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The Viscount
2024-04-21, 02:12 PM
Welcome to Optimization Stadium, the field of combat for our storied competition. Here the contestants will be transmuting lead into gold as we showcase the overlooked, underused, weird, wild, and wonky prestige classes.

The Drow have a lot of baggage. There's a whole host of monsters that arise from failing Lolth's many tests of her faithful. There are many prestige classes for them, but as we've seen in many prior rounds, they're often quite poor. Then we get to this class. It says it's about one thing, but some of the features indicate something of a confusing set of priorities. This round, crack open Drow of the Underdark and wonder whether this can be twisted into a tortured Oppenheimer reference, this round we're cooking with Kinslayer!

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

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

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

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

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

Cooking Time: Contestants will have until 13:59 GMT on Sunday, May 12th, 2024 to create their builds and PM them to the Chairman, The Viscount. You may submit build by email if it is too large for a single PM. Please put the name of your build in the subject line of your PM. Builds will then be posted simultaneously, to avoid copying. Judges will have until 13:59 GMT on Sunday, May 26th, 2024 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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

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

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

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

Past Competitions

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

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

Iron Chef CI: Night Mask Deathbringer (https://forums.giantitp.com/showthread.php?610308-Iron-Chef-Optimization-Challenge-in-the-Playground-CI)
Iron Chef CII: Blade Dancer (https://forums.giantitp.com/showthread.php?613031-Iron-Chef-Optimization-Challenge-in-the-Playground-CII)
Iron Chef CIII: Psion Uncarnate (https://forums.giantitp.com/showthread.php?614461-Iron-Chef-Optimization-Challenge-in-the-Playground-CIII)
Iron Chef CIV: Atavist (https://forums.giantitp.com/showthread.php?615697-Iron-Chef-Optimization-Challenge-in-the-Playground-CIV)
Iron Chev CV: Primeval (https://forums.giantitp.com/showthread.php?618136-Iron-Chef-Optimization-Challenge-in-the-Playground-CV)
Iron Chef CVI: Disciple of Mammon (https://forums.giantitp.com/showthread.php?620730-Iron-Chef-Optimization-Challenge-in-the-Playground-CVI)
Iron Chef CVII: Insidious Corruptor (https://forums.giantitp.com/showthread.php?622560-Iron-Chef-Optimization-Challenge-in-the-Playground-CVII)
Iron Chef CVIII: Crimson Scourge (https://forums.giantitp.com/showthread.php?624099-Iron-Chef-Optimization-Challenge-in-the-Playground-CVIII)
Iron Chef CIX: Tattooed Monk (https://forums.giantitp.com/showthread.php?626458-Iron-Chef-Optimization-Challenge-in-the-Playground-CIX)
Iron Chef CX: Rage Mage (https://forums.giantitp.com/showthread.php?628809-Iron-Chef-Optimization-Challenge-in-the-Playground-CX)
Iron Chef CXI: Watch Detective (https://forums.giantitp.com/showthread.php?630421-Iron-Chef-Optimization-Challenge-in-the-Playground-CXI)
Iron Chef CXII: Spinemeld Warrior (https://forums.giantitp.com/showthread.php?632291-Iron-Chef-Optimization-Challenge-in-the-Playground-CXII)
Iron Chef CXIII: Celebrant of Sharess (https://forums.giantitp.com/showthread.php?633637-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIII)
Iron Chef CXIV: Thayan Gladiator (https://forums.giantitp.com/showthread.php?635212-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIV)
Iron Chef CXV: Shining Blade of Heironeous (https://forums.giantitp.com/showthread.php?637097-Iron-Chef-Optimization-Challenge-in-the-Playground-CXV)
Iron Chef CXVI: Peregrine Runner (https://forums.giantitp.com/showthread.php?638522-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVI)
Iron Chef CXVII: Imaskari Vengeance Taker (https://forums.giantitp.com/showthread.php?640260-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVII)
Iron Chef CXVII: Siren (https://forums.giantitp.com/showthread.php?641848-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVIII)
Iron Chef CXIX: Arcane Duelist (https://forums.giantitp.com/showthread.php?645786-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIX)
Iron Chef CXX: Berserk (https://forums.giantitp.com/showthread.php?646933-Iron-Chef-Optimization-Challenge-in-the-Playground-CXX)
Iron Chef CXXI: Dragon Descendant (https://forums.giantitp.com/showthread.php?648507-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXI)
Iron Chef CXXII: Cerebrex (https://forums.giantitp.com/showthread.php?650262-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXII)
Iron Chef CXXIII: Defiant (https://forums.giantitp.com/showthread.php?651923-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXIII)
Iron Chef CXXIV: Beast Heart Adept (https://forums.giantitp.com/showthread.php?652714-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXIV)
Iron Chef CXXV: Shadowspy (https://forums.giantitp.com/showthread.php?654631-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXV)
Iron Chef CXXVI: Ballisteer (https://forums.giantitp.com/showthread.php?655924-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXVI)
Iron Chef CXXVII: Umbral Disciple (https://forums.giantitp.com/showthread.php?656764-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXVII)
Iron Chef CXXVIII: Vengeance Knight (https://forums.giantitp.com/showthread.php?659069-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXVIII)
Iron Chef CXXIX: Demonologist (https://forums.giantitp.com/showthread.php?661607-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXIX)
Iron Chef CXXX: Divine Agent (https://forums.giantitp.com/showthread.php?662667-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXX)
Iron Chef CXXXI: Cyre Scout (https://forums.giantitp.com/showthread.php?664931-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXXI)

The Viscount
2024-04-21, 02:12 PM
FAQ:
Q: What's this even about?
A: I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

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

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

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

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

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

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

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

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

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

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

One Mistake, One Penalty

Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

Non-exhaustive list of examples:

Skills

Allowed:

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


Not allowed:

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



Prereqs

Allowed:

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


Not Allowed:

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



Other general things that are no longer allowed:

Penalizing because someone has chosen to build a tribute to an existing creative work
Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalize if a fluff prereq is not addressed at all, but not for how well it is addressed.
Please don't base your scores off the scores of another judge.


Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.

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

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

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

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

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

Inevitability
2024-04-21, 06:14 PM
This round, crack open Drow of the Underdark and wonder whether this can be twisted into a tortured Oppenheimer reference, this round we're cooking with Kinslayer!

Now I have become Death, destroyer of... elves?

(probably in to cook)

AMFV
2024-04-24, 03:39 PM
I might be in to cook on this one. Got to figure out if that bundle of almost features is worth four mediocre feats.

loky1109
2024-04-25, 07:34 AM
I have a question about Vow of Vengeance feat.


Choose one creature type or subtype from those given on Table 3–14: Ranger Favored Enemies, PH 47. You gain a +2 profane bonus on damage rolls against these creatures, as well as a +4 profane bonus on rolls to confirm critical threats against them.

To fulfill your vow, you must kill at least one creature of the selected type each month. When facing these creatures, you cannot retreat and you must fight until you or all the creatures of your chosen foe are killed. You can take prisoners, but they must die within 1 week of capture.
If I select Humanoid (elf) must I fight every drow I see?

yeetusmcgeetus
2024-04-25, 08:54 AM
I have a question about Vow of Vengeance feat.


If I select Humanoid (elf) must I fight every drow I see?

I think it depends on your interpretation of "when facing." If you take the strictest possible, literal interpretation (physically facing towards the creature) then yes. However, if you interpret it as facing them in combat, which seems more reasonable to me, you only have to fight 1 a month.

AMFV
2024-04-25, 09:25 AM
I have a question about Vow of Vengeance feat.


If I select Humanoid (elf) must I fight every drow I see?

With how Drow society works that's very likely the safe option anyways.

loky1109
2024-04-25, 09:40 AM
With how Drow society works that's very likely the safe option anyways.
Killing every and each drow he/she meets doesn't look safe option for drow.

Beni-Kujaku
2024-04-25, 09:49 AM
Killing every and each drow he/she meets doesn't look safe option for drow.

Sometimes, mirrors are your worst enemies. No looking glass shall stand in her way!

Inevitability
2024-04-25, 12:31 PM
If we're going the silly RAW way, I'd just like to point out the facing rules were removed from the game...

AMFV
2024-04-25, 03:27 PM
Killing every and each drow he/she meets doesn't look safe option for drow.

Jokes aside, I would say that it is intended to mean "facing in combat". So that means that if you are fighting another Drow you can't take mercy on them. Which fits with the character concept overall. Also there is the "Renegade Drow" possibility.

The Viscount
2024-04-25, 05:44 PM
I have a question about Vow of Vengeance feat.


If I select Humanoid (elf) must I fight every drow I see?

For Vow of Vengeance, treat "facing" to mean "begin combat where your enemies include."

loky1109
2024-04-25, 05:47 PM
Jokes aside, I would say that it is intended to mean "facing in combat". So that means that if you are fighting another Drow you can't take mercy on them. Which fits with the character concept overall. Also there is the "Renegade Drow" possibility.

Don't know. My first reading this feat was: you see it, you should kill it. And this reading doesn't fit the class concept.
It looks like PrC intend was VoV (elves), but author forgot that drow are elves, too.

Inevitability
2024-04-26, 01:56 AM
For Vow of Vengeance, treat "facing" to mean "begin combat where your opponent includes."

...on the enemy side, I assume?

Beni-Kujaku
2024-04-26, 03:26 AM
...on the enemy side, I assume?

"Opponents" are generally on the enemy side, yes.

RaiKirah
2024-04-28, 02:40 PM
I've got an idea - it's not very good, but I may get it submitted!

Inevitability
2024-05-04, 03:25 AM
Hi; I might need a few more days, could I request an extension?

The Viscount
2024-05-04, 08:37 AM
Absolutely. I was about to ask where people were myself.

The new deadline is May 12th (OP updated)

AMFV
2024-05-04, 10:12 PM
Absolutely. I was about to ask where people were myself.

The new deadline is May 12th (OP updated)

I've got my entry mostly finished and should have it submitted later this week. The build part's done just need to write everything up. I'm pretty excited with how it turned out considering the fact that the Kinslayer is a little spread out.

Psycho Ban
2024-05-08, 12:18 PM
I'm a latecomer, but this will be my first Iron Chef, so I'm excited.

The Viscount
2024-05-09, 06:39 PM
Always great to see new faces in Iron Chef!

Paragon
2024-05-10, 06:02 AM
Entry sent ! Pretty happy with the result :) impatient to see what you guys have cooked

Psycho Ban
2024-05-10, 11:11 AM
Entry sent. Let's see how this goes.

loky1109
2024-05-10, 03:18 PM
It's very hard SI in my opinion. I made one entry with interesting trick and thought about second, but... I found myself with just bigger numbers, no true combos.

Want to see what other contestants made.

Inevitability
2024-05-10, 05:17 PM
It's very hard SI in my opinion. I made one entry with interesting trick and thought about second, but... I found myself with just bigger numbers, no true combos.

Want to see what other contestants made.

I ended up feeling pretty good with what I submitted, but making kinslayer feel like it was actually pulling its weight in the build was really hard.

There's just a really awkward mix of okay features that are so niche you can't find reliable use for them, grossly underpowered features, and okay stuff that you could be getting elsewhere without having to waste four bad feats.

AMFV
2024-05-10, 07:02 PM
Entry is in! I'm very happy with how it turned out, it wound up synergizing a lot better than I was originally expecting it would. I'll be excited to see if anybody else thought of the same gimmick as I did!

RaiKirah
2024-05-11, 07:09 PM
I'm not going to be able to get my build together and submitted. Looking forward to seeing what everyone else came up with!

Paragon
2024-05-12, 03:10 AM
I'm not going to be able to get my build together and submitted. Looking forward to seeing what everyone else came up with!

Could we interest you in some judging then ? :-D

Inevitability
2024-05-13, 06:05 AM
Is it time for the reveal?

The Viscount
2024-05-13, 10:01 PM
Apologies, Sunday got away from me, and I was busy with work earlier today. Now, it is time for the reveal (please hold off on posting until I give the all clear).

The Viscount
2024-05-13, 10:03 PM
Yo dawg I heard you like totems



https://epicarmoury.com/media/nxjfpjbe/514607-2.jpg
link (https://epicarmoury.com/products/2050-dark-elf-trophy-ear)

You all hate drow. As I do. And we are allies for now. But don’t let it fool you, I hate you all, pointy-eared. You all are elves. Not only drow abandon me, but all you. I grew up wandering. Bonding one barbarian tribe to another. No one of you helped me. Don’t expect me to welcome you. You just are less bad for me, but if someone betrays our struggle I'll kill them without a second thought.

I use you as my tool against drow. My plan is simple. I'll transform you. I'll give you small part of my wrath. You will become appear like a drow - it works only on elves unfortunately. You all will infiltrate some drow city maybe even Menzoberranzan once and at the right moment we all start to kill nearby drow. Part of you will be revealed and captured - if you not sure you could endure a few hours of torture you should try to die quick. Most of you won’t survive the event, but I promise you - you will kill several drow.


