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Duke of URL
2008-03-25, 02:05 PM
GESTALT BUILD CHALLENGE IX: RIDERS ON THE STORM

"Hi-ho Silver (dragon), away!"

"Gestalt Build Challenge" General Rules

Unless otherwise specified in the specific challenge, the following rules and guidelines are always in effect:
Gestalt builds; 28-point buy; use any WOTC 3.5 product (including Dragon magazine) except where noted (only 3.0 products with an official upgrade to 3.5 are allowed)
Make all builds to ECL 20. However, indicate the minimum ECL the build is playable at (the level at which all LA and/or racial HD, if applicable, are accounted for) and label any level that indicates a "power break" where the build has a significant jump in power level. Provide a detailed description of how the build operates.
Any race with a listed level adjustment is allowed (no racial progressions from Savage Species, please). LA and HD each apply to one side of the gestalt; you may include LA and HD on the same side as each other, or on other sides. No LA buyoff. LA is applied before racial HD, which must be paid off before class levels on that side. Examples: LA X / RHD Y / class Z / ... // class A / ... -OR- LA X / class Y / ... // RHD A / class B / ...
Multiclass at will, but see "voting".
Up to two flaws are allowed, but see "voting".
Templates are allowed, but see "voting".
Voting: Upon the close of entries for each challenge, members of the forum may vote in-thread for the build that best represents the goals set out by the challenge. The voting criteria should consist of: Functionality: How well does the build do in its primary role as specified in the challenge? Weaknesses: Does the build have any glaring weaknesses that can be exploited? Playability: How much of the 1-20 level range can the build be played at and be effective? Creativity: Clever use of races, classes, and/or feats that may not be "typical" choices Cheese: Minimizing the number of cheese points Using flaws (1 point each) Ignoring mutliclassing penalties -- some DMs actually do enforce this in gestalt (1 point each) Single-level dips that would require several pages of justification to RP properly (1 point each) Templates that would require several pages of justification to RP properly (1 point per +1 LA) Attempting to use more than one PrC at any given level (1 point each) Attempting to use "dual progression" PrCs (1,000,000 points each) Over-dependence on items (1 point per indispensable item) Over-dependence on Diplomacy or Use Magic Device skills (1,000,000 points each)

"Riders On The Storm" Specific Rules
Entries may be submitted and edited up until noon PST on Tuesday, April 1, 2008.
Create a build focused specifically on mounted combat. As always, reliability and consistency of damage is important. If using a special mount, explain it (and its acquisition) in detail.
Please try to follow the format of the example (but also a legit entry) in the next post
Entries: Theadal Ironstrider (http://www.giantitp.com/forums/showpost.php?p=4102517&postcount=3)
Gloom Rides the Storm (http://www.giantitp.com/forums/showpost.php?p=4102769&postcount=7)
Fyarl the Crusher (http://www.giantitp.com/forums/showpost.php?p=4105230&postcount=9)
Tremor (http://www.giantitp.com/forums/showpost.php?p=4107984&postcount=10) <== Winner!
Monkee Business (http://www.giantitp.com/forums/showpost.php?p=4114050&postcount=12)
Rotary Saw (http://www.giantitp.com/forums/showpost.php?p=4121263&postcount=14)




Upcoming Challenges
Magnificent Monsters -- only high LA and racial HD creatures allowed
Skill-Monkey Business -- support specialists
In-core-eligible -- builds that don't use "core" races, classes, or feats
more to come... (I hope. Feel free to suggest some!)


Previous Challenges
Melee Masters (http://www.giantitp.com/forums/showthread.php?p=3873051)
Great Gishes (http://www.giantitp.com/forums/showthread.php?t=71548)
The Urge To Theurge (http://www.giantitp.cof/forums/showthread.php?t=72444)
Army Of One (http://www.giantitp.com/forums/showthread.php?t=73021)
Invocation Vocation (http://www.giantitp.com/forums/showthread.php?t=73539)
Double Dippers (http://www.giantitp.com/forums/showthread.php?t=74253)
Home On The Range(d) (http://www.giantitp.com/forums/showthread.php?t=74764)
Vulnerable Villains

Duke of URL
2008-03-25, 02:06 PM
Name:
Build:
Starting Ability Scores: STR x, DEX x, CON x, INT x, WIS x, CHA x
Cheese Points:
Minimum Playable Level:
Power Break:



Offense

Defense

Weaknesses

SamTheCleric
2008-03-25, 02:29 PM
[Build In Progress]

Name: Theadal Ironstrider
Build: Halfling Paladin 7/Wild Plains Outrider 3/Halfling Outrider 10//Ranger 17/Beastmaster 3
Starting Ability Scores: STR x, DEX x, CON x, INT x, WIS x, CHA x
Cheese Points: 1 (one level of prestige class stacking)
Minimum Playable Level: 1
Power Break:



Offense - Halfling. On a big animal companion/paladin mount hybrid (to be found later) .. If I'm calculating this right it will be a 20th level paladin mount and ranger animal companion. But I'm not sure of the stacking.

