncall, Mass Resurgence, Call Item. It all is something. Not great, but worth mentioning (+0.5).
Flexibility and Endurance Spell's amount isn't mind-blowing. Draconic Prophesier is 14/day but 7 rounds only. PP also are low. I easily see you out of ammo. And as you mentioned early levels were hard (+0.5).
Total: 3.25
I don't see any issues.
Total: 5
Healing is a big part of your main trick. You aren't the best healer ever, but good enough. And (it's important) you are competent during-battle healer. Usually healing is wasting actions which could be used to kill an enemy. It isn't your case. You can even raise dead (while temporary) and remove fatigue (+2).
Serenity. You clearly apply it to saves, and maybe to Command Undead, Tiamat's Touch, and Smite Good (I'd let if you asked me). Sulphurclaw is some Wis-oriented (spells, pp, Dragon Prophesier, Spontaneous Wounder) and Serenity is good for him more or less. I'm not sure why you put 10 in Cha (+1).
Total: 3

Total: 16.75

And table:
# Name Alignment / Race Class Levels Chef loky1109 Total Place
1 Simon Tam (https://forums.giantitp.com/showsinglepost.php?p=25963998&postcount=34) LG Halfling Shaman 5/Swordsage 10/Citadel Elite 5 16.50 16.50 1st
2 Meepo 7.5.A (https://forums.giantitp.com/showsinglepost.php?p=25963999&postcount=35) NE Necropolitan Kobold Shaman 6/Mystic Wanderer 4/Fleshwarper 10 13.25 13.25 2nd
3 Alexander Parsnips (https://forums.giantitp.com/showsinglepost.php?p=25964002&postcount=36) CG Human Swordsage 5/Cloistered Cleric 1/Ruby Knight Vindicator 10/Holy Liberator 4 11.00 11.00 4th
4 Nameless One (https://forums.giantitp.com/showsinglepost.php?p=25964005&postcount=37) CG→LG Anthropomorphic Bat Were-Brown Bear Mongrelfolk Lion Spiritual Totem Barbarian 1/Binder 1/Martyred Champion of Ilmater 7/Death Delver 3 12.00 12.00 3rd
5 Moravin Dahl (https://forums.giantitp.com/showsinglepost.php?p=25964006&postcount=38) NG Human Archivist 12/Sacred Exorcist 1/Witch Hunter 1/Contemplative 6 10.25 10.25 5th
6 Sulphurclaw, Who Dreams Prophecies (https://forums.giantitp.com/showsinglepost.php?p=25964009&postcount=39) LE Greenspawn Zealot Psychic Warrior 2/Blackguard 10 Inevitability 16.75 16.75 N/A

FactualArcher
2024-03-02, 10:13 AM
Thanks for judging Loky. No disputes from me.

Battlechaser
2024-03-02, 10:18 AM
Thanks for judging. No disputes.

Inevitability
2024-03-02, 11:56 AM
Thanks for judging, loky! I appreciate the nice things you said about Sulphurclaw - I first came up with the idea when there was a chance we were going to have a Healing + Breath Weapon round, and this felt like the best chance I was ever going to get to actually implement it. I'm actually really happy that I scored solid on Power; I was expecting it to be a notably weak point.

Also, I've got a dispute for you:


First I want to thank you very much for judging. The only dispute I have, since most of the things you docked me for were things I observed myself and almost did a "pre-judgement dispute note", is getting docked for not being devoted to Wee Jas when this is one of the few classes with a very sizable adaptation portion. I assumed it was like unarmed sword sage which is basically taken for canon.

Here's the text:
Adaptation
Although this prestige class is specific to a single crusader order - the Ruby Knights of Wee Jas - you could easily adapt it to crusaders devoted to almost any other deity. For example, the faiths of Hextor, Vecna, or St. Cuthbert could easily support secret vindicator organizations. If you replace the requirement for Devoted Spirit stances and maneuvers with another martial discipline (Iron Heart or Tiger Claw, for instance), it becomes much easier to qualify for the class without being a crusader - which means that you could create holy (or unholy) orders of warblade/clerics, fighter/clerics, or rogue/clerics.