Unholy Fury Berserker Strength Jaguar Totem Wolf Totem Ape Torem Bear Totem Horse Totem Barbarian 5/Elf Soulborn 4/Half-Elf Paragon 1/Kinslayer 10
Abilities Initial ASI Total
STR 14 14
DEX 12 12
CON 14 14
INT 14 14
WIS 10 10
CHA 15 5 20

Level Class BAB Fort Reflex Will Skills Feats Class Features
1st Unholy Fury Berserker Strength Jaguar Totem Barbarian 1 1 2 0 0 24: {+4} Climb: 4; {+4} Craft (taxidermy): 4; {+4 CC} Disguise: 2; {+4} Intimidate: 4; {+4} Jump: 4; {+4} Survival: 4; Drow Legacy1 Berserker strength, illiteracy, unholy fury
2nd Wolf Totem Barbarian 2 2 3 0 0 6: {+1} Climb: 5; {+1} Craft (taxidermy): 5; {+1 CC} Disguise: 2.5; {+1} Intimidate: 5; {+1} Jump: 5; {+1} Survival: 5; Improved TripB
3rd Ape Torem Barbarian 3 3 3 1 1 6: {+1} Climb: 6; {+1} Craft (taxidermy): 6; {+1 CC} Disguise: 3; {+1} Intimidate: 6; {+1} Jump: 6; {+1} Survival: 6; Unspeakable Vow3, Power AttackB
4th Bear Totem Barbarian 4 4 4 1 1 6: {+1} Climb: 7; {+1} Craft (taxidermy): 7; {+1 CC} Disguise: 3.5; {+1} Intimidate: 7; {+1} Jump: 7; {+1} Survival: 7;
5th Horse Totem Barbarian 5 5 4 1 1 6: Climb: 7; {+1} Craft (taxidermy): 8; {+1 CC} Disguise: 4; {+1} Intimidate: 8; Jump: 7; {+1} Survival: 8; {+2} Never Outnumbered; EnduranceB
6th Elf Soulborn 1 6 6 1 1 4: Climb: 7; {+1} Craft (taxidermy): 9; {+1 CC} Disguise: 4.5; {+1} Heal: 1; {+1} Intimidate: 9; Jump: 7; Survival: 8; Never Outnumbered; Diehard6 Aura, smite opposition 1/day
7th Elf Soulborn 2 7 7 1 1 4: Climb: 7; {+1} Craft (taxidermy): 10; {+1 CC} Disguise: 5; {+1} Heal: 2; {+1} Intimidate: 10; Jump: 7; Survival: 8; Never Outnumbered; Incarnum defense
8th Soulborn 3 8 7 2 2 4: Climb: 7; {+1} Craft (taxidermy): 11; {+1 CC} Disguise: 5.5; {+1} Heal: 3; {+1} Intimidate: 11; Jump: 7; Survival: 8; Never Outnumbered; Sapphire SmiteB Bonus feat
9th Soulborn 4 9 8 2 2 4: Climb: 7; {+1} Craft (taxidermy): 12; Disguise: 5.5; {+2} Heal: 5; {+1} Intimidate: 12; Jump: 7; Survival: 8; Never Outnumbered; Vow of Vengeance (Elves)9
10th Half-Elf Paragon 1 9 8 4 2 6: {+4} Bluff: 4; Climb: 7; {+1} Craft (taxidermy): 13; {+1 CC} Disguise: 6; Heal: 5; Intimidate: 12; Jump: 7; Survival: 8; Never Outnumbered; Trophy CollectorB Bonus feat, divided ancestry, elven vision
11th Kinslayer 1 10 8 6 4 6: {+1} Bluff: 5; Climb: 7; Craft (taxidermy): 13; {+2} Disguise: 8; Heal: 5; {+1} Intimidate: 13; Jump: 7; Survival: 8; {+2} Second Impression, Never Outnumbered; Mettle, rage 1/day, surge of hate
12th Kinslayer 2 11 8 7 5 6: {+3} Bluff: 8; Climb: 7; Craft (taxidermy): 13; {+2} Disguise: 10; Heal: 5; {+1} Intimidate: 14; Jump: 7; Survival: 8; Second Impression, Never Outnumbered; Bonus Essentia12 Inured to sunlight, smite elves 1/day
13th Kinslayer 3 12 9 7 5 6: {+1} Bluff: 9; Climb: 7; Craft (taxidermy): 13; {+2} Disguise: 12; Heal: 5; {+1} Intimidate: 15; Jump: 7; Survival: 8; {+2} Assume Quirk, Second Impression, Never Outnumbered; Elf bane
14th Kinslayer 4 13 9 8 6 6: {+3} Bluff: 12; Climb: 7; Craft (taxidermy): 13; {+2} Disguise: 14; Heal: 5; {+1} Intimidate: 16; Jump: 7; Survival: 8; Assume Quirk, Second Impression, Never Outnumbered; Shameful strike
15th Kinslayer 5 14 9 8 6 6: {+2} Bluff: 14; Climb: 7; Craft (taxidermy): 13; {+2} Disguise: 16; Heal: 5; {+1} Intimidate: 17; Jump: 7; {+1} Sense Motive: 1; Survival: 8; Assume Quirk, Second Impression, Never Outnumbered; Imperious Command15 Rage 2/day, smite elves 2/day
16th Kinslayer 6 15 10 9 7 6: {+2} Bluff: 16; Climb: 7; Craft (taxidermy): 13; {+2} Disguise: 18; Heal: 5; {+1} Intimidate: 18; Jump: 7; {+1} Sense Motive: 2; Survival: 8; Assume Quirk, Second Impression, Never Outnumbered; Deny elf magic
17th Kinslayer 7 16 10 9 7 6: {+2} Bluff: 18; Climb: 7; Craft (taxidermy): 13; {+2} Disguise: 20; Heal: 5; {+1} Intimidate: 19; Jump: 7; {+1} Sense Motive: 3; Survival: 8; Assume Quirk, Second Impression, Never Outnumbered; Disguise heritage
18th Kinslayer 8 17 10 10 8 6: {+2} Bluff: 20; Climb: 7; Craft (taxidermy): 13; {+1} Disguise: 21; Heal: 5; {+2} Intimidate: 21; Jump: 7; {+1} Sense Motive: 4; Survival: 8; Assume Quirk, Second Impression, Never Outnumbered; Awesome Smite18 Fey bane, smite elves 3/day
19th Kinslayer 9 18 11 10 8 6: {+2} Bluff: 22; Climb: 7; {+1 CC} Craft (taxidermy): 13.5; {+1} Disguise: 22; Heal: 5; {+1} Intimidate: 22; Jump: 7; {+1} Sense Motive: 5; Survival: 8; Assume Quirk, Second Impression, Never Outnumbered; Rage 3/day
20th Kinslayer 10 19 11 11 9 6: {+1} Bluff: 23; Climb: 7; {+3 CC} Craft (taxidermy): 15; {+1} Disguise: 23; Heal: 5; {+1} Intimidate: 23; Jump: 7; Sense Motive: 5; Survival: 8; Assume Quirk, Second Impression, Never Outnumbered; Lolth's curse, vengeful strike

Skarsh was a poor barbarian at this moment. He is a half-drow and it was a problem. Tribes adopted him, but at some moment he became an outcast and such a pattern has been repeated repeatedly. He was a Jaguar, a Wolf, an Ape, a Bear and a Horse. This couldn’t go on forever and he decided to leave barbarian land.


Yes, it's legal.

The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe).
Yeah, I just mention this in story, but:

Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalize if a fluff prereq is not addressed at all, but not for how well it is addressed.
I think fluff prereq is addressed enough.

For now my character is a front line fighter with some useful feats and triggered by damage Rage-like condition with free smite attack. Good, but nothing very special.

Skarsh went wandering hungry for revenge. It was clear who was responsible for his suffering - his drow parent and through this all drow. Fire of hate burned in his soul and he started to study how to use the power of his soul to become stronger. To direct his rage at drow and elves in general.


Drow Blood. For all special abilities and effects, a half-drow is considered a drow.
Drow is an elf, so elven options are open for me. As like SI later.

At this moment my character still is a competent front liner, while his Berserker Strength became less useful. But he obtained another smite source and Sapphire Smite feat to have more attempts.
For the sake of clarity: Sapphire Smite should increase the amount of uses for every rage - they are separate sources of smites. This means Skarsh has an unlimited amount of smites per day - he just needs to take enough damage and to be healed later. And now he started his collection of severed elven ears. This and Soulborn's Fearsome Mask give him significant bonus to Intimidate.

Skarsh started his solo-campaign against the drow. He stalked them in the Underdark caverns, tracked them in surface cities, and killed them everywhere he met them. He became even more furious and violent then was before and only a trail of one-eared bodies left behind him.

First five SI levels. All way good and useful Mettle, useful for my character Surge of Hate (and other anti-elves features) and Rage with bonuses stacking with Berserker strength's bonuses (while it's kinda tricky to activate them simultaneously). Also I have third source of smites now and Shameful Strike is good if you strikes first.

Skarsh "Ear-cutter" started to understand: being solo against the whole race isn't the best way to win and he began recruiting followers. Who does hate drow more than anyone else? Yes, other elves. Skarsh hates all elves, of course, but the idea to force them to kill each other was very seductive. And anyway not every meet elf was ready to join him, even faced with a choice: join or death. Them who refused became feed for Skarsh's hate and new ear for his necklace.

Finish the SI. SR, Disguise heritage means my character could look like any non-drow (and I think non-avariel) elf. With Lolth's Curse later he could also look like any drow, too. More rages, more smites, anti-fey bonus and the main feature - Lolth's Curse. With it my character could give any of his elf or half-elf followers the appearance of a poor-blooded drow. Having almost unlimited amount of smites (thanks to my Berserker strength) he could transform enough followers to make a terror in the average drow city.

Type Name Book Page
Race Half-Drow Races of Faerun 62
Class Barbarian PHB 24
Class Soulborn Magic of Incarnum 25
Class Half-Elf Paragon Unearthed Arcana 39
Prestige Class Kinslayer Drow of the Underdark 87
Class variant Unholy Fury Exemplars of Evil 22
Class variant Berserker Strength PHB II 33
Class variant Totem Barbarian Unearthed Arcana 48
Class variant Elf Soulborn Magic of Incarnum 45
Feat Drow Legacy Drow of the Underdark 220
Feat Improved Trip PHB 96
Feat Unspeakable Vow Drow of the Underdark 55
Feat Power Attack PHB 98
Feat Endurance PHB 93
Feat Diehard PHB 93
Feat Sapphire Smite Magic of Incarnum 40
Feat Vow of Vengeance Drow of the Underdark 56
Feat Trophy Collector PHB II 83
Feat Bonus Essentia Magic of Incarnum 35
Feat Imperious Command Drow of the Underdark 50
Feat Awesome Smite Complete Champion 55
Skill Tricks All Complete Scoundrel 84-90

The Viscount
2024-05-13, 10:05 PM
Where there's smoke there's... wait.....



Those Who Fuel The Smokeless Fire Must Not Be Surprised When The Flames Consume Them

https://i.postimg.cc/tJtFzQTt/OIG1.jpg

Stub: Mirage Mullah Half-Drow Spirit Shaman 5 / Half-Elf Paragon 2 / Elemental Archon 1 / Kinslayer 8
Alignment: NE
Deity: Kossuth
Languages: Common, Elven, Undercommon, Ignan (eventually all via Tongues)

Ability array: 10 str, 12 dex, 14 con, 12 int, 16 wis, 16 cha
ASIs: CHA at level 4,8,12,16
Template: Str -2, Con -2, Int +2, Wis -2, Cha +6
Final stats: 8 str, 12 dex, 12 con, 14 int, 14 wis, 26 cha



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


1st
Spirit Shaman 1
+0
+2
+0
+2
Craft (Alchemy) +4 (4), Diplomacy +4 (4), Knowledge(nature) +4 (4), Listen +2 (2), Spot +2 (2) Survival +4 (4)
Endurance
Spirit Guide (Coyote), Wild Empathy


2nd
Spirit Shaman 2
+1
+3
+0
+3
Craft (Alchemy) +1 (5), Diplomacy +1 (5), Knowledge(nature) +1 (5), Listen 2, Spot +1 (3) Survival +1 (5)
-
Chastise Spirits


3rd
Spirit Shaman 3
+2
+3
+1
+3
Craft (Alchemy) +1 (6), Diplomacy +1 (6), Knowledge(nature) +1 (6), Listen 2, Spot +1 (4) Survival +1 (6)
Unspeakable Vow
Detect Spirits


4th
Spirit Shaman 4
+3
+4
+1
+4
Craft (Alchemy) +1 (7), Diplomacy +1 (7), Knowledge(nature) +1 (7), Listen 2, Spot +1 (5) Survival +1 (7)
-
Blessing of the Spirits


5th
Spirit Shaman 5
+3
+4
+1
+4
Craft (Alchemy) +1 (8), Diplomacy +1 (8), Knowledge(nature) +1 (8), Listen 2, Spot +1 (6), Survival +1 (8)
-
Follow the Guide


6th
Half-Elf Paragon 1
+3
+4
+3
+4
Bluff +2 (2), Craft (Alchemy) 8, Diplomacy +1 (9), Intimidate +2cc (1), Knowledge(nature) 8, Listen 2, Spot 6, Survival 8
Vow of Vengeance (Fey), DiehardB
Bonus Feat, Elven Vision


7th
Half-Elf Paragon 2
+4
+4
+4
+4
Bluff +2 (4), Craft (Alchemy) 8, Diplomacy +1 (10), Intimidate +2cc (2), Knowledge(nature) 8, Listen 2, Spot 6, Survival 8
-
Persuasion


8th
Elemental Archon 1
+4
+6
+4
+6
Bluff 4, Craft (Alchemy) 8, Diplomacy 10, Intimidate +2cc (3), Knowledge(nature) 8, Knowledge (the planes) +1 (1), Listen 2, Spot 6, Survival 8
-
Mephit Underlings


9th
Kinslayer 1
+5
+6
+6
+8
Bluff 4, Craft (Alchemy) 8, Diplomacy 10, Intimidate +5 (8), Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival 8)
Imperious Command
Mettle, Rage 1/day, Surge of Hate


10th
Kinslayer 2
+6
+6
+7
+9
Bluff +2 (6), Craft (Alchemy) +1 (9), Diplomacy 10, Intimidate +2 (10), Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival 8
-
Inured to Sunlight, Smite Elves 1/day


14th
Mirage Mullah
+6
+6
+7
+9
Bluff 6, Craft (Alchemy) 9, Diplomacy 10, Intimidate 10, Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival 8
Unseelie Court Noble KelirB
SLAs, Low-Light Vision, Daylight Weakness, Oasis Dependent


15th
Kinslayer 3
+7
+7
+7
+9
Bluff +1 (7), Craft (Alchemy) 9, Diplomacy 10, Intimidate +2 (12), Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival +1 (9), Never Outnumbered Skill Trick +2
-
Elf Bane


16th
Kinslayer 4
+8
+7
+8
+10
Bluff +2 (9), Craft (Alchemy) +1 (10), Diplomacy 10, Intimidate +2 (14), Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival +1 (10), Never Outnumbered
Charming the Arrow
Shameful Strike


17th
Kinslayer 5
+9
+7
+8
+10
Bluff +2 (11), Craft (Alchemy) +1 (11), Diplomacy 10, Intimidate +2 (16), Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival +1 (11), Never Outnumbered
-
Rage 2/day, Smite Elves 2/day


18th
Kinslayer 6
+10
+8
+9
+11
Bluff +3 (14), Craft (Alchemy) +1 (12), Diplomacy 10, Intimidate +1 (17), Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival +1 (12), Never Outnumbered
-
Deny Elf Magic


19th
Kinslayer 7
+11
+8
+9
+11
Bluff +3 (17), Craft (Alchemy) +1 (13), Diplomacy 10, Intimidate +1 (18), Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival +1 (13), Never Outnumbered
Intimidating Rage
Disguise Heritage


20th
Kinslayer 8
+12
+8
+10
+12
Bluff +2 (19), Craft (Alchemy) +2 (15), Diplomacy 10, Intimidate +1 (19), Knowledge(nature) 8, Knowledge (the planes) 1, Listen 2, Spot 6, Survival +1 (14), Never Outnumbered
-
Fey Bane, Smite Elves 3/day




I was eight when my father disappeared.