Two weapon fight with lances... can full attack on a charge thanks to Wild Plains Outrider.

Defense - He can hide in plain sight! Yay!

Weaknesses

Build In progress:

Paladin 1//Ranger 1 - Track, Mounted Combat
Paladin 2//Ranger 2 - Two Weapon Fighting
Paladin 3//Ranger 3 - Mounted Archery, Endurance
Paladin 4//Ranger 4
Paladin 5//Ranger 5
Wild Plains Outrider 1//Ranger 6 - Devoted Tracker, Improved Two Weapon Fighting
Wild Plains Outrider 2//Ranger 7
Wild Plains Outrider 3 // Ranger 8
Halfling Outrider 1//Ranger 9 - Natural Bond
Halfling Outrider 2//Ranger 10
Halfling Outrider 3//Ranger 11 - Greater Two Weapon Fighting
Halfling Outrider 4//Ranger 12 - Ride By Attack
Halfling Outrider 5//Ranger 13
Halfling Outrider 6//Ranger 14
Halfling Outrider 7//Ranger 15 - Spirited Charge
Halfling Outrider 8//Ranger 16
Halfling Outrider 9//Ranger 17
Halfling Outrider 10//Beastmaster 1 - <Something>
Paladin 6//Beastmaster 2
Paladin 7//Beastmaster 3

playswithfire
2008-03-25, 02:32 PM
Offense - Halfling. On a big animal companion/paladin mount hybrid (to be found later) .. If I'm calculating this right it will be a 20th level paladin mount and ranger animal companion. But I'm not sure of the stacking.

Devoted Tracker may be what you (and possibly most of this competition) are looking for. Makes your animal companion and special mount the same creature (get both bonuses)

EDIT: *facepalm* note to self; always read the spoilers before trying to be helpful

SamTheCleric
2008-03-25, 02:33 PM
He has it at 6th level :)

Edit: Though... since they stack anyway... i dont really need to take that much ranger. I could just do Paladin 5/Beastmaster 2/WPO 3/Halfling Outrider 10 on one side and accomplish the same thing.

Chronos
2008-03-25, 02:46 PM
I have a great idea for this one, but I'm going to need to iron out a lot of details (what PrCs, etc., to max out its potential).

And let me just say that I can't wait for the Skillmonkey contest.

The Gilded Duke
2008-03-25, 03:06 PM
Gloom Rides the Storm
Shifter Cleric 15 / Paragnostic Apostle 5 // Ranger 20
Stats:Str 8, Dex 8, Con 8, Int 14, Wis 14, Cha 18
Race Adjusted: Str 8, Dex 10, Con 8, Int 12, Wis 14, Cha 16


//Undergoing some changes for this challenge



Gloom that Rides is a Cleric // Ranger built around charging. Gloom casts as a 20th level cleric, and a 20th level ranger, features and spells from both classes are used to make Gloom a better charger. Gloom's main trick is that for a list of transmutation spells Gloom counts as a 25th level caster.

Gloom is able to shape change into forms normally unavailable, some of the better of these being:
Gloom (Epic)
Ha-Naga (Epic)
Behemoth Eagle (Epic)
Aspect of Bel
Aspect of Levistus
Etheral Defiler
Chronotyrn
Lucent Worm

Through using divine metamagic (no nightsticks), Gloom is able to persistent spell three spells a day. Usually these spells are Shapechange, Aspect of the Werebeast, and Hunter's Eye. Hunter's Eye is the weakest of the three and could be easily switched out for a better cleric or ranger spell.

The other big trick of Gloom's is his animal companion's ability "Share Spell". As long as his Animal Companion is within five feet of him, he can cast personal spells on it, or share spells that effect him with his animal companion.
Gloom stays near his animal companion at all times, and shares every spell with the companion, unless it would be harmful.