I understand if this doesn't hold enough water for your criteria, but unlike other Prestige classes this one specifically calls out changing deities. And not to be snarky but I have seen judgements in the negative for domain choices in cleric builds where the character was restricted by the Prestige class for what deity was an option, so I just want to be clear where the adaptation is allowed versus where it's not.

Inevitability
2024-03-04, 03:46 AM
Should be able to start on the judgments this weekend.

Poetic, are you still up to judge?

loky1109
2024-03-04, 12:36 PM
The only dispute I have, since most of the things you docked me for were things I observed myself and almost did a "pre-judgement dispute note", is getting docked for not being devoted to Wee Jas when this is one of the few classes with a very sizable adaptation portion. I assumed it was like unarmed sword sage which is basically taken for canon.
...
I understand if this doesn't hold enough water for your criteria, but unlike other Prestige classes this one specifically calls out changing deities. And not to be snarky but I have seen judgements in the negative for domain choices in cleric builds where the character was restricted by the Prestige class for what deity was an option, so I just want to be clear where the adaptation is allowed versus where it's not.
I need to explain. I didn't penalize you for illegality of Adaptation. There are two issues. While this adaptation exists it is too up to DM. You couldn't take it right out of the box. Unarmed Swordsage is opposite - it's almost full ready class variant. Another issue is you deity. It is illegal. Both these issues cost you -0.25 points each. No changes.

Inevitability
2024-03-06, 07:03 AM
With Poetic absent from this thread for the past weeks, I believe it's time we ended this round and began a new one.

# Name Alignment / Race Class Levels Chef loky1109 Total Place
1 Simon Tam (https://forums.giantitp.com/showsinglepost.php?p=25963998&postcount=34) LG Halfling Shaman 5/Swordsage 10/Citadel Elite 5 FactualArcher 16.50 16.50 1st
2 Meepo 7.5.A (https://forums.giantitp.com/showsinglepost.php?p=25963999&postcount=35) NE Necropolitan Kobold Shaman 6/Mystic Wanderer 4/Fleshwarper 10 Battlechaser 13.25 13.25 2nd
3 Alexander Parsnips (https://forums.giantitp.com/showsinglepost.php?p=25964002&postcount=36) CG Human Swordsage 5/Cloistered Cleric 1/Ruby Knight Vindicator 10/Holy Liberator 4 quetzalcoatl5 11.00 11.00 4th
4 Nameless One (https://forums.giantitp.com/showsinglepost.php?p=25964005&postcount=37) CG→LG Anthropomorphic Bat Were-Brown Bear Mongrelfolk Lion Spiritual Totem Barbarian 1/Binder 1/Martyred Champion of Ilmater 7/Death Delver 3 Korahir 12.00 12.00 3rd
5 Moravin Dahl (https://forums.giantitp.com/showsinglepost.php?p=25964006&postcount=38) NG Human Archivist 12/Sacred Exorcist 1/Witch Hunter 1/Contemplative 6 Tohron 10.25 10.25 5th
6 Sulphurclaw, Who Dreams Prophecies (https://forums.giantitp.com/showsinglepost.php?p=25964009&postcount=39) LE Greenspawn Zealot Psychic Warrior 2/Blackguard 10 Inevitability 16.75 16.75 N/A

Congratulations to all contestants, most of all FactualArcher, Battlechaser, and Korahir! Next thread to be posted in the coming 24 hours - that is also the time to get your vote in if you haven't already!

Inevitability
2024-03-07, 04:14 AM
Sphinxes and Scarabs: 2 votes

Shadows' Sting: 2 votes

The Right Man For The Gob: 2 votes

Robin Smooth: 3 votes

Signature Sword: 5 votes + 1 judge vote

Men Are From Mars, Demons From Deimos: 2 votes + 1 judge vote

Perfected Pugilist: 2 votes + 1 judge vote

With an overwhelming majority, the next round will be Signature Sword! Next thread up... now! (https://forums.giantitp.com/showthread.php?665179)