As far as I know, he simply vanished from our lives one night. My mother told me he'd left the tent around midnight and that was the last she'd seen of him. The other nomads had conflicting accounts: some were sure they'd seen him return, others thought they'd seen a figure march off into the desert, and one outlandish tale claimed he'd walked into the middle of camp and just... disappeared. As a child, the particulars of it did not interest me as much as the consequence: I was half an orphan now.

I spend long days in my mother's tent. She was different from the other elves: darker-skinned, paler-haired, averse to heat and sunlight, master of magic. I was her apprentice, of sorts, learning about the spirits that suffused our world: the Jinn, creatures of invisible flame lurking between the winds. Deceitful and inhuman, taking the shape of snakes and scorpions, cursing and blessing as their strange minds saw fit. A few lesser ones were amenable to service; those I drew on in what few spells I learned to master.

I was thirty-four when my father reappeared, seemingly no older than he'd been when I last saw him. Even without my mother's training, I would have known to be suspicious. With it, I knew beyond a doubt that this could not be him. He'd appeared while we were travelling; crested the rim of a jagged rock formation, stared down at us for a handful of moments, and disappeared again. We quickly moved on.

The encounter shook me. The being I'd seen could not have been my father. But had it been his killer? Or had this thing come upon his spirited-away corpse, and taken his face as a brigand may take a roadside corpse's coin? Neither thought was appealing - if my father was dead, as I had accepted by now, then let every part of him remain so.

I begged my mother to let me go after this monster. She refused. I pleaded for days on end - every time her response was the same: I was still too weak. So I stayed behind in the next oasis we visited: trained and prayed to Kossuth Day-Lord, learned ever more of the spirits and their ways.

When my people returned there, nearly two years later, I was ready. My mother relented; she called on her authority to hand-pick a dozen warriors and sent them with me. We set off, returning to that place where we had seen him all that time ago. Nearby, we found the bewitched oasis-lair of the thing that looked like my father. My first spell, empowered by hate, killed it on the spot.

And while I stared at the ravaged body, waiting for the guise to melt away and reveal some inhuman thing beneath, a blow to my head made me lose consciousness.

I awoke bound hands and feet. The elven warriors that had accompanied me stood around me, grim-faced. I began to scream, to demand answers- and received exactly that.

I'd always been raised with the idea that none but my mother communed with jinn, that even her dealings were small and insignificant. How cleverly she'd lied to me, substituting a sheltered childhood for the need to tell actual untruths! This tribe, all of it, existed at the center of a spun web of pacts and deals. Some demanded sacrifice of blood, others of coin. She herself was the product of yet another pact: not that far up her family tree sat something remarkably un-elven, something shadow-cloaked and magic-blooded, which flinched away from the sun as she herself did too.

More distressingly, the thing I killed had, in fact, once been my father. Taken from his bed by his own wife, led to a dark and secluded place, and... not quite killed, not quite destroyed, but changed, a payment to some shadowy court for yet another boon. And my fate would be no different. The pact demanded a human soul in sacrifice - I was close enough. I was left behind, tied-up, in a jinn-cursed place that would subsume my being. I struggled against the ropes for hours; dusk came, then dawn - and then it happened.

The desert came rushing in: hollowing me out, stripping away thoughts and hopes and fears to make room for itself. Fire blazed through my body, adding strange new magics to my familiar ones. Lies and curses crept into my tongue. My body became flawless like carved stone and no less unchanging. The ropes, as an afterthought, simply rotted away - perhaps they were part of the offering.

What disturbed me most, after it all, was how much I was still me. My memories remained. My desires were unchanged. Even the sunlight, painful as it was, did not seem to inhibit me as it had my mother (a gift of Kossuth?). More problematic was the link tethering me to my place of transformation, but I found a way around it. It all left me wondering: had my father been like this when he died? Helpless, bound, yet still himself, still my father, stuck in torment for years on end?

My oath of vengeance was renewed on his body. Towards the jinn, of course, but why stop there? Why retain my rage for jinn, and not for those willing to deal with them? My mother would die. My clan would die. And all others, too, if they did not forswear their service to these cursed beings. And as for those who would not relent, who refused to acknowledge the agonies that jinn visited upon the hapless...

Well, I had a way to make them understand.


Spells per Day


Level
0lvl
1st
2nd
3rd
4th


1st
3
3
-
-
-


2nd
4
4
-
-
-


3rd
5
5
3
-
-


4th
6
6
4
-
-


5th
6
7
5
3
-


7th
6
7
6
4
-


8th
6
7
7
5
2


14th
6
7
7
4
2



Typical Spells Retrieved:
0th: Cure Minor Wounds, Detect Magic, Read Magic
1st: Cloak of Shade, Longstrider, Wood Wose
2nd: Blood Frenzy, Divine Presence
3rd: Junglerazer
4th: Feathers


ECL 5
A very straightforward spirit shaman. Craft alchemical stuff (poisons are on the table; a Wood Wose can apply them safely), cast spells, hope your travels bring you in contact with lots of spirits. You're pretty good at Diplomacy also, which is nice. Note that there's a PHBII teamwork benefit (Team Rush) that lets you use your longstrider-enhanced speed to determine the party's overland movement, giving us a reason for Endurance beyond 'eh I guess deserts are rough environments'.

ECL 10
A bit of a shift in focus here. Half-Elf Paragon makes us better at spotting, searching, and social interaction of all stripes. Kinslayer gives us Mettle (very nice with Spirit Shaman letting us get an extra save vs every enchantment spell), an initiative boost vs elves, Smite, and Rage. You've got a respectable +18 intimidate before items, with Divine Presence (CChamp) adding +5, +10, or even +15 to that check (a sacred bonus, strangely), especially against the Good alignments that fey skew towards, and items adding some as well, so for a large portion of combat you'll just be scaring foes into submission with Imperious Command (and Never Outnumbered to taste).

We've got three mephits. Most of the time, they'll be magma mephits, whose 1/day Pyrotechnics will blind everyone except your immune self and which can turn into lava pools to create a defensive moat around you (what happens when you fly over someone and then turn to lava?). They can also use their okayish charisma to Aid Another on your intimidate attempts, fling alchemical stuff from above, or use their liquid form to get through confined spaces.

ECL 15
Mirage Mullah gives us always-on Mage Armor, Tongues for easier diplomancing, save-or-sucks like Blindness/Deafness, Confusion, and Bestow Curse, and utility in Ventriloquism, Illusions, Suggestion, and Charm Person. Along with it, we get a huge charisma boost, which synergizes great with Unseelie Court Noble Kelir (a bonus feat: read our backstory). This, in turn, makes us even more of a social powerhouse than we already are: we can now use our +17 bluff to worsen others' opinions of a target, isolating them socially and leaving them easy prey for us.

Also, we can turn other people into mirage mullahs and have an easier time fighting them while they're weakened by the sun, the constitution penalty, and separation from their oasis.

Speaking of transformation: with Feathers (MotW) we can turn ourselves and up to six allies (say, the 3 other members of a standard party and our three mephits) into small-sized flying creatures (vultures are most thematic, but other birds can also work) for hours on end. This has some advantages outside of noncombat travel, like upping our constitution and thus fortitude, gives us a flying form from where we can still use our SLAs, but most importantly it messes up enemy targeting. No matter how many SLAs you use, foes won't know which of the four identical birds is the source! If you're using Team Rush, the party moves at 80 ft. overland while you're in eagle form, regardless of whether they're transformed themselves or not.

ECL 20
With our charisma so high and our physical stats mediocre at best, we turn to an unexpected source of staying relevant when intimidation isn't relevant: charisma-based archery! Charming the Arrow turns our humble shortbow proficiency into a great way to get our various anti-elf/fey bonuses at range, in addition to being a useful way to deliver poisons and other alchemically crafted nastiness. It's a bit make-do, but for a character whose forte isn't combat, we have a solid array of options.

Intimidating Rage allows us to keep intimidating foes up to 30 feet away. Blood Frenzy (2nd level druid spell) gives us tons of chances to get off a demoralize. The constitution and Will boosts remain useful regardless of our position, the AC penalty is much less rough if we're far from melee. Even the strength bonus has some uses in negating our strength-based damage penalty.


Kinslayer is a weird class! And core to its weirdness is the overspecialization against elves and fey - you can even lose class features for not hunting those vigorously enough! As far as I know, there's no easy way to turn someone into an elf.

But there are ways to turn people into fey. And one such way, Mirage Mullah, is exceptionally well-suited to kinslayer, given how it lets us ignore the Mirage Mullah's light sensitivity. This is actually really hard to do: Daylight Adaptation doesn't work here, Cloak of Dark Power lasts only minutes/level and Shadow Shroud is even worse, Sundark Goggles likewise only affect dazzled. And once we pay the hefty price of being a kinslayer in the first place, it'd be a waste to not keep going and get Fey Bane.

Also note that within desert environments, the people most likely to stumble upon a mysterious oasis are elves. The list of Environmental Racial Variants (https://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm) describes desert elves as nomadic, unlike every other desert race except perhaps goblins. It stands to reason that if random people run into us, they'll be elves. One transformation later, we'll be getting both sets of our bonuses against them - something normal kinslayers can't do unless they happen to run into half-fey elves.

First, let's address the elephant in the room: how do we not get screwed over by Oasis Dependent? Simple: Acorn of Far Travel (https://web.archive.org/web/20201112043550/http://archive.wizards.com/default.asp?x=dnd/fw/20040710a). What, think there's no oaks in the desert? There are (https://en.wikipedia.org/wiki/Quercus_turbinella). Cover it with Unguent of Timelessness, too, and you can stay away from your home for years and years.

But we're not quite done yet. Anyone 'carrying' the acorn is considered to be standing in our oasis. Our fey oasis, which explicitly turns people into mirage mullahs if they are there at dawn. Simply give someone possession of the acorn (lead-wrapped if necessary) by a variety of means: embed it in some other useful object, sneak it into their pockets with Mage Hand, Charm them, and before long they should be fey, with reduced HP, a crippling sensitivity to daylight (hey, remember what time of day it now necessarily is), and vulnerability to your anti-fey features. Get the acorn back, and they start taking damage to three different stats, with the DC to resist slowly increasing. Our Will is high enough that we can endure a few hours of ability damage, and if we lose the template we can always get it back via the same trick. The lead-wrapping should also break line of effect and provide dispel protection.

They get SLAs, sure, but we have excellent Will and slippery mind courtesy of Spirit Shaman - and if they're elves, we even have Deny Elf Magic. It's normally the hardest kinslayer feature to showcase, because it requires your foes to be elves and magic users; our tactics at least take care of the second bit.

On top of that, spirit shaman gives us several benefits against spirits-which-includes-all-fey. We can detect them at-will, we can deal 5d6 damage to them in an AoE, and we have continuous Protection from Spirits up. Against the animals that caravans and elves are likely to have with them, we have Wild Empathy (again boosted by our very high charisma). Also note Junglerazer as a very nice way to damage fey at long distances.

The fey oasis section also says that 'the magic of the oasis makes the fey appear to be mortals', implying that normally we don't seem mortal. Indefinite (Su) shapeshifting from Kinslayer is thus a very welcome boon, above and beyond the normal infiltration/impersonation possibilities it offers.

You may wonder how we're making use of Sickening Strike, given that we're not particularly in the business of making melee attacks. The answer is that Sickening Strike isn't a viable combat option anyway: instead, we use it as an out-of-combat debuff. It's a bit unclear whether you can make random touch attacks whenever you please, but you can definitely make random touch attacks to deliver Mage Armor or Tongues. Touch someone to deliver a seemingly harmless spell and no-save debuff all their saves and skill checks (like Sense Motive to resist Bluff, or its Diplomacy checks to resist our Unseelie Court Noble Kelir feat) for most of a minute, giving you a leg up in social interaction with them. It's up to the DM how aware of the debuff a creature is, but at any rate it should hardly immediately draw a blade on you.

And we're not done leveraging kinslayer class features. Elf Bane and Smite Elves are dependent on us encountering elves, but Surge of Hate isn't quite. Instead, it says that it triggers when 'we see elves among our enemies'. If we were to begin a combat against invisible elves, it wouldn't trigger. And conversely, if we do see elves that aren't there, it would! What I'm saying is, use those snazzy Silent Image and Major Image SLAs to create images of enemy elves and give yourself a free +8 initiative bonus. Being primarily an archer and SLA user in combat, going first is way less awkward for us than it'd be for a pounce-less martial, too. As for how that works with smites: just use those to make your melee touch spells more accurate.

We don't take the final two levels of Kinslayer, which I believe is justifiable. The third Rage is a bit unnecessary when we can already rage as much as we have 2nd-level spells, while turning people into mirage mullahs is already a stronger version of Lolth's Curse. Only Vengeful Strike is left by the wayside, but given how we're not a frontline fighter anyway, I don't think it's all that important for our character.

As for our prerequisite feats: I hope our Vows explain themselves, Endurance is useful for a solitary desert-dweller, and Diehard can be very nice at low levels when paired with Beastland Ferocity (SComp) (especially because we can rage to get ourselves in positive HP again). I didn't list the spell because this tactic falls off at higher levels, but it's an use!

Half-Drow: RoF
Mirage Mullah: Sand
Spirit Shaman: CDiv
Half-Elf Paragon: UA
Elemental Archon: F&P

Imperious Command: DotU
Unseelie Court Noble Kelir, Charming the Arrow: Web (https://web.archive.org/web/20190908194126/http://archive.wizards.com/default.asp?x=dnd/fey/20030815a)
Intimidating Rage: CWar
Never Outnumbered: CScound

Acorn of Far Travel: Web (https://web.archive.org/web/20201112043550/http://archive.wizards.com/default.asp?x=dnd/fw/20040710a)

The Viscount
2024-05-13, 10:08 PM
Drow love a good backstab


H'Tull Farkgallen
Rogue 5/Assassin 4/ Kinslayer 2/ Assassin 1/ Kinslayer 5/ Rogue 2
H'Tull Farkgallen was in the crowd. As he was pushed and jostled, people shushed as the noble began to speak. After studying for a while, he was ready. He uttered a few words, and he disappeared from view. The crowd gasped as the noble lolled over, a scimitar wound in his back.