Right now I'm still working out the final mechanics for how Gloom that Rides enters combat. Currently I'm considering having him dual wield lances. I don't currently remember the name of the weapon enchantment which makes a weapon do double damage on a charge. I'm trying to figure out what other abilities to put on the lances as well.

As far as the attack sequence so far, Gloom casts Crawling Darkness on himself and his companion to give them concealment. At the start of the combat round he takes a swift action to cast Rhino's Rush on himself and his mount.

He then charges in on his mount using a ride by attack. Both him and his mount have pounce from Aspect of the Werebeast and full attack. He will be fighting with two lances. His first attack, and his mounts first attack have an increased multiplier from Rhino's Rush. If his animal companion hits at least once he gets a bonus attack from Opportunist. If the target is not immune to sneak attack he does 19d6 sneak attack on each hit and his mount does 6d6 sneak attack on each hit.


Gloom that Rides in Gloom Form:
Gloom:http://www.d20srd.org/srd/epic/monsters/gloom.htm
Medium Monstrous Humanoid
20d8= 266 HP
Initiative +20
Speed 30 Feet
Armor Class: 50 (+20 dex, +12 Insight, +8 Armor)
Base Attack/Grapple: +20/+33
Charge Full Attack: +38 Main x2, +33 Main, +28 Main, +23 Main, +38 Off, +37 off, +27 Off, If Mount Hits: +42 Main AOO
Main Hand: +3 Illusion Bane Revealing Lance (1d8 + 3 +11)x3 True Death
Off Hand: +3 Illusion Bane Revealing Lance (1d8 + 3 + 11)x3 Demolition
Space/Reach: 5/ 5-10
Special Attacks: Fear Gaze, Sneak Attack 13d6 (19d6), Pounce
Special Qualities: Blind-sight 60, Opportunist, quiescence, SR 35, DR 10/Epic, Camouflage, Hide in Plain Sight, Evasion
Saves: Fort 23, Ref 42, Will 23
Relevant Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting
Str 36, Dex 50, Con 29, Int 12, Wis 24, Cha 26

The Mount in Ha-Naga Form:
Ha-Naga:http://www.d20srd.org/srd/epic/monsters/haNaga.htm
Colossal Aberration
9d8= 148 hp
Initiative: +16
Speed: 60, Fly 120 (Perfect)
Armor Class: 42 (-8 size, +16 dex, +24 natural armor)
Base Attack/ Grapple: +6 / +24
Attack: Coil Whip +20 (4d6+10)
Full Attack on Charge: Coil Whip +20 (4d6+10)x2, Sting +18 (2d8+5 plus poison), bite +18 (4d8+5)
Space/Reach: 30 / 20
Special Attacks: Charming Gaze, Poison, Improved Grab, Constrict 4d6+15, Sneak Attack 6d6, Pounce
Special Qualities: Flight, SR 30, DR 5/Epic, Share Spells, Evasion, Chameleon,
Saves: Fort +19, Reflex +24, Will +6
Stats: Str 31, Dex 42, Con 32, Int 2, Wis 12, Cha 6

Flight: +6 Move Silently
Charming Gaze: As Mass Charm Monster 90 Feet, DC 17
Chameleon: +8 hide
Poison: Sting, Fort DC 31 initial and secondary damage 2d8 con

Class Abilities and Feats:


Stats Pre-Polymorph:
Str 8, Dex 10, Con 8, Int 12, Wis 18, Cha 16
Cha 22 36,000 Cloak + 6
Cha 26 110,000 Tome + 4
Wis 24 36,000 Periapt +6

Domains:
Planning : Extend Spell
Transformation: Transmutation Spells at +1 Caster Level

Feats:
1. Persistent Spell
3. Mounted Combat
6. Ride by Attack
9. Spirited Charge
12. Divine Metamagic: Persistent Spell
15. Extra Turning
18. Extra Turning


BAB +20 HD, d8x20 -20, 7x23 Skill Points, Fort 12-1, Ref 12, Will 12+7

Ranger Class Abilities:
Two Weapon Fighting
Improved Two Weapon Fighting
Greater Two Weapon Fighting
Favored Enemy: Dragon, Undead, Abberation, Construct, Plant
Track, Swift Tracker
Wild Empathy
Endurance
Woodland Stride
Camouflage, Hide in Plain Sight
Animal Companion: See Below

Paragnostic Apostle Class Abilities:
Mortal Coil, Divine Understanding (Transformation), Mortal Coil, Backhanded Attack, Mortal Coil
Lore

Mortal Coil increases caster level on shape altering spells (+3 total). Divine Understanding increases caster level on all spells of the Transformation Domain (+1). The Transformation Domain ability increases the caster level of all transmutation spells (+1).

The following spells are cast at +5 caster level:
Enlarge Person
Alter Self
Gaseous Form
Polymorph
Baleful Polymorph
Doppleganger
Polymorph any Object
Shapechange


Persisted and used Spells:


Turning Attempts: Extra Turning 8, Charisma 8, Base 3
Persistent Spell takes 6 turning attempts.
Gloom usually has these three spells persisted, all three spells are shared with his animal companion:
Shapechange (CL 25)
Aspect of the Werebeast: Tiger (Pounce)
Hunter's Eye: +6d6 Sneak Attack

Useful Spells:
Rhino's Rush: First Charge attack of a round deals double damage
Crawling Darkness: Gives Concealment and other bonuses

Full Cleric, enough said.


Animal Companion: The Mount

Heavy Horse
Large Animal
9d8+6
+1 Init
Speed 50
Armor Class: 21 (-1 size, +3 dex, +9 natural), Touch 10, Flat-Foot 12
BAB +6/+11
Hoof +10 melee (1d6+4)
2 Hoofs +10 melee (1d6+4)
Space 10, Reach 5
Low Light Vision, Scent
Fort +9, Ref +11, Will +3
Str 19, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Listen +6, Spot +4
Endurance, Run

Link,
Share Spells
Evasion
Devotion
Multi-attack


Equipment:

760,000
----------
36,000 Cloak of Charisma +6
36,000 Periapt of Wisdom +6
110,000 Tome of Leadership and Influence +4
53,018 +3 Illusion Bane, Revealing Adamantine Lance
53,018 +3 Illusion Bane, Revealing Adamantine Lance
6,000 Greater Demolition Crystal
10,000 Greater True Death Crystal
60 gp Exotic Saddle
40,000 Standard of Heroism
13,000 Monk's Belt

dspeyer
2008-03-25, 09:21 PM
I'll post a real one later. For now, I had to write this:
Cupru the Tricky
Build: Copper Dragon LA 2 / warmage 18 // rhd 5 / bard 15
Stats: STR: 10 DEX: 14 CON: 12 INT: 12 WIS: 10 CHA: 20
Mount: Dwarven or Human sorcerer or wizard cohort, who forgoes their familiar (possibly for advantages, such as metamagic specialist), two levels below Cupru
Deception: Cupru identifies as his cohort's familiar, and rides around on his shoulder, like a kitten, only cuter.
Playable from: 6, leadership

Offence:
Cupru prefers to rely on his skills (7/level), especially a maxed-out bluff, but he's ready to unleash plenty of warmage destruction backed by his superhuman charisma.

Defense:
Everyone pays attention to the humanoid.

Once they wise up, he has natural armor, tiny size, armor proficiency (with no ASF) and immunity to acid.

He works hard to keep his cohorts alive, learning every healing spell on the bard list, but even if he loses a few, he can still recruit another at n-2 because of his high charisma and excellent reputation in the right circles (there are songs sung about him -- he writes them himself, but they make him sound like a figure out of ancient legend, so his enemies don't see through him).

dspeyer
2008-03-26, 01:30 AM
As promised, a real one.
Fyarl the Crusher
Race: Ogre
Mount: Elephant
Stats: STR: 24 DEX: 12 CON: 14 INT: 6 WIS: 16 CHA: 6 (boost wis to reach 19 by the time needed, other than that, str)
Technically playable from: 7
Meets the challenge and makes sense from: 13
Power break: 15 shock-trooper, stormwalk
Build:
{table]class|class|feat|special
la|druid (AoN)|mounted combat|
la|druid (AoN)||
rhd|druid (AoN)|power attack|
rhd|druid (AoN)||
rhd|druid (AoN)||aspect of nature 1/time 1/day
rhd|druid (AoN)|ride-by-attack|AoN 2/day
fighter|druid (AoN)|spirited charge|AoN 3/day
fighter|druid (AoN)|wf(javelin)|AoN 2/time
ranger|druid (AoN)|great fortitude, track|favored enemy
ranger|druid (AoN)|rapid shot|AoN 4/day
ranger|druid (AoN)|endurance|AoN 3/time
ranger|druid (AoN)|quick draw, |
ranger|druid (AoN)||favored enemy 2, elephant companion,
violent rogue|druid (AoN)|mounted archery,|AoN 5/day
violent rogue|stormlord|impr bull rush, impr mounted archery| enhanced javelin, evasion
violent rogue|stormlord|| shock weapon,
violent rogue|stormlord|shock trooper, |stormwalk, uncanny dodge
violent rogue|stormlord|extend spell|
violent rogue|stormlord|impr favored enemy|thundering javelin
violent rogue|stormlord||stormride[/table]

Magic:
Druid level 20
Ranger level 5 (hardly matters in comparison)

Strategies:

Melee: Charge and power attack for massive damage (literally, just spirited charge brings expected damage to 51, power attack, buff spells and a magical lance will bring it higher).