H'Tull was an orphan, raised in a city of elves. He was hated for nothing more than being drow. However, despite his best efforts, he was filled with hate as well, and that gave birth to a killer. Visited in a dream by Lolth, H'Tull dedicated his life to the death of elves everywhere, using membership in an assassin's guild as a way to find more targets.

Str 18 Dex 15 Con 10 Wis 8 Int 14 Cha 9
Increases Cha>Str>Str>Str>Str



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


1st
Drow Rogue
+0
+0
+2
+0
Disguise 4, Sleight of Hand 4, Tumble 4, Move Silently 4, Hide 4, Craft (Poisonmaking) 4, Knowledge (Nobility and Royalty) 2, Bluff 4, Balance 4, Jump 4
Endurance
Sneak Attack +1d6, Poison Use


2nd
Rogue
+1
+0
+3
+0
Disguise 5, Sleight of Hand 5, Tumble 5, Move Silently 5, Hide 5, Craft (Poisonmaking) 4, Knowledge (Nobility and Royalty) 2, Bluff 5, Balance 5, Jump 5, Open Lock 2
-
Evasion


3rd
Rogue
+2
+1
+3
+1
Disguise 6, Sleight of Hand 6, Tumble 6, Move Silently 6, Hide 6, Craft (Poisonmaking) 6, Knowledge (Nobility and Royalty) 2, Bluff 6, Balance 6, Jump 6, Open Lock 2
-
Sneak Attack +2d6


4th
Rogue
+3
+1
+4
+1
Disguise 7, Sleight of Hand 7, Tumble 7, Move Silently 7, Hide 7, Craft (Poisonmaking) 7, Knowledge (Nobility and Royalty) 3, Bluff 7, Balance 7, Jump 6, Open Lock 2
-
Uncanny Dodge


5th
Rogue
+3
+1
+4
+1
Disguise 8, Sleight of Hand 8, Tumble 8, Move Silently 8, Hide 8, Craft (Poisonmaking) 8, Knowledge (Nobility and Royalty) 3, Bluff 8, Balance 8, Jump 6, Open Lock 4
-
Sneak Attack +3d6


6th
Assassin
+3
+1
+6
+1
Disguise 9, Sleight of Hand 8, Tumble 9, Move Silently 9, Hide 8, Craft (Poisonmaking) 8, Knowledge (Nobility and Royalty) 3, Bluff 9, Balance 8, Jump 8, Open Lock 4
Unspeakable Vow
Sneak Attack +4d6, Death Attack, Poison Use, Spells


7th
Assassin
+4
+1
+7
+1
Disguise 10, Sleight of Hand 10, Tumble 10, Move Silently 10, Hide 8, Craft (Poisonmaking) 9, Knowledge (Nobility and Royalty) 3, Bluff 9, Balance 8, Jump 8, Open Lock 4
-
+1 save against poison, Improved Uncanny Dodge


8th
Assassin
+5
+2
+7
+2
Disguise 11, Sleight of Hand 11, Tumble 11, Move Silently 11, Hide 8, Craft (Poisonmaking) 11, Knowledge (Nobility and Royalty) 3, Bluff 9, Balance 8, Jump 8, Open Lock 4
-
Sneak Attack +5d6


9th
Assassin
+5
+2
+8
+2
Disguise 12, Sleight of Hand 12, Tumble 12, Move Silently 12, Hide 9, Craft (Poisonmaking) 12, Knowledge (Nobility and Royalty) 3, Bluff 9, Balance 8, Jump 8, Open Lock 4
Vow of Vengeance (Elf)
+2 save against poison


10th
Kinslayer
+6
+2
+9
+4
Disguise 13, Sleight of Hand 13, Tumble 13, Move Silently 13, Hide 9, Craft (Poisonmaking) 13, Knowledge (Nobility and Royalty) 3, Bluff 10, Balance 8, Jump 8, Open Lock 4
-
Mettle, Rage 1/day, Surge of Hate


11th
Kinslayer
+7
+2
+10
+5
Disguise 13, Sleight of Hand 13, Tumble 13, Move Silently 13, Hide 9, Craft (Poisonmaking) 13, Knowledge (Nobility and Royalty) 3, Bluff 10, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression
-
Inured to Sunlight, Smite Elves


12th
Assassin
+7
+2
+10
+5
Disguise 15, Sleight of Hand 15, Tumble 13, Move Silently 13, Hide 9, Craft (Poisonmaking) 13, Knowledge (Nobility and Royalty) 4, Bluff 10, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression
Quick Attack
Improved Uncanny Dodge, Sneak Attack +6d6


13th
Kinslayer
+8
+3
+10
+5
Disguise 16, Sleight of Hand 15, Tumble 13, Move Silently 14, Hide 9, Craft (Poisonmaking) 13, Knowledge (Nobility and Royalty) 4, Bluff 10, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression, Sudden Draw, Hidden Blade
-
Elf Bane


14th
Kinslayer
+9
+3
+11
+6
Disguise 16, Sleight of Hand 15, Tumble 13, Move Silently 14, Hide 13, Craft (Poisonmaking) 15, Knowledge (Nobility and Royalty) 4, Bluff 10, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression, Sudden Draw, Hidden Blade
-
Shameful Strike


15th
Kinslayer
+10
+3
+11
+6
Disguise 18, Sleight of Hand 16, Tumble 13, Move Silently 14, Hide 13, Craft (Poisonmaking) 18, Knowledge (Nobility and Royalty) 4, Bluff 10, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression, Sudden Draw, Hidden Blade
Two Weapon Fighting
Rage 2/day, Smite Elves 2/day


16th
Kinslayer
+11
+3
+12
+7
Disguise 19, Sleight of Hand 19, Tumble 13, Move Silently 14, Hide 13, Craft (Poisonmaking) 18, Knowledge (Nobility and Royalty) 4, Bluff 12, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression, Sudden Draw, Hidden Blade
-
Deny Elf Magic


17th
Kinslayer
+12
+3
+12
+7
Disguise 19, Sleight of Hand 19, Tumble 13, Move Silently 14, Hide 13, Craft (Poisonmaking) 18, Knowledge (Nobility and Royalty) 4, Bluff 12, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression, Sudden Draw, Hidden Blade
-
Disguise Heritage


18th
Rogue
+13
+4
+13
+8
Disguise 21, Sleight of Hand 21, Tumble 13, Move Silently 18, Hide 13, Craft (Poisonmaking) 18, Knowledge (Nobility and Royalty) 4, Bluff 12, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression, Sudden Draw, Hidden Blade
Combat Reflexes
-


19th
Rogue
+14
+4
+14
+8
Disguise 22, Sleight of Hand 22, Tumble 13, Move Silently 18, Hide 13, Craft (Poisonmaking) 22, Knowledge (Nobility and Royalty) 5, Bluff 12, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression, Sudden Draw, Hidden Blade
-
Sneak Attack +7d6


20th
Rogue
+15
+4
+15
+8
Disguise 23, Sleight of Hand 23, Tumble 13, Move Silently 23, Hide 13, Craft (Poisonmaking) 23, Knowledge (Nobility and Royalty) 5, Bluff 14, Balance 8, Jump 8, Open Lock 4, Acrobatic Backstab, Mosquito Bite, Second Impression, Sudden Draw, Hidden Blade
-
Improved Uncanny Dodge


Spells per Day


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


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


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


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


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


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


6th
-
0+1
-
-
-
-
-
-
-
-


7th
-
1+1
-
-
-
-
-
-
-
-


8th
-
2+1
0+1
-
-
-
-
-
-
-


9th
-
3+1
1+1
-
-
-
-
-
-
-


10th
-
3+1
1+1
-
-
-
-
-
-
-


11th
3+1
1+1
-
-
-
-
-
-
-
-


12th
-
3+1
2+1
-
-
-
-
-
-
-


13th
3+1
2+1
-
-
-
-
-
-
-
-


14th
3+1
2+1
-
-
-
-
-
-
-
-


15th
3+1
2+1
-
-
-
-
-
-
-
-


16th
3+1
2+1
-
-
-
-
-
-
-
-


17th
3+1
2+1
-
-
-
-
-
-
-
-


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


19th
3+1
2+1
-
-
-
-
-
-
-
-


20th
3+1
2+1
-
-
-
-
-
-
-
-




Spells Known


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


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


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


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


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


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


6th
2
-
-
-
-
-
-
-
-
-


7th
3
-
-
-
-
-
-
-
-
-


8th
3
2
-
-
-
-
-
-
-
-


9th
4
3
-
-
-
-
-
-
-
-


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


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


12th
4
3
-
-
-
-
-
-
-
-


13th
4
3
-
-
-
-
-
-
-
-


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


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


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


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


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


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


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


At level 5 H'Tull is mostly focused on hitting things really hard with his rapier after springing out from a hiding place, or sneaking in dressed as someone else.

At level 10, H'Tull is really starting to rev up, using more and more sneaky tactics with the combination of invisibility and death attack.

At level 15, H'Tull has levels in Kinslayer, which helps with combat against elves and not much else. But, there's another level in Assassin, along with some feat tricks meant for stealth, so that's nice.

And finally, level 20. H'Tull has a really weird capstone in the form of his third Improved Uncanny Dodge, but has some cool skills nonetheless.

Lesser Drow: Player's Guide to Faerun
Rogue, Endurance, Diehard, Two-Weapon Fighting, Combat Reflexes: Player's Handbook Version 3.5
Assassin: Dungeon Master's Guide Version 3.5
Drow Rogue, Kinslayer, Unspeakable Vow, Vow of Vengeance: Drow of the Underdark
Skill Tricks: Complete Scoundrel

The Viscount
2024-05-13, 10:10 PM
Here I thought Venger was the only person who liked using Ilmater



Servaas, the Harmtaker

https://i.postimg.cc/SNknhXpt/OIG3.jpg

"The wicked flee when no man pursueth."

Pain.

The agonizing sensation of a body knitting itself back into existence, as experienced from within. Nerves growing like creepers, exposed to the drafty air in places where flesh and skin had not yet caught up. Gritty cartilage solidifying into bones, ready to serve as trellises for the spreading tissue. Nails and hair piercing flawless skin in countless places. Elsewhere, tissue discoloring and sinking, imitating scars old enough to count as just another bodily feature. A chest cavity sealing itself, a wet diaphragm straining to capacity for the first time. Newly formed lungs expanding, pulling air through a raw windpipe, past stinging lips. Eyelids slamming open, revealing unfocused blue eyes barely condensed out of protein slurry. A heart's first beat, a torturous moment as dry arteries filled and expan-

"There, there. It's okay, there's no danger."

A touch, soft but firm. A blurry shape, the sensation of a coarse blanket. The smell of blood, so strong that it could only be coming from within his nose.

His eyes finally managed to agree on a single image. He was in a cramped room - dirt floor, log walls, no furniture but for the bench he was lying on. A single door and a single window, both closed, which he was thankful for: the light streaming in through the cracks was enough to sting his eyes already. He was on the surface, then?

And the source of the voice: an old man, dressed in brown, head shaven, kneeling besides the table. His hands were, of all things, glittery; some sort of shiny dust clinging to them. And something about him was familiar, but...

"Please remain calm and don't try to get up - your body is still weak. Resurrection takes a toll."

Wait, resurre-

"It has been eleven months since your death. I apologize for that delay, but my order is of slight means, and diamonds are expensive. As for the where: about a hundred miles east and three up, relative to the place where you died. We have both enjoyed a great deal of luck, despite appearances."

His death? The word loosed a burst of memories - a prisoner, a superior's command, a lifetime of obedience clashing with a burst of empathy. A desperate attempt at securing his charge's freedom, carrying his frail form - and a crossbow bolt entering his own skull, right before they reached their goal.

"Now, if you simply wish to leave here, we will see what we can do to return you to the Underdark. But I suspect your final actions in life were more than a bout of temporary madness. In which case... Ilmater's faith would be glad to educate you in its ways, no matter how long the road."

He was quiet, still mulling over memories now distanced by death. He'd been a protector. That was the word that came to him, when trying to sum up his former life. A protector of cruel priestesses, of stuck-up mage brats, of slave traders and torturers... but a protector nonetheless. He'd sworn himself to a wicked god, but he'd done it to better guard his charges. That was why the order to take a life had been so hard on him: it'd been the first time he'd had to kill someone who wasn't trying to kill anyone else in turn.

"That's the thing, right? Build a society on cruelty and betrayal, and you don't just foster evil: you leave no cause to do good for. How to shelter the innocent in a place where only the guilty survive? Why cure the sick, when their healed hands will reach for whips and crossbows? For each one who gets a chance to do good, a thousand die unredeemed."

He mulled it over for a moment, found truth in the words. But then a much more practical question appeared in his mind.

"How..." his tight throat croaked out. "How did you get me here? My corpse?"

A knowing smile presaged the response.

"We don't. It's still down there. Destroyed, or perhaps not: you know how your people treat the bodies of traitors better than do I."

"Th- *cough* Then how...?"

"Well," began the healer. "Ilmater works in mysterious ways. When I emerged from that underground river, soaked and breathless but free and alive, I found that somehow, impossibly, a single drop of blood still clung to my robe... it truly is hard not to call such a thing a sign of the gods. A single drop is all a resurrection needs, after all. Your willingness to shed your blood for an innocent man quite literally saved you."