Ranged: Throw multiple javelins with quickdraw and rapid shot. Get magic and energy damage on them without wasting money thanks to stormlord.

Against Hordes: Let you mount do the trampling and concentrate on the big enemies

General: Buff early and often. Even low-level things like Bull's Strength and Barkskin can make a difference. Remember to share them all with your mount. If you know whether you're going into ranged or melee, use the appropriate aspect of nature to give yourself a big stat boost. Once you get stormwalk, call up the nastiest weather you can and laugh at your pitiful enemies.

Weaknesses:

Your only real defence is your good offence. Well, that plus being out of reach (with them being at the end of a large lance and not looking forward to an AoO, plus you being up on an elephant, if there are rules for that). If enemies live long enough to attack you, you have neither the AC nor the hit points to withstand it well. Keep a lot of healing spells prepared, and try to end fights quickly. If an enemy isn't going down, bring out a high-level offensive spell.

Only the middle 7 levels get full BaB. The rest is at 3/4. The opening 6 levels are unavoidable. The final 7 could be made full BaB by swapping violent-rogue for fighter, but I don't think it's worth losing the skills. By that level, you've got enough other bonuses to hit reliably.

Ogre intelligence combined with druid doesn't give you a whole lot of skills. Fortunately all you really need is ride and concentration. On the other hand, survival, spellcraft, intimidate, handle animal and spot would all be rather useful. Once ranger and then rogue kick in, this improves.

dyslexicfaser
2008-03-26, 04:51 PM
Name: Tremor
Build: Ftr5/Ashworm10/Cav5//Scout20
Starting Ability Scores: STR 16, DEX 16, CON 14, INT 10, WIS 8,
CHA 8
Cheese Points: 0
Minimum Playable Level: 6 is when he gets his Ashworm
Power Break: At 11, your ashworm can take you burrowing in sand. At 16, he can do it in regular earth.


Offense

On the fighter side, get feats like Power Attack, WF: Lance (for the Cavalier prereq), Mounted Combat, Spirited Charge and Ride-by Attack. For your scout levels, grab feats for long-range attacks. That gives you options so you can either stay at range and Skirmish away, or charge in and trample (ashworm level 5 let you trample them deep into the dirt, which works nicely with the tactical feat that gives you fell trample) or deal heavy lance damage+Heightened Sting to poison them.

Defense

High HP and good armor. Good ref and fort saves. Will saves are fairly weak, but you hopefully won't be spending much time above-ground.

By 11, your ashworm can burrow in sand and take you with it, making you very hard to catch. By 16, he can do it through earth as well. Good luck trying to catch them when they can attack and then hide in the earth with impunity.

Weaknesses

Until 6, you're just a fighter//scout with mostly useless feat choices, and it's not until 11 (in a desert campaign) or 16 (in a regular campaign) that you get to do your Whack-a-Mole routine of popping out of the earth for a charge or Skirmish and then ducking back in.

Note

Exchange the levels in fighter for paladin if you want: you lose your mount's poison damage and 3 fighter feats, but gain a slew of abilities to make your mount better, since ashworm and cavalier also increase paladin
special mount abilities. This makes you very, very MAD, however.

ShneekeyTheLost
2008-03-27, 07:43 PM
I'm just waiting for the "Die, Die my Darling" clone to be submitted...

I've never been a big fan of mounted combat, I'll pass on this one

Chronos
2008-03-27, 10:40 PM
OK, I think I've got it worked out now.