LE -> LG Lesser Drow Knight 6 / Martyred Champion of Ilmater 4 / Kinslayer 10

Stats (after racial adjustments): 15 strength, 10 dexterity, 14 constitution, 12 intelligence, 8 wisdom, 16 charisma.
ASIs: +2 CHA, +3 STR
Languages: Common, Undercommon, Elven, Goblin



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


1st
Knight 1
+1
+0
+0
+2
Intimidate +4 (4), Knowledge (Religion) +4cc (2), Ride +4 (4)
(Unspeakable Vow)
Fighting Challenge +1, Knight's Challenge, Knight's Code


2nd
Knight 2
+2
+0
+0
+3
Intimidate +1 (5), Knowledge (Religion) +1cc (2.5), Ride +1 (5)
Mounted CombatB
Shield Block +1


3rd
Knight 3
+3
+1
+1
+3
Intimidate +1 (6), Knowledge (Religion) +1cc (3), Ride +1 (6)
(Vow of Vengeance (Elves))
Bulwark of Defense


4th
Knight 4
+4
+1
+1
+4
Intimidate +1 (7), Knowledge (Religion) +1cc (3.5), Ride +1 (7)
-
Armor Mastery (Medium), Test of Mettle


5th
Knight 5
+5
+1
+1
+4
Intimidate +1 (8), Knowledge (Religion) +1cc (4), Ride +1 (8)
EnduranceB
Vigilant Defender


6th
Knight 6
+6
+2
+2
+5
Handle Animal +1 (1), Intimidate +1 (9), Knowledge (Religion) 4, Ride +1 (9)
Nimbus of Light
Shield Ally


7th
Martyred Champion of Ilmater 1
+6
+2
+4
+5
Handle Animal 1, Intimidate 9, Knowledge (Religion) 4, Ride +1 (10), Spellcraft +2 (2)
DiehardB
Unarmed Strike 1d6


8th
MCoI 2
+7
+2
+5
+5
Handle Animal 1, Intimidate 9, Knowledge (Religion) 4, Ride +1 (11), Spellcraft +2 (4)
Tempting FateB
Fear Immunity


9th
Kinslayer 1
+8
+2
+7
+7
Disguise +2 (2), Handle Animal 1, Intimidate +3 (12), Knowledge (Religion) 4, Ride 11, Spellcraft 4
Extra Rage
Mettle, Rage 1/day, Surge of Hate


10th
Kinslayer 2
+9
+2
+8
+8
Disguise +2 (4), Handle Animal 1, Intimidate +1 (13), Knowledge (Religion) 4, Ride 11, Spellcraft 4, Spot +2 (2)
-
Inured to Sunlight, Smite Elves 1/day


11th
Kinslayer 3
+10
+3
+8
+8
Disguise +2 (6), Handle Animal 1, Intimidate +1 (14), Knowledge (Religion) 4, Ride 11, Spellcraft 4, Spot +2 (4)
-
Elf Bane


12th
Kinslayer 4
+11
+3
+9
+9
Disguise +1 (7), Handle Animal 1, Intimidate +1 (15), Knowledge (Religion) 4, Ride 11, Spellcraft 4, Spot +1 (5), Assume Quirk Skill Trick +2
Intimidating Rage
Shameful Strike


13th
Kinslayer 5
+12
+3
+9
+9
Disguise +2 (9), Handle Animal 1, Intimidate +1 (16), Knowledge (Religion) 4, Ride 11, Spellcraft 4, Spot +2 (7), Assume Quirk Skill Trick
-
Rage 2/day, Smite Elves 2/day


14th
MCoI 3
+13
+4
+9
+10
Disguise 9, Handle Animal 1, Intimidate 16, Knowledge (Religion) 4, Ride +3 (14), Spellcraft 4, Spot 7, Assume Quirk Skill Trick
-
Greater Endurance


15th
MCoI 4
+14
+4
+10
+10
Disguise 9, Handle Animal 1, Intimidate 16, Knowledge (Religion) 4, Ride +3 (17), Spellcraft 4, Spot 7, Assume Quirk Skill Trick
Righteous Wrath, Good KarmaB
Divine Grace, Unarmed Strike 1d8


16th
Kinslayer 6
+15
+5
+11
+11
Disguise +1 (10), Handle Animal 1, Intimidate +3 (19), Knowledge (Religion) 4, Ride 17, Spellcraft 4, Spot +1 (8), Assume Quirk Skill Trick
-
Deny Elf Magic


17th
Kinslayer 7
+16
+5
+11
+11
Disguise 10, Handle Animal 1, Intimidate +1 (20), Knowledge (Religion) 4, Ride 17, Spellcraft 4, Spot +4 (12), Assume Quirk Skill Trick
-
Disguise Heritage


18th
Kinslayer 8
+17
+5
+12
+12
Disguise 10, Handle Animal 1, Intimidate +1 (21), Knowledge (Religion) 4, Ride 17, Spellcraft 4, Spot +2 (14), Assume Quirk Skill Trick, Spot The Weak Point Skill Trick +2
Unbelievable Luck
Fey Bane, Smite Elves 3/day


19th
Kinslayer 9
+18
+6
+12
+12
Disguise 10, Handle Animal 1, Intimidate +1 (22), Knowledge (Religion) 4, Ride 17, Spellcraft 4, Spot +2 (16), Assume Quirk Skill Trick, Spot The Weak Point Skill Trick, Clarity of Vision Skill Trick +2
-
Rage 3/day


20th
Kinslayer 10
+19
+6
+13
+13
Disguise 10, Handle Animal 1, Intimidate +1 (23), Knowledge (Religion) 4, Ride 17, Spellcraft 4, Spot +4 (20), Assume Quirk Skill Trick, Spot The Weak Point Skill Trick, Clarity of Vision Skill Trick
-
Lolth's Curse, Vengeful Strike




The dead drow priestess hadn't been alone. An acolyte, young, almost a child still, had been with her, had watched in mute horror as her mistress had been slain. He'd hoped this would be easy, then; extended a gloved hand... only for her to bury a hidden dagger in his sword arm.

It hurt. But he'd accepted it might happen.

Now, the pair circled each other: he with shield readied, she preparing her next move. Brave - he did have to admit that. Even with the injury, he could probably take her out in a single hit. But if he'd wanted to, he'd have done it already.

Instead, he spoke.

"Mercy only goes so far. No god, not even Blessed Ilmater, would begrudge me if I killed one trying to kill me. No church hierarch would admonish me, no friend curse my name. The most tempting sin is never recognized as such. But I, of course, was once where you are - and it's not easy to declare your former self worthy of death."

Another lunge, another sidestep. The barest hint of confusion starting to appear on the acolyte's face.

"A more brutish man, having come to the same conclusion, might simply knock you out. But then what? Leave you here, you'd be back to your old ways in a day. Tie you up and take you along - leaving aside how I'd manage - and what? I keep you as my prisoner for long enough, and you'll magically swear to change your ways?"

A clash of metal on metal - the shield unharmed, the sword now pitted.

"So instead: I'll tell you to get out. Go far away from these people who'd use you for wicked ends. Pray to a kinder god, and heal in his name. Travel, and think, and realize how simple it is to be good when evil is no longer all around you. And NEVER, EVER, THINK OF COMING BACK"

The last words were a roar, accompanied by a rough shove and a bright aura flaring to life. The acolyte instantly responded, twisting and shrinking - her wide-eyed form darted down a dark passage, out of the building, further still. A fellow priest would find her, in time - provide aid and guidance, though he himself was obviously no good for that now.

Five hundred sixty-three, part of him recalled. Five hundred sixty-four now; some dark elves, some evil surfacers, some stranger beings still. Exiled, adrift, at last able to turn to good. He wondered how many had managed - he never tried to find out.

Oh Ilmater, who shelters the fleeing and oppressed! Oh Ilmater, rack-broken lord, whose burdens are so great already! Forgive your servant, for adding one more soul in need of your blessings! Crying Ilmater, who governs succor and mercy both: when forced to pick between those virtues, which must be put aside?


Alignment and feats: use it or lose it?
We start off as Vile LE (for reasons of enthusiastically worshipping evil powers and abiding environmental evil more than any particular act), but shift to LN shortly after reaching 3rd-level. The events of our backstory, combined with a shift to Exalted LG, occur around level 5.

The elephant in the room: what happens to our vile feats?

Vile feats say "Only intelligent characters of an evil alignment can use vile feats" (BoVD), and "vile feats are available to intelligent creatures of evil alignment" (Elder Evils). Vow of Vengeance talks about how you "lose the benefit of this feat", but the fact that you can regain that benefit kinda requires the rest of the feat to stick around.

In other words, our redeemed evil character continues to walk around with benefit-less vile feats: indeed, unable to get rid of them.

Is qualifying for a PrC part of a feat's benefit? I'd argue not: 'benefit' is a defined term that refers to a very particular section of the feat, not to the feat in its entirety - widen the definition to any positive consequence of possessing the feat, and something like Vow of Vengeance breaks. After all, if you lose the benefit, and if we define 'benefit' to cover even 'regaining this feat after you unintentionally broke it', then losing the feat makes you lose the clause intended to apply when you've lost the feat. Huh? It should be clear, then, that 'benefit' must be interpreted in the strict sense, that incidental positive consequences still apply, and that our unusable vile feats qualify us for PrCs.

ECL 5
Straight knight is good at one thing: tanking. Buy a horse, ride it into a chokepoint, and block nearby foes as they try to get to the casters. Use Test of Mettle to draw foes towards you, use Vigilant Defender and Bulwark of Defense so nobody gets past, and hit stuff while the rogue deals damage and the casters launch spells. With low levels so swingy, it's always nice to have someone who makes sure the wizard doesn't get crit into the negatives.

ECL 10
A great defensive tool in Shield Ally, some anti-drow (or anti-evil elf) features in Smite Elves and Surge of Hate, and 1/day Rage as an offensive tool, which is actually kinda hard to get on a Lawful character. We've got two lawful-only classes, so kinslayer came in handy there. Diehard and Tempting Fate go great together: after barely surviving death, you can have your mount carry you to safety or down a potion, instead of getting CDG'd next turn.

Nimbus of Light + Inured to Sunlight is very fun while fighting other drow: blink on and off every turn to no-save blind everyone near you. Note how Nimbus of Light is also helpful in convincing Good people instantly that you can be trusted, just in case they hate drow (as many of your allies likely will). No tragic hated-by-both-sides Driz'zt backstory here!

ECL 15
Divine Grace goes great with mettle and our charisma focus, adding +4 to all our saves. Good Karma gives us yet another tanking option. Note that all this damage redirection helps keep our mount save too. We get Elf Bane, a bigger unarmed strike, another rage, another smite...

But let's look at our main trick. Here's a breakdown:
-Ride horse adjacent to evil foe
-Enter Rage
-Make a single attack with Shameful Strike, if they're an elf feel free to smite here
-Attack hits, automatically sickening the target and forcing a penalized save vs shaken via Righteous Wrath.
-Make free action demoralization attempt via Intimidating Rage (with foe now at a -4 penalty), potentially escalating fear to Frightened.
-If demoralization is unsuccessful, try again next turn.

So in a single round, we at best send a foe fleeing and at worst damage him, debuff him, and leave him subject to all our knight class features. But wait, there's more:

We send them fleeing forever.

Heroes of Horror on page 61 explains that when two fear effects escalate, the highest duration applies. Demoralize has a duration of 'until you stop raging'. Righteous Wrath has a duration of... 'until you withdraw or are killed or incapacitated'.

Well, we're not going to withdraw, though we might allow a foe to do so. We aren't going to be incapacitated easily: our saves are great, we've got magical sleep immunity, we remain conscious in the negatives thanks to Diehard, and we don't need to sleep. And likewise, we have a bunch of tricks to avoid death, from great AC and defenses to Tempting Fate.

It's up to the DM how 'flees from the source of its fear as best it can' works, but to me it suggests a personal judgement, not a supernatural awareness of what caused the fear effect. So if you do this while successfully disguised as someone else, the victim will presumably try to avoid that person. Elves, who don't sleep and don't strictly need to trance, will literally flee for the rest of their lives - anyone else can presumably take breaks for necessary rest. When fighting drow, who've got high-level clerics baked into their social structure, being able to render someone harmless without killing them is quite useful!

Note how good Shameful Strike is for us! Being on a horse puts us in the unique situation of having a full-round action available but being unable to make full attacks, so Shameful Strike doesn't have to compete with those. Furthermore, the debuff applies to not one but two rolls the target must make that very same turn, and the relatively low damage doesn't matter if a successful combo takes the foe out of the fight entirely. We don't even mind missing that much, because Righteous Wrath applies on the first attack that hits - better to miss and do it right next turn than to have hit a normal attack and saw the target make the save.

ECL 20
Finishing out Kinslayer gives us our fifth rage, our third smite, bonuses against fey (devious glouras come to mind), the ability to resist elf spells (spells that we can easily redirect to ourselves), and the ability to change shape (which is great with our fear combo, letting us make people scared of any arbitrary elf - we have +24 disguise and can thus always escape detection by a 15 wis elf without spot ranks). Lolth's Curse extends our Nimbus of Light instablind combo to random elves we fight, and Vengeful Strike has lots of chances to trigger with how easily we can redirect damage to ourselves. We also double our luck rerolls and get +2 to our lowest save while we have one remaining, which is nice.

Note how we get extra benefit from Vengeful Strike when using it with our fear combo: we ideally only hit a foe once, so a bonus that applies only to our first attack each turn is better than it'd normally be. Kinslayer has a bit of a single-attack subtheme, and I feel like we pick that up very elegantly.

With Spot the Weak Point, our combo gets an additional option: we can observe a slow foe from our horse, quickly close the distance, and get to make our key attack as a touch attack, completely offsetting the -4 to-hit.


Lesser Drow, Martyred Champion of Ilmater - PGtF
Knight - PHBII

Nimbus of Light, Righteous Wrath - BoED
Tempting Fate, Good Karma, Unbelievable Luck, Skill Tricks - Complete Scoundrel
Extra Rage, Intimidating Rage - CWar

The Viscount
2024-05-13, 10:12 PM
Yo dawg I heard you like heightened emotional states in combat



Atred
https://content.imageresizer.com/images/memes/spiderman-pointing-at-spiderman-meme-1tkjq9.jpg


Alignment : CE
Race : Deepwyrm Half-Drow
Level 1 : Unspeakable Vow, Track (Ranger Bonus)
Level 2 : Two-Weapon Fighting (Ranger Bonus)
Level 3 : Vow of Vengeance, Endurance (Ranger Bonus)
Level 4 : Die Hard (Half-Elf Bonus)
Level 6 : Weapon Focus (Quarterstaff)
Level 9 : Eilservs School
Level 12 : Power Attack
Level 15 : Favored Power Attack
Level 18 : Leap Attack

Point Buy at level 1
STR 16
DEX 14
CON 16
INT 8
WIS 8
CHA 14

Level 4 to 20 in Str



Atred was born into a life of slavery among his own people, the Drow. He had the gall to be a half-blood and his kin made him pay the highest price for his impurity. From a young age, he was forced to serve his cruel masters, enduring constant abuse and humiliation. But Atred was not content to live out his days in servitude. As he grew older, a fire began to burn within him, a desire for vengeance and freedom.
One fateful night, Atred made his move. He broke free from his chains and slaughtered his oppressors in a fit of rage. With blood on his hands and a newfound sense of purpose, he vowed to rid the world of every Drow he laid eyes upon.

He escaped to the surface and lived a life of a fugitive, forever destined to be an outlaw in his home. In the wild, he grew even more feral which only added fuel to his hatred for his kin.
After a while, executing the few drows he found wandering on the surface just didn’t sathe his thirst for their blood anymore. Atred traveled back to the Underdark and started leaving a trail of death and destruction in his wake. Stories of the Kinslayer, a Drow who turned against his own kind, spread like wildfire among the dark elves. Atred became a feared and hated figure, a symbol of rebellion and defiance. He even became the monster parents would use to force their children to behave while the ones in servitude would silently pray for his arrival when they found the courage to do so.

The legend has it that, his hatred grew so powerful it could alter reality itself ; at first merely seeing drows would make him hate them instantly but in the end hating people would make them drows


LevelClassBase Attack BonusFort SaveReflex SaveWill SaveSkillsFeatsClass Features
1stElf Ranger 11220Hide (+4) 4; Intimidate (+4 CC) 2; Jump (+4) 4; Know (Nature) (+4) 4; Move Silently (+4) 4; Survival (+4) 4; Spellcraft (+4 CC) 2;Unspeakable Vow, Track (Ranger Bonus)Elf Favored Enemy, Track, Wild Empathy
2ndRanger 22330Hide (+1) 5; Intimidate 2; Jump (+1) 5; Know (Nature) (+1) 5; Move Silently (+1) 5; Survival (+1) 5; Spellcraft 2;Two-Weapon Fighting (Ranger Bonus)Combat Style
3rdRanger 33331Hide (+1) 6; Intimidate 2; Jump (+1) 6; Know (Nature) (+1) 6; Move Silently (+1) 6; Survival (+1) 6; Spellcraft 2;Vow of Vengeance, Endurance (Ranger Bonus)Endurance
4thHalf-Elf Paragon 13351Hide (+1) 7; Intimidate 2; Jump 6; Know (Nature) 6; Move Silently 6; Survival (+2 CC) 7; Spellcraft 2;Die Hard (Half-Elf Bonus)Bonus Feat, Divided Ancestry, Elven Vision
5thKinslayer 14373Hide (+1) 8; Intimidate 2; Jump 6; Know (Nature) 6; Move Silently (+1) 7; Survival (+1) 8; Spellcraft 2;Mettle, Rage, Surge of Hate
6thWildrunner 15593Hide (+1) 9; Intimidate 2; Jump (+1) 7; Know (Nature) 6; Move Silently (+1) 8; Survival 8; Spellcraft 2;Weapon Focus (Quarterstaff)Fast Movement, Trackless Step
7thWildrunner 266103Hide (+1) 10; Intimidate 2; Jump (+1) 8; Know (Nature) 6; Move Silently (+1) 9; Survival 8; Spellcraft 2;Primal Scream, Scent
8thWildrunner 376104Hide (+1) 11; Intimidate (+1) 3; Jump 8; Know (Nature) 6; Move Silently (+1) 10; Survival 8; Spellcraft 2;Endure Elements
9thWildrunner 487114Hide (+1) 12; Intimidate (+1) 4; Jump 8; Know (Nature) 6; Move Silently (+1) 11; Survival 8; Spellcraft 2;Eilservs SchoolPrimal Scream (enemies shaken)
10thWildrunner 597114Hide (+1) 13; Intimidate (+1) 5; Jump 8; Know (Nature) 6; Move Silently (+1) 12; Survival 8; Spellcraft 2;Hide in Plain Sight
11thWildrunner 6108125Hide (+1) 14; Intimidate (+1) 6; Jump 8; Know (Nature) 6; Move Silently (+1) 13; Survival 8; Spellcraft 2;Primal Scream (pounce)
12thKinslayer 2118136Hide (+1) 15; Intimidate (+1) 7; Jump 8; Know (Nature) 6; Move Silently (+1) 14; Survival 8; Spellcraft 2;Power AttackInured to Sunlight, Smite Elves (1/d)
13thKinslayer 3129136Hide (+1) 16; Intimidate (+1) 8; Jump 8; Know (Nature) 6; Move Silently (+1) 15; Survival 8; Spellcraft 2;Elf Bane
14thKinslayer 4139147Hide (+1) 17; Intimidate (+1) 9; Jump 8; Know (Nature) 6; Move Silently (+1) 16; Survival 8; Spellcraft 2;Shameful Strike
15thKinslayer 5149147Hide (+1) 18; Intimidate (+1) 10; Jump 8; Know (Nature) 6; Move Silently (+1) 17; Survival 8; Spellcraft 2;Favored Power AttackRage (2/d), Smite elves 2/d
16thKinslayer 61510158Hide (+1) 19; Intimidate (+1) 11; Jump 8; Know (Nature) 6; Move Silently (+1) 18; Survival 8; Spellcraft 2;Deny Elf Magic
17thKinslayer 71610158Hide (+1) 20; Intimidate (+1) 12; Jump 8; Know (Nature) 6; Move Silently (+1) 19; Survival 8; Spellcraft 2;Disguise Heritage
18thKinslayer 81710169Hide (+1) 21; Intimidate (+1) 13; Jump 8; Know (Nature) 6; Move Silently (+1) 20; Survival 8; Spellcraft 2;Leap AttackFey Bane, Smite Elves 3/d
19thKinslayer 91811169Hide (+1) 22; Intimidate (+1) 14; Jump 8; Know (Nature) 6; Move Silently (+1) 21; Survival 8; Spellcraft 2;Rage 3/d
20thKinslayer 1019111710Hide (+1) 23; Intimidate (+1) 15; Jump 8; Know (Nature) 6; Move Silently (+1) 22; Survival 8; Spellcraft 2;Lolth Curse, Vengeful Strike



Level 1 – 5
Ranger is a front loaded frame for any martial build ; full bab, martial proficiencies and 2 good saves. The Elf Ranger sub level at level 1 is a good trade-off for us - losing 2hp for 2 skill points and +1 to damage to a wider range of enemies since “Servants of Lolth” include monstrous spiders, drows and driders. What’s more, the Favored Enemy skills are better for us with Hide and Move Silently instead of Bluff and Sense Motive.
By Ranger 3 we have TWF (for which we don’t have to meet the prereq) and Endurance as a bonus feat.
The Half-Elf Paragon dip grants us a bonus feat we need to get Die Hard and we’re ready to enter Kinslayer one level early compared to most PrCs.
Mettle is always welcomed as is Rage (especially on a full BAB, TWF character) and Surge of Hate gives us an edge in combat vs Elves (which drows are). We have the Track feat in conjecture with Survival ranks which should let us plan our moves more often than not and Deepwyrm Half-Drow lets us Disguise Self as a drow to be more inconspicuous while scouting a nearby camp for instance.

Level 5 – 10
This early entry into Kinslayer lets us go to Wildrunner for extra oomph. Another full Bab, 2 good saves PrC that grants us Fast Movement, Scent and Endure Elements as goodies but most importantly, Hide in Plain Sight and Primal Scream. The former needs no introduction while the latter comes with different abilities. First, due to the way Kinslayer’s Rage ability is worded, we can have up to 6+Con+Cha per day uses of Rage or 3+Cha uses of Primal Scream and 3+Con of Rage. Furthermore we can stack both for a +6 to Str and Dex, +4 to Con and an extra Bite attack. Second Primal Scream evolves as we gain levels in WIldrunner. The first improvement can make enemies shaken (which will help setting up and then stack with the Sicken state Shameful Blow will add later).
Meanwhile the build’s main schtick comes into play : Eilservs School is a Style feat that needs a magic staff to work. A staff of Detect magic is 1500 gp (if you craft it to need 2 charges to cast the spell) and, in our hands, it becomes a +5-to-damage weapon on both ends of the staff. Adding on the +3 to damage of Favored Enemy and the +2 from Vow of Vengeance (Elves) of course, that’s a +10 to any hit we make ; not bad. (Adding Collision to both ends of a double weapon would cost over 36k gp so we’re looking at less than 1/20th of the price here).
By our race we’re naturally inured to sunlight which gives us an edge over the drows we want to kill so badly. For instance, when you’re ready to engage, you uncover a permanencied rock with Daylight on it and go to town on your now blinded enemies. This “Lights On” technique has multiple uses we’ll see down the line.

Level 10 - 15
Finishing Wildrunner, we get Pounce.
Leaning more into the SI, Elfbane is a welcomed addition to our line of additional damage which Power Attack and Favored Power Attack improve even more ; we have the benefits of a two-handed weapon wrt Power Attack while fighting with a double weapon. If you decide to hit with both hands, the benefit from Power Attack is x3 !
As said before, Shameful Strike benefits from an eventual shaken status thanks to shaken+sicken, lowering the saves and attacks. The “Lights On” strategy adds another -1 to saves.
Deny Elf Magic will happen pretty often since we are tracking drows whose favored classes are Cleric and Wizard.
Adding Smite Elves on our off-hand attack counters the penalty of TWF since our Cha mod is +2 (and the +“Kinslayer level” to damage is great too).

Level 15 - 20
Let’s go more into depth about what Eilservs School can bring to the table.
Staves are spell-trigger items meaning we can have any staff with any Ranger spell. Being able to hit with a full attack (+2 from charging thanks to Pounce) while casting a spell is pretty handy. All the more so if the spell is Swift Haste for instance. Other goodies include Freedom of Movement, Mark of the Hunter (very nice vs our favored enemies) but the king of spells for us is Hunter’s Eye. Thanks to our race, we have a CL = character level. Which means by level 9 we already get 3d6 Sneak Attack (6d6 by CL18). Sure we lose 1 damage per hit (since we eat off charges) but the trade-off is really good and it’s a swift action to activate if you happen to hit the enemy twice. Wrt having them flat-footed, Surge of Hate gives us +10 to Init and Primal Scream adds another +3 for a +15 total and that’s before items.
Hide in Plain Sight is yet another easy way to set up flat-footed opponents and the “Lights-On” strategy shines (lol) here again because you can freely sneak attack blinded opponents when you pounce on them.
Leap Attack combined with a two-handed use of our staff and Favored Power Attack lets us take up to -19 to hit for a +76 to damage from PA (not taking into account Smite Elves, Elfbane, the +3 from Favored Enemy and the +5 from a fully charged staff)
Finally, Lolth’s Curse sees some mileage in this build since 1) we have more Rage attempts thanks to Wildrunner and 2) every bit of this build is dedicated to whooping drows ; making them drows is really a big bonus for us.



Gloves of the Balanced Hand can grant us the Improved Two-Weapon Fighting feat (while dumping Dex) which is another attack to our mix (meaning more chances to trigger Eilservs School)
A ring of Evasion over our great Ref save is the final touch to what Mettle already provides !
A custom staff with Mark of the Hunter, Hunter’s Eye, Freedom of Movement and Haste, swift will have everything they need.
Going to Heward’s Hall (CS) (5 000 gp) can grant us a permanent Item Creation feat. We want Craft Staff of course to be able to create our own staves once the ones we use are depleted. (Our CL is equal to our character level thanks to our race).



Crafting Staves has some neat options developed in this article (”https://web.archive.org/web/20161031215149/http://archive.wizards.com/default.asp?x=dnd/rg/20041221a”) which will make us save a lot of money on staves we only use for their bonuses.



SRD - Ranger, TWF, Half-Elf Paragon
CW - Favored Power Attack
CAd - Leap Attack
DotU - Kinslayer, Eilservs School
DrM - Deepwyrm Half-Drow
RotW - Wildrunner, Elf Ranger

The Viscount
2024-05-13, 10:15 PM
Wouldn't want that meat to go to waste



Queyven Dyrr, The Eater of Elves

https://iili.io/J4b0bkb.md.png (https://freeimage.host/i/J4b0bkb)

LE Half-Drow Decisive Strike Monk of the Passive Way 2/Hit-and-Run Fighter 1/Celestial Slayer Ranger 3/Kinslayer 1 - 3/Bear Warrior 1/Warshaper 3/Kinslayer 4 - 10


Magdove Evenbirth looked around the darkened cavern nervously. There was something strangely ominous about this part of the Underdark. The Grey Elf wizard was not fond of the Underdark at the best of times. Her companions seemed equally nervous as they moved through the cavern eyes adjusting to the darkness, illuminated only by the faint luminescence of the mushrooms around them.

"What was that... it sounded like a bear?" Kelren Dawndew, the Painted Elf druid said suddenly, the tautness in his voice apparent. He stepped forward nervously gripping his gnarled oak staff tightly, the growl that echoed through the cave did indeed sound like a bear. It was maddeningly difficult to hear the direction from whence that vile sound had come.

"Don't be silly bears aren't native to this part of the Underdark..." Magdove began.

"What about the Eater of the Elves..." Kelren began but he was cut off by a raised hand from their third companion, Herfir Moonheel, the Eternal Blade.

"That's only a myth... now be quiet there's something..." and suddenly something soft and wet fell into Magdove's hands. She looked down in horror to see that it was the head of Herfir Moonheel. She began to scream as a creature stepped into view. It was a bear, hideous and dark. But it stood on two legs like a man, and in it's paws a wicked polearm dripped the blood of her friend. She wanted to ready a spell, to cast something, but the panic and terror seized her. And just as she found the words to begin to cast, the weapon in the bear's hands snaked out and caught her, throwing her to the ground before delivering a massive blow.

As Magdove lay there dying the creature stood over her... looking down at her with a maw full of blood. The eyes... the glowing red eyes... they weren't the eyes of a bear... But the eyes of a Drow. That was the last thing in Magdove's head, the hate filled eyes of the ancient enemy of her people, the hate Drow eyes out of place in a monstrous bear head.


Quevven Dyrr,'s mother was obsessed with the Queen of Spiders far before he was ever born. Seeking her favor, trying to curry it. Unfortunately she wasn't a female of the Drow, but a human woman. And as such she found it difficult to curry the favor of the Drow Goddess with whom she was deeply obsessed. A chance meeting with a male Drow while under the effects of an Alter Self spell resulted in Queyven's birth. He was doomed from the start. A child that would never be accepted into the Drow, to a mother who would never raise him as anything else. His life was strictly bound up in his mother's worship of Lolth from the time he was a child. However she found it more difficult to care for him as time went by. Sending him to live with an order of Drowish monks dedicated to slaying Elves. There it was the Quevyen's hatred of both Drow and Elves was solidified as he was treated terribly. But he excelled, learning the ways of the monastic order. Growing ever more powerful and skilled.

He began to train as a hunter of Elves, learning the ways of a ranger, the ways of combat. Carefully completing missions for this remote order of Drow. Of course, greater Drow society was also looming in the background. And what his mother had done was forbidden. Half-Drow were abominations. And soon enough while he was visiting his mother they were attacked, she was killed and he was left for dead. Then recovering from his near death experience he found that he had rage against his kin. Rage against the Elves that he had been taught since he was a child and rage against the Drow for what they had done to his mother.