Monkee Business
Build: Human Druid 5 / Beastmaster 2 / Master of Many Forms 10 / Druid +3 // Monk 7 / Druid +5 / Monk +8
Monkee's Starting ability scores: Str 8, Dex 8, Con 14, Int 14, Wis 18, Cha 8 (boost Wis)
Jerry's starting ability scores: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Jerry's final ability scores: Str 28, Dex 22, Con 14, Int 10, Wis 12, Cha 7
Minimum Playable Level: 1, but meets terms of challenge at level 9
Cheese points: 2 indispensable items (Int boosters for Jerry)


{table=head]ECL| Left class | Right class | Feats | Companion as level | Special
1 | Druid 1 | Monk 1 | Natural Bond, Skill Focus: Handle Animal, Improved Unarmed Strike, Improved Grapple | 1 | Animal companion, nature sense, wild empathy, Bonus feat, flurry of blows, unarmed strike
2 | Druid 2 | Monk 2 |Combat Reflexes | 2 |Woodland stride, Bonus feat, evasion
3 | Druid 3 | Monk 3 | Endurance | 3 | Trackless step, Still mind
4 | Druid 4 | Monk 4 | | 4 |Resist nature’s lure, Ki strike (magic), slow fall 20 ft.
5 | Druid 5 | Monk 5 | | 5 |Wild shape (1/day), Purity of body
6 | Beastmaster 1 | Monk 6 | Natural Spell, Improved Trip | 6 | Animal companion (level +3), wild empathy, Bonus feat, slow fall 30 ft.
7 | Beastmaster 2 | Monk 7 | Alertness | 7 | Wholeness of body
8 | Master of Many Forms 1 | Druid 6 | | 8 | Shifter's Speech, improved wild shape (humanoid)
9 | Master of Many Forms 2 | Druid 7 | Lion's Pounce | 9 | improved wild shape (giant; large)
10 | Master of Many Forms 3 | Druid 8 | | 10 | Fast wild shape, improved wild shape (monstrous humanoid)
11 | Master of Many Forms 4 | Druid 9 | | 11 | Improved wild shape (fey; tiny), venom immunity
12 | Master of Many Forms 5 | Druid 10 | Cheetah's Speed | 12 | Improved wild shape (vermin)
13 | Master of Many Forms 6 | Monk 8 | | 13 | Improved wild shape (aberration, huge), Slow fall 40 ft.
14 | Master of Many Forms 7 | Monk 9 | | 14 | Extraordinary wild shape, improved wild shape (plant), Improved evasion
15 | Master of Many Forms 8 | Monk 10 | Power Attack | 15 | Improved wild shape (ooze; diminutive), Ki strike (lawful), slow fall 50 ft.
16 | Master of Many Forms 9 | Monk 11 | | 15 | Improved wild shape (elemental), Diamond body, greater flurry
17 | Master of Many Forms 10 | Monk 12 | | 15 | Evershifting form, improved wild shape (dragon, gargantuan), Abundant step, slow fall 60 ft.
18 | Druid 11 | Monk 13 | Multiattack | 16 | Diamond soul
19 | Druid 12 | Monk 14 | | 17 | Slow fall 70 ft.
20 | Druid 13 | Monk 15 | | 18 | A thousand faces, Quivering palm[/table]

Animal companion: Jerry (Ape)
16 HD, 15 natural armor
Feats (6): Alertness, Toughness, Martial Weapon Proficiency (lance), Mounted Combat, Ride-By Attack, Spirited Charge
Skills: Literacy, Ride 6+ ranks, 5 ranks in Handle Person if possible

How it works: As soon as possible, Monkee gets a headband of intellect +2 for Jerry. Once Jerry's Int is raised to humanoid levels (4), Monkee teaches Jerry how to read, and coaches him on selection of skills and feats. Eventually, once he can afford it, Monkee also purchases a Tome of Clear Thought for him, so his intelligence doesn't go away when without his headband, and so he can gain more skills (2 per HD instead of 1, allowing him to catch up on his Ride ranks). Around the time that Jerry is gaining his smarts, Monkee gains the ability to wildshape into a Large creature to serve as a mount for him.

In any given situation, Monkee chooses a mount which has a favorable form of movement (flying and burrowing are popular choices). In any form, and with any form of movement, he gets a +50 enhancement bonus to his speed, and once per hour can spend one of his many wildshape uses to move ten times his speed in a charge. He can also spend another use to pounce at the end of the charge, using whatever natural weapons his form may allow. Even if his enemy can follow him into the air or ground, this generally lets him start and end his charge outside of the enemy's range. Meanwhile, Jerry is doing prodigious damage on that charge: With Bite of the Werebear shared on the two of them and Animal Growth on Jerry, his Strength is 52, for a +31 damage bonus from Strength alone, plus any other buffs Monkee has shared to him (tripled, from using Spirited Charge with a lance). When necessary, Jerry also drinks a potion of Heroics to gain Power Attack, for even more insane damage.

Advantages:
The mount in this build (Monkee Business himself) has far greater mobility options than most, between being able to choose a custom form for any situation, and the speed boosts from Monk levels and Cheetah's Speed.

Since this build is so unconventional, it might trick an opponent into using poor tactics. Will save spells targeted on the mount, for instance, normally a viable plan against mounted combatants, will fail horribly.

playswithfire
2008-03-29, 08:20 AM
Very basic idea at this point; Sorceror//Paladin going into Effigy Master and/or Cavalier or maybe Halfling Outrider riding a Dire Tortoise Effigy into battle

No Eff(igy)ing Way the Tortoise Loses to the Hare
Build: Something Sorcerer 15/Effigy Master 5//Paladin 20 so far
Effing's Starting ability scores: Str , Dex , Con , Int , Wis , Cha (boost Wis)
Effing's final ability scores: Str , Dex , Con , Int , Wis , Cha
Tortoise's ability scores: Str , Dex , Con , Int , Wis , Cha
Minimum Playable Level:
Cheese points:

Sorcerer 7/Effigy Master 5/Sorcerer +8//Paladin X/mounted Presting Y/Paladin +Z

avr
2008-03-29, 06:55 PM
A fairly simple entry, despite all the class features!

Name: Rotary Saw
Classes: Ranger 17 / Binder +3 // Binder 15 / Revenant Blade 5
Starting Ability Scores: STR 14, DEX 16, CON 12, INT 10, WIS 14, CHA 10. Level ups should go into STR IMO.
Minimum Playable Level: 1 (animal companion at 4th level, could of course buy a mount earlier)
Cheese Points: Zero
Power Breaks: 10 - legendary force makes 2-weapon power attack scary, 12 - Spirited charge & can bind Chupoclops for Pounce ability

Elf (Favoured class Wizard, low-light vision etc.)
{table]Level|Side 1|Side 2|Class Features
1|Ranger 1|Binder 1|1st favoured enemy, wild empathy, soul binding (1 vestige)
2|Ranger 2|Binder 2|Pact augmentation (1 ability), suppress sign
3|Ranger 3|Binder 3
4|Ranger 4|Binder 4|Animal companion
5|Ranger 5|Binder 5|2nd favoured enemy, pact augmentation (2 abilities)
6|Ranger 6|Revenant Blade 1|Ancestral guidance (1), hero of the Valaes Tairn
7|Binder 6|Revenant Blade 2|Soul guardian (immune to fear), Shadow of the past
8|Binder 7|Revenant Blade 3|Ancestral guidance (2)
9|Ranger 7|Revenant Blade 4|Woodland stride, giant slayer
10|Binder 8|Revenant Blade 5|Soul binding (2 vestiges), ancestral guidance (3), legendary force
11|Ranger 8|Binder 9|Swift tracker, soul guardian (slippery mind)
12|Ranger 9|Binder 10|Evasion, pact augmentation (3 abilities)
13|Ranger 10|Binder 11|3rd favoured enemy
14|Ranger 11|Binder 12
15|Ranger 12|Binder 13|Soul guardian (immune to energy drain & negative levels)
16|Ranger 13|Binder 14|Camouflage, soul binding (3 vestiges)
17|Ranger 14|Binder 15
18|Ranger 15|Binder 16|4th favoured enemy, pact augmentation (4 abilities)
19|Ranger 16|Binder 17
20|Ranger 17|Binder 18|Hide in Plain sight[/table]

Feats:
{table]Level|Base|Ranger|Binder
1|Bladebearer of the Valenar|Track
2||TWF (cbt style)
3|Weapon Focus (Valenar double scimitar)|Endurance
4|||Improved Binding
6|Mounted Combat|Improved TWF (cbt style)
9|Ride-by Attack
12|Spirited Charge
13|||Supernatural Crusader
14||Greater TWF (cbt style)
15|Mounted Archery
18|Valenar Trample
20|||Supernatural Opportunist[/table]

Notes on class abilities:
Casts as Ranger 17 (caster level 10)
Animal companion as Ranger 20 (i.e. Druid 10), probably a Valenar riding horse with 6 extra HD

Offense:
Legendary force allows him to treat both ends of a Valenar double scimitar as a two-handed weapon (at once) with regard to strength bonus and doubling the power attack damage bonus. Pounce lets him make a full attack (using both ends) on a charge. Spirited Charge doubles the damage on a mounted charge. Yes, that's quite a lot of synergy going on there.