He travelled deep into the Underdark and what happened there remains a mystery. It is said that Quevyen communed with a strange bear spirit. A spirit of vengeance and hatred. His blinding rage and desire for revenge pushing him to ever further lengths. It is said that he lived more as an animal than an Elf. When he grew angry he became a violent and terrifying bear, slaying his Drowish Kin and any Elves he found, isolated and enraged he is the Eater of the Elves. A nightmare out of Elvish Legend. A shadow that even the Drow Fear.



So the subject of this particular build challenge is the Kinslayer, an interesting class with some pretty rough requirements. It requires four feats, three of which are almost entirely useless. In exchange for that we get rage (without any advancements outside of more rages). Smite Elf, Shameful Strike and a Vengeful Strike (at 10th level). We also get a few nice defensive buffs like Mettle, Deny Elf Magic. And some boosts to damage against Fey and Elves. Surge of Hatred gives us some nice boost to initiative as well.

We also get a few minor random ribbon features like Disguise Self and the Curse of Lolth.

The obvious path to optimizing is to take a class focused on Rage or that would benefit from the increase in rages-per-day. But while that is a relatively easy thing to optimize I feel like we should look into ways to get mileage out of the other features. And that leads us to perhaps the most interesting aspect of the Kinslayer, while it grants rage, it has no alignment requirement beyond being evil (a requirement for the Vile Feats you need to enter the Prestige Class). Which means that we can combine Monk Features like Decisive Strike to improve our smiting. Which would then combine well with a character focused on attacks of opportunity. That’s the plan here.



Abilities Initial Race / Template 4th 8th 12th 16th 20th
STR 16 17 (+1) 18 (+1) 19 (+1) 20 (+1) 21 (+1)
DEX 14
CON 14
INT 8
WIS 14
CHA 12

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Decisive Strike Monk 1, Passive Way Style 0 2 2 2 Spot 4 Ranks (4), Listen 4 Ranks (4), Intimidate 2 Ranks (4) Unspeakable Vow, Combat Expertise (Monk Bonus) Bonus Feat, Decisive Strike (Replaces Flurry of Blows), Unarmed Strike
2nd Decisive Strike Monk 2, Passive Way Style 1 3 3 3 Spot 5 Ranks (1), Listen 5 Ranks (1), Balance 1 Rank (1) Improved Trip (Monk Bonus) Bonus Feat, Evasion
3rd Drow Fighter 1 2 5 3 3 Intimidate 3 Ranks (1) Combat Reflexes (Fighter Bonus), Vow of Vengeance Bonus Feat
4th Celestial Slayer Ranger 1 3 7 5 3 Spot 7 Ranks (2), Listen 7 Ranks (2), Survival 1 Rank (1) Favored Enemy - Humanoid (Elves), Track, Spell Resistance, Bonus to Criticals aganst enemies with good Subtype.
5th Celestial Slayer Ranger 2 4 8 6 3 Spot 8 Ranks (1), Listen 8 Ranks (1), Intimidate 4 Ranks (2), Survival 2 Ranks (1) Two Weapon Fighting Combat Style (Two Weapon Fighting)
6th Celestial Slayer Ranger 3 5 8 6 4 Spot 9 Ranks (1), Listen 9 Ranks (1), Intimidate 5 Ranks (2), Survival 3 Ranks (1) Endurance (Ranger Bonus), Diehard Endurance (Bonus Feat)
7th Kinslayer 1 6 8 8 6 Spot 10 Ranks (1), Listen 10 Ranks (1), Intimidate 6 Ranks (1) Mettle, Rage 1/day, Surge of Hate
8th Kinslayer 2 7 8 9 7 Spot 11 Ranks (1), Listen 11 Ranks (1), Intimidate 7 Ranks (1) Inured to Sunlight, Smite Elves 1/day
9th Kinslayer 3 7 10 9 7 Spot 12 Ranks (1), Listen 12 Ranks (1), Intimidate 8 Ranks (1) Power Attack Elf Bane
10th Bear Warrior 1 8 12 9 7 Intimidate 9 Ranks (1) Bear Form (Black)
11th Warshaper 1 9 13 9 7 Balance 2 Ranks (1) Morphic Immunities, Morphic Weapons
12th Warshaper 2 10 13 10 8 Balance 3 Ranks (1) Extra Rage Morphic Body
13th Warshaper 3 11 14 10 8 Balance 4 Ranks (1) Morphic Reach
14th Kinslayer 4 12 14 11 9 Spot 13 Ranks (1), Balance 5 Ranks (2) Shameful Strike
15th Kinslayer 5 13 14 11 9 Spot 14 Ranks (1), Intimidate 10 Ranks (1), Listen 13 Ranks (1) Favored Power Attack Rage 4/day Smite Elves 2/day
16th Kinslayer 6 14 15 12 10 Spot 15 Ranks (1), Intimidate 11 Ranks (1), Listen 14 Ranks (1) Deny Elf Magic
17th Kinslayer 7 15 15 12 10 Spot 16 Ranks (1), Intimidate 12 Ranks (1), Listen 15 Ranks (1) Disguise Heritage
18th Kinslayer 8 16 15 13 11 Spot 17 Ranks (1), Intimidate 13 Ranks (1), Listen 16 Ranks (1) Extra Smiting Fey Bane, Smite Elves 5/day
19th Kinslayer 9 17 16 13 11 Spot 18 Ranks (1), Intimidate 14 Ranks (1), Listen 17 Ranks (1) Rage 5/day
20th Kinslayer 10 18 16 14 12 Spot 19 Ranks (1), Intimidate 15 Ranks (1), Listen 18 Ranks (1) Lolth's Curse, Vengeful Strike



We begin our career as a Half-Drow, while this is potentially slightly less optimal we need to have the open Favored Class in order to not suffer an XP penalty later on. We take Unspeakable Vow with our first level feat and gain combat Expertise as a Monk through our Passive Way Style ACF. We also trade away Flurry of Blows for Decisive Strike, a big part of the sauce for this build.

At level two we take our second level of monk, taking Improved Trip, which is going to help our AoO build shenanigans, so at this point we can then combine improved trip with Decisive Strike for fairly significant early damage. We also gain Evasion, which isn't the coolest but eventually we wind up with both Evasion and Mettle which is a pretty fun combination.

At third level we take our first step away from Monk, taking a level of Hit-And-Run fighter, since we aren't wearing heavy armor anyways this ACF just makes sense for us. We replace our heavy armor proficiency with an initiative bonus and Dexterity to damage against flat-footed creatures. We also take the Vow of Vengeance feat, which gives us a profane damage bonus against Elves. This works well with our Decisive Strike as well. Doubling that damage bonus.

We then move into Celestial Slayer Ranger. this Ranger variation gives us Spell Resistance against [Good] Spells and some bonuses to confirming crits against Good typed creatures. We take Favored Enemy Humanoid (Elves), which combines well with our Decisive Strike, since we're making extra attacks by tripping and AoO use this essentially should double our FE bonus most of the time. With our Vow of Vengeance when we perform a Decisive Strike against an Elf we will do 8 additional damage to them. And that will apply to every AoO we make that round as well.

At fifth level we take our second level of Ranger, gaining Two-Weapon Fighting, this isn't likely to come up very often. But it is free stuff for us.

So at fifth level we're a fairly competent AoO build, attacking with an unarmed strike or Monk Weapon to start, then potentially using a reach weapon for our AoOs and doing double damage. We are particularly good at fighting Elves, which makes sense and if we're playing this Prestige Class we should be fighting Elves a lot.



At 6th level we take our final level of Ranger, gaining Endurance and taking the Diehard feat (our last two prerequisites for the SI.) Not much changes at this level but we have now qualified for our Secret Ingredient.

At 7th level we take our first level of Kinslayer, which is a very frontloaded class. We gain the ability to rage once per day, a bonus to initiative when fighting Elves which should stack with our Hit-And-Run fighter bonus. We also gain Mettle, which I think is slightly overrated as Fort and Will save partials are not that common, but it is still a good defensive bonus.

At 8th level, we gain the ability to Smite Elves. Which is potentially superior to the ability to Smite Evil since we're likely to be able to identify Elves with a reasonable degree of success. Additionally this is the reason we took Decisive Strike Monk, later on we will have roughly the same power in a smite that a 20th level Paladin would have. And roughly the same number of Smites. We can use these in combination with our opportunity attacks to do significant damage.

At 9th level, we gain Elf Bane, which slightly improves our damage and to-hit against Elves. And it does play well with our strategy of doubling damage and gaining more attacks out of turn. It also plays well with Decisive Strike.

At 10th level, we move out of Kinslayer and take a level of Bear Warrior. Bear Warrior allows us to transform into a bear during Rage. This increases our strength bonus from +4 to +8, this is significant because our bonuses would not increase at any point taking Kinslayer. Additionally, while the bear's natural weapons are not that impressive. We can likely still use manufactured weapons, and most of our damage isn't from weapon dice anyways.

I know that you're saying "Chef Natural Weapons Don't Work With Decisive Strike", and while that is true we can still make unarmed attacks while we're a bear, and then use natural weapons or unarmed strikes at our discretion.

The other significant advantage of Bear Form is that it increases our Dexterity giving us an additional potential attack of opportunity. On the whole this is a very significant improvement to our Raging feature and it combines well with all of the other features that we have to use here. And also we're a Drowish bear that eats Elves this is a really fun way to play this character.



At level 11, we take a level of Warshaper, this improves our Bear Form allowing us to create natural weapons, which we probably won't be doing that often as we'll be using Decisive Strike. But it also makes us immune to critical hits while raging which is great for us.

At level 12, we take Extra Rage, allowing us to Rage three times a day. We also get Morphic Body from Warshaper. Increasing our Strength bonus while raging to +12 and our Constitution Bonus to +8. A Barbarian at the same level can rage one more time per day than we can and has half of the Strength bonus that we currently have and 2 less Constitution. They also don't gain any dexterity. So we're dong pretty well for ourselves in the rage department.

At 13th level, we gain Morphic Reach, which is really good for our polearm wielding bear. It also allows us to make unarmed strikes at range. This is a pretty incredible level for our character.

At 14th level, we go back to Kinslayer, where we'll finish out. We gain Shameful Strike, which we don't get that much use out of. It lets us take a full round action to potentially sicken an opponent without a save. This is probably a feature that could be optimized around and I hope that we see at least one build that does that. For us, it conflicts with our main focus and therefore isn't really that useful for us.

At 15th level, we take Favored Power Attack, which lets us do even more damage to our hated Elf enemies, notably this works really well with our opportunity attack game plan. While Unarmed Strikes don't play terribly well here, we can use weapons as a bear, and use our right to Bear Arms to do a lot of damage to Elves. Especially dealing double damage. This level we also gain a second smite and can Rage four times per day.


While there are many points before this where our build is developing and should be very playable. 12th level is I think the best point for our build to really showcase itself. We are a polearm wielding bear with an extra 5' of reach, tripping enemies and using opportunity attacks with power attack and decisive strike to deal significant damage to enemies.

At this point we also don't need to particularly careful with raging, since we now have three a day, which should be quite sufficient. The combination of Warshaper and Bear Warrior elevates the Rage that we're getting from the Secret Ingredient to be really potent in the Kitchen. And while we're still developing our smiting, we're smiting as a sixth level Paladin, which isn't that great yet, but it's still pretty good. Eventually we will smite as a 20th level Paladin, assuming we use Decisive Strike.

The notable thing is that we've been functioning as the tripping Kinslayer since level 4. Each level we've moved up has only improved our abilities in this area. I really enjoyed designing this build because it doesn't really feel like there's any particular lull in progression the characters continue to improve at it's main function the entire time.


At 16th level, we gain Deny Elf Magic, which is nice but not particularly meaningful we continue our shenanigans from earlier, our play pattern is not meaningfully affected by that change.

17th level we gain Disguise Heritage, which is completely a ribbon feature and therefore doesn't affect anything.

At 18th level, we gain Fey Bane, which lets us do extra damage to Fey, although we're not really that great at fighting Fey, but what we do get is one additional smite per day, and then we take the feat Extra Smiting, bringing our total smites to five per day. We're smiting at the same damage as a 16th level Paladin. Or +16 damage on a successful smite when using Decisive Strike.

At 19th level we gain our fifth rage per day. We're quite at Smiting and Raging now, I feel that we've really pulled into an Elf Killing monster at this point.

At 20th level we gain something completely meaningless, we can paint Elves in Blackface. We also gain Vengeful Strike which is very nice. Essentially it gives a +4 to hit and +4 damage on the first hit against a creature who damaged us. Since we're doing the whole Decisive Strike thing that is +8 damage in addition to everything else. That's just a nice little damage boost. Honestly I'm really enjoying how well Decisive Strike played with all the class features from Kinslayer.






Classes and Alternate Class Features:

Decisive Strike - Complete Champion
Passive Way Fighting Style - Unearthed Arcana
Hit-and-Run Fighter - Drow of the Underdark
Celestial Slayer Ranger - Exemplars of Evil
Kinslayer - Drow of the Underdark (Prime Ingredient)
Bear Warrior - Complete Warrior
Warshaper - Complete Warrior

Feats:
Unspeakable Vow - Drow of the Underdark
Vow of Vengeance - Drow of the Underdark
Extra Rage - Complete Warrior
Favored Power Attack - Complete Warrior
Extra Smiting - Complete Warrior

The Viscount
2024-05-13, 10:16 PM
And here's the Chair's non-entry! Don't judge this one.



https://soldoutseating.wordpress.com/wp-content/uploads/2019/04/fence-sitter.jpg
The Mugwump
NE Changeling Rogue 1/Savant 2/Dragonfire Adept 4/Ruathar 3/Kinslayer 10

Stats
Str 14 (increases here)
Dex 10
Con 16
Int 10
Wis 10
Cha 16

Backstory
Many eons ago, in the time before time, it is said that the birds and the beasts went to war. As is so often the case, the reason for the war has not been maintained. Perhaps the birds thought themselves beyond the beasts and did not tender them sufficient respect. Perhaps the beasts were jealous of the birds and their jealousy drove them to hate. Perhaps their gods came to blows, and their subjects naturally followed the whims of their masters. Regardless, they came to ferocious, bloody war. The two sides were very closely matched, and advantages gained in one campaign were quickly reversed in another. The curious figure of Bat rose in prominence at this time. The beasts had few warriors who could rise to heights beyond the trees, and Bat could fly as well as the birds. When the birds began gaining a consistent advantage, this very thing was on Bat’s lips when parlaying with the court of the birds.
“Just like you, my home is in the air,” Bat said. “The beasts do not understand the joys of flight as we do. This is a battle between land and air; it is only natural I should be on your side.”
So it came to pass that Bat sided with the birds against the beasts. When the war was finally ended, neither the birds nor the beasts had a decisive victory. None can tell you if either side gained anything in all the fighting. Certainly, both sides lost a great deal. When Bat arrived in the court of birds after peace was brokered, the birds were not welcoming hosts. They remembered grudgingly how Bat had fought against them in the early days, and to tell the truth they never really considered Bat to be one of them. Fleeing for safety, Bat returned to the court of beasts. They, of course, remembered bitterly how Bat had abandoned them to fly with their enemy in the hopes of sharing in the spoils of victory. Bat was shunned by all, banished to the dark caves, emerging only under cover of night to eat in an approximation of safety. Perhaps one day one side will forgive Bat. Owl certainly won’t forget.

This is, of course, ridiculous. A story made post-hoc to pretend that a creature “deserves” its lot in life. There are similar sorts of stories told about the Drow, how their goddess fell to evil or betrayed her closest ally or turned from the light, and how this somehow means her only followers must bear her punishment forever.
Do I pity the Drow? No. I respect them, certainly. They are masters of their domain down in the darkness, even more so than the surface elves are in the forest. Besides, the Drow have no stomach for pity. They would think it mocking were you to try to explain.
I pity Bat of the fable, even if that creature never truly existed. Bat was an enterprising individual who saw opportunity and pounced. Had the war never ended, Bat could have kept moving with the winds of fate, shifting as the tide to always come out on top. I certainly plan to ride the wave as long as I can.

Build


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


1st
Changeling Feat Rogue 1
+0
+0
+2
+0
Bluff 4, Balance 4, Diplomacy 4, Disguise 4, Intimidate 4, Jump 4, Knowledge (the Planes) 4, Sense Motive 4, Tumble 4, Use Magic Device 4
(B)Martial Study (Douse the Flames), Racial Emulation
Fighter Bonus Feat, Social Intuition


2nd
Savant 1
+0
+0
+2
+2
Bluff 5, Balance 5, Jump 5, Knowledge (the Planes) 5, Sense Motive 5, Tumble 5

Academic Lore, Skill Assistance (Disguise) 5 feet, Trapfinding


3rd
Savant 2
+1
+0
+2
+3
Bluff 6, Intimidate 5, Knowledge (the Planes) 6, Tumble 6, Use Magic Device 6
(B)Endurance, Unspeakable Vow
Talent Lore


4th
Dragonfire Adept 1
+1
+2
+2
+5
Bluff 7, Knowledge (the Planes) 7, Speak Language (Undercommon), Use Magic Device 7
(B)Dragontouched
Dragontouched, Breath Weapon 1d6, Least Invocations (See the Unseen)


5th
Dragonfire Adept 2
+2
+3
+2
+6
Bluff 8, Knowledge (the Planes) 8, Speak Language (Elven), Use Magic Device 8

Breath Effect (Lightning Breath), Scales +2


6th
Dragonfire Adept 3
+2
+3
+3
+6
Bluff 9, Knowledge (the Planes) 9, Speak Language (Drow Sign Language), Use Magic Device 9
Diehard
Breath Weapon 2d6, Least Invocation (Beguiling Influence)


7th
Dragonfire Adept 4
+4
+4
+3
+7
Bluff 10, Intimidate 7, Use Magic Device 10

Dragonkin


8th
Ruathar 1
+4
+4
+5
+9
Diplomacy 6, Sense Motive 7
(B)Martial Weapon Proficiency (Longsword)
Word of Friendship, Gift of the Elves (Longsword), Breath Weapon 3d6


9th
Ruathar 2
+5
+4
+6
+10
Diplomacy 8, Sense Motive 9
Vow of Vengeance (Elf)
Low-Light Vision, Elfwise, Lesser Invocations (Draconic Flight)


10th
Ruathar 3
+6/+1
+5
+6
+10
Diplomacy 10, Sense Motive 11

Star Blessing, Arvandor’s Grace, Breath Weapon 4d6


11th
Kinslayer 1
+7/+2
+5
+8
+12
Bluff 14

Mettle, Rage 1/day, Surge of Hate


12th
Kinslayer 2
+8/+3
+5
+9
+13
Bluff 15, Disguise 7
Planar Touchstone (Catalogues of Enlightenment [Hunger Domain])
Inured to Sunlight, Smite Elves 1/day


13th
Kinslayer 3
+9/+4
+6
+9
+13
Bluff 16, Disguise 10

Elf Bane


14th
Kinslayer 4
+10/+5
+6
+10
+14
Bluff 17, Disguise 13

Shameful Strike


15th
Kinslayer 5
+11/+6/+1
+6
+10
+14
Bluff 18, Disguise 16
Furious Inhalation
Rage 2/day, Smite Elves 2/day


16th
Kinslayer 6
+12/+7/+2
+7
+11
+15
Bluff 19, Disguise 19

Deny Elf Magic


17th
Kinslayer 7
+13/+8/+3
+7
+11
+15
Bluff 20, Disguise 20, Intimidate 9

Disguise Heritage


18th
Kinslayer 8
+14/+9/+4
+7
+12
+16
Bluff 21, Disguise 21, Intimidate 11
Martial Study (White Raven Tactics)
Fey Bane, Smite Elves 3/day


19th
Kinslayer 9
+15/+10/+5
+8
+12
+16
Bluff 22, Disguise 22, Intimidate 13

Rage 3/day


20th
Kinslayer 10
+16/+11/+6/+1
+8
+13
+17
Bluff 23, Disguise 23, Intimidate 15

Lolth’s Curse, Vengeful Strike



Level 5
The core idea here is a character playing both sides against each other, taking advantage of the fact that anti-elf features work against Drow. Any round we have a race-restricted ingredient someone has to make a Racial Emulation Changeling entry, and I’m happy to be that person this round. Beginning levels are a little messy from a few different things stacking on each other.
First, my setup allowed for a 1 level dip in Changeling Rogue, a substitution level so good that I seriously consider it any time I have a Changeling character. Taking 10 on so many social skills is invaluable for this kind of character, and 10 skill points is huge at level 1. We trade away trapfinding, but we get that right back in a level. I’m not doing anything with the 1d6 of sneak attack, so I’m trading it away for a fighter bonus feat. Unfortunately, it can’t be used on any of the prerequisites, so I’m taking martial study. I’m aware of the discussion about not being able to select a legal maneuver at first level, but since this isn’t a scored entry, I don’t care.
From there, 4 prerequisite feats and Racial Emulation means we’re going to need a bonus feat in order to finish the class. The simplest and fastest way I have to get an unrestricted feat for free was Savant (Viscount shoehorning Savant into a build, take a drink). Know that I wanted deeply to take able learner, but I couldn’t fit it in.
I knew I wanted to take some levels in Ruathar, and I didn’t want to waste the casting advancement it gave. Dragonfire Adept provides an interesting sort of casting; we can pick only long duration invocations so we don’t have to worry about raging preventing our casting. Its primary weapon is a breath weapon, providing an advantage over eldritch blast or eldritch glaive, which are still spell-like abilities. See the unseen by my reading does have a duration as see invisibility, which is still long enough to easily keep refreshed before combat happens and you rage. The invocation has a bonus in that it grants darkvision for 24 hours, which allows you to more easily blend in as a Drow.

Level 10
More dragonfire adept adds beguiling influence to stack even more bonuses onto social skills. The section on prestige classes that advance dragonfire adept says that it increases breath weapon damage and new invocations. I’m assuming this also means unlocking new categories of invocations. It does not mention breath effects, so I’m assuming we stick with the one we have from levels. I went with lightning because resistance is less common, but cold damage is also a valid choice since cold vulnerability is more common.
Ruathar, among the easiest classes to qualify for, goes here in the build to represent allying with surface elves, at least on the surface. Proficiency with longsword is nice, since we already had bows from rogue, and the SI curiously doesn’t even say that it doesn’t add any proficiencies (none of the PrCs in Drow of the Underdark have this line). At 4d6, your breath weapon represents a viable option in combat, especially since you can fire it every round. On the invocation front, beguiling influence stacks even more bonus onto social skills for 24 hours, and Draconic Flight provides a flight speed with good maneuverability and an all-day duration.

Level 15
Now let’s look at the SI. Boy, what a stinker. Full base attack, with good reflex and will saves? Why? You’d think you’d get good fortitude to make use of mettle, but what do I know? Anyway, your anti-elf features work equally well against Drow, so you fight equally well on either side of the war. Remember your boosted Constitution increases the save for your breath weapon from dragonfire adept. Synergy!
For feats, time for a little confession. Furious inhalation is a feat that compels me, much like savage grapple. I look at it very frequently, but it has a number of prerequisites with no obvious “intended” way to fulfill them. I was shocked to find during the building process that I got dragonblood subtype and breath weapon from dragonfire adept, which couple with rage from the SI meant I only needed a bite attack. Fortunately, I had an open feat slot, so I could spend it on Catalogues of Enlightenment as a Planar Touchstone. I’m not interested in the limited-use higher-order power, so we can focus on the always-on lower-order power which is the granted ability of any one domain. Here I’ve chosen the Hunger domain granted by Doresain, demigod of ghouls. This means we have a bite attack, which can now be used in combat charged up with bonus fire or electric damage. When adding in the bonus damage from elf bane and Strength, its more damage than you’d deal with breath weapon alone, and can be used as part of a full attack.

Level 20
Finishing up the SI. We managed to get Fey bane works against Wildrunners of 9th level or higher, which is the closest thing I can think of for a reason for it to be here. It’s not entirely clear to me whether both it and elf bane would apply, but I’d certainly like to hope so. We managed to get 4 attacks on a full attack, just barely. That’s 5 if we add in the bite, so you can deal some real damage when raging. Disguise heritage is a curious ability here, in that it just references disguise self, which gives an untyped bonus. Changeling’s racial ability also references disguise self, but specifies it provides a circumstance bonus. It’s not strictly needed to stack the two, but if you can it becomes immensely difficult to see who you actually are.
Given the bonus fighter feat spent on a maneuver, we can capitalize on it with our last feat slot. Unfortunately, all the highest level maneuvers available require too many maneuvers as prerequisites. Fortunately, we can take White Raven Tactics, which is a fantastic maneuver. I’m aware that there’s some unofficial FAQ saying you can’t use it on yourself to get a second turn during an encounter, but I think it worth bringing up at a table to see what the DM thinks. If nothing else, still an immensely valuable maneuver for helping teammates.


Sources
Changeling: Eberron Campaign Setting
Changeling Rogue, Racial Emulation: Races of Eberron
Feat Rogue: Unearthed Arcana
Savant: Dragon Compendium
Dragonfire Adept, Dragontouched, Draconic Invocations: Dragon Magic
Ruathar: Races of the Wild
Martial Study, Douse the Flames, White Raven Tactics: Tome of Battle
Unspeakable Vow, Vow of Vengeance: Drow of the Underdark
Planar Touchstone, Catalogues of Enlightenment: Planar Handbook
Hunger Domain: Libris Mortis
Furious Inhalation: Races of the Dragon
Rogue, Endurance, Diehard: Player’s Handbook

The Viscount
2024-05-13, 10:17 PM
That's our entries for the round! Judges, over to you!

Paragon
2024-05-14, 12:54 AM
Some really cool build right there, wp guys !

Inevitability
2024-05-14, 04:00 AM
Do I spot a Silverwing reference, Viscount? My local library had those books when I was a kid!

Anyway, after some initial apprehension I quite enjoyed building for this round! My builds were built around some pretty surface-level interactions, but in both cases I realized some deeper combos woven in there as I fleshed them out, and I'm happy to see my ideas weren't so obvious others would duplicate them (all builds seem to be doing pretty different things, in fact). I'd love something with easier entry requirements next round, but kinslayer is unique even if it's not good and I felt like it had just enough merit for the right kind of build.


A few ideas of mine that didn't make it:

I realized Endurance could be obtained with a single-level dip via Death's Chosen (Libris Mortis) and had half a thought to spin some lore around Kiaransalee, but none of my other ideas could spare a level to make it work.

My most ridiculous idea was to use Savage Species' over-LAd mess of a Wraith template to synergize with this class specifically: you negate your crippling daylight weakness, Shameful Strike is fine if you're making a single touch attack per round, Smite is considerably more powerful if it adds to constitution rather than regular damage, the shapeshifting would cover up incorporealness as well as drowness... Of course, doing so would make Rage near-useless, which was very ugly.

An idea I had pretty early was to use Knight of the Lily from Dragonlance Campaign Setting. It gives Diehard at level 3, and the entry feat (Honor Bound) gives a bonus on saves to avoid breaking any vow we swear... arguably triggering whenever we're fighting elves thanks to our Vow of Vengeance and synergizing with Mettle to boot. The class gave Sneak Attack and some intimidate synergy as well, plus armor proficiencies if we didn't have those yet. Drow not actually existing in Dragonlance made me apprehensive to use it, though.

Noticing some prerequisite overlap, I thought about going Tattooed Monk 3 to get Diehard for free, along with the White Mask tattoo to cement an infiltrator role a bit better. I might've gone Deepwyrm Half-Drow and worked Disciple of the Eye in there for intimidation synergy, figuring that a humanoid fighting humanoids will often face lower-HD foes.

Still on a monk kick, I realized that being able to rage while lawful made a monk/kinslayer build a perfect fit for Frostrager, which requires IUS and Frozen Berserker for entry. The fluff would've been a tongue-in-cheek tale of a christmas elf rebelling against santa, only to be betrayed and cast out, causing him to swear vengeance on that jolly old archfey and all his minions. This was probably closest to becoming an actual submission, if only because I loved the flavor so much. I might work it out some more, just for fun.

Another idea was to just stack anti-elf bonuses, taking levels in Corrupt Avenger, Scar Enforcer, Foe Hunter, and of course Ranger to be the most over-specialized bonus stack ever.

And the last idea I had was to use Sohei, get Weapon Focus + Deflect Arrows (elves are archers, not?) + Diehard for free in the first 3 levels, then get Sohei casting advanced to the point where it yielded Shield Other to help trigger Vengeful Strike. However, it was only really worth it if I needed Weapon Focus somewhere, and unfortunately that didn't turn out to be the case.

loky1109
2024-05-14, 04:29 AM
Fan fact: you actually could enter Kinslayer at 2nd level with two flaws. I thought about full (not lesser) drow monk1/kinslayer 10/ranger 1/foe hunter 6. But it looks too boring for me.

Inevitability
2024-05-14, 05:01 AM
Thinking about it again... you know what we saw surprisingly little of? Elder Evil worship - if there's ever been a PrC that calls for it, it's this one. I'm not disappointed, just surprised.