Although he doesn't have Power Attack as a standard feat, he can pick it up with his Ancestral guidance class feature, along with other useful ones once he gets to a high enough level.

Defence:
All good saves, Slippery mind, Evasion, immune to fear & energy drain & level loss, whatever else the particular vestiges he's bound to at the time give him in the way of defence.

In the event that he just doesn't want to close with an enemy, binding Leraje for bow skills and using mounted archery should be fairly effective. A Valenar riding horse has a base move of 80' and the Run feat, with a Longstrider spell active that's 450' in a round which should be outside anyone's charge range.

Weaknesses:
The horse dies easily! He may want to buy another mount of some kind just as a backup, or to bind Andras to be able to summon another warhorse (Andras's other abilities are good for him, too - Saddle Sure, Smite, Improved crit). His hit points may be a bit low for a front liner.

Duke of URL
2008-04-01, 02:04 PM
entries Now Closed - Please Do Not Add Or Edit Entries After This Time

SamTheCleric
2008-04-01, 02:11 PM
Oh delicious Irony. I was just going to add an Ashworm Dragoon to the list :)

Duke of URL
2008-04-09, 08:19 AM
VOTING OPEN UNTIL NOON PST ON APRIL 14

Entries:

Theadal Ironstrider (http://www.giantitp.com/forums/showpost.php?p=4102517&postcount=3)
Gloom Rides the Storm (http://www.giantitp.com/forums/showpost.php?p=4102769&postcount=7)
Fyarl the Crusher (http://www.giantitp.com/forums/showpost.php?p=4105230&postcount=9)
Tremor (http://www.giantitp.com/forums/showpost.php?p=4107984&postcount=10)
Monkee Business (http://www.giantitp.com/forums/showpost.php?p=4114050&postcount=12)
Rotary Saw (http://www.giantitp.com/forums/showpost.php?p=4121263&postcount=14)


Categories:

Mounted Master: The build that best meets the challenge goals

Huh?: The build that meets the challenge goals with the most unusual combinations of race/classes/feats/etc.

Party Animal: You either want to play it, or see it in your party at your next session.

Gouda: Must I really keep this category? The build that any sane DM would insta-ban for pure cheesiness.

SamTheCleric
2008-04-09, 08:25 AM
Well, not a very popular challenge... let's get the voting started.

Mounted Master: Fyarl

Huh?: Effigy

Party Animal: Monkee Business (Well, actually... the Ape is the party animal... :P )

Gouda: Gloom that Rides The Storm

Chronos
2008-04-11, 09:40 PM
Mounted Master: Tremor. Everyone expects attacks from the horizontal directions. Clever or attentive folks expect attacks from above. But nobody expects attacks from below. Great for ambushes and defense.

Huh?: Cupru the Tricky. As the award category says, it meets the challenge, but in a very unusual way.

Party Animal: Fyarl the Crusher. Mostly because I like elephants.

Gouda: Gloom Rides the Storm. Anything that uses material from the epic handbook is at least a little cheesy.

avr
2008-04-12, 05:04 AM
Mounted Master: Monkee Business. Effective and useful from a reasonable level.

Huh?: Cupru, because most PCs don't describe themselves as 'like a kitten, only cuter'

Party Animal: Cupru again. Cute & likely helpful to the other PCs.

I think the gouda award needs to go, so no vote from me here.

JaxGaret
2008-04-12, 02:00 PM
Mounted Master, Huh? and Party Animal go to Monkee Business 1000%.

That build is awesomely awesome.

Draz74
2008-04-12, 03:01 PM
Mounted Master: Probably Tremor. Uses mount-based PrCs, as was intended for this contest, but still manages to be something I've never seen before.

Huh?: Monkee Business.

Party Animal: Fyarl the Crusher, because it would make me feel like I was playing a LotR Haradrim campaign.

Gouda: Gloom Rides the Storm. And I thought regular low-level Polymorph was bad.

Duke of URL
2008-04-16, 07:28 AM
Congrats to the winners... I had to use three tie-breakers this time, as the votes were very evenly split.

Mounted Master: Tremor in a tie-break over Monkee Business, as it was slightly better focused on the challenge goals

Huh?: Monkee Business in a tie-break over Cupru, based on a more complete entry and a total turning the challenge on its head

Party Animal: Monkee Business in a tie-break over Fyarl The Crusher, because, well I just like it better. :smallbiggrin:

Gouda: Gloom That Rides (unanimous)