Entry number 1!
Originally Posted by HungerHunger Dragonborn Warforged (wings) CN -> CE
Crusader 1/Barbarian 1/Totemist 6/Binder 1/Swordsage 1/Life Eater 10
Number 493809 remembered just before a great battle. Fresh from the forge the masters knew something was not right. Too free spirited they said. Too flighty. They stuck it on the front lines, seeing as how if it was a defect at least it would be eliminated quickly, and if it proved competent so much the better. It remembered the war horns, the tide of bodies of too many models and species to count surging up the hill towards his position. It remembered just before they met, a great tearing sound from its side. It turned to look into a vast hole which seemed to lead to nothingness which stretched on forever. Barely had it time to process when it felt a thump from its blind side. Something hit it, hard, and it felt itself deactivating as it was thrown into the blackness. It remembers a snapping sound as the field of battle disappeared and the hole to nothing seemed to close. Then it shut down.
Time passed. Number 493809 knew not how long. It was not aware, though it feels like it was a long while. It hears a commanding sibilant voice ordering it to wake. It tries but though it is now aware it cannot see, it is inside something. With a surge of energy it bursts from what it was encased in. Something akin to a pod, but with liquid. Its plating is gone. Something grows from its shoulders, being constantly assembled as it walks around. It sees a great reptilian face, like a tarnished but some luminescent piece of silver. It feels a command ďLive, learn, and tell your story.Ē
It remembers falling. Far, far away. It lands softly in a verdant glade. Renewed with vigor to champion the cause of its savior, it wanders a short distance. A small town in the forest. No walls, no trenches, no defenses to speak of. Curious it investigates. A being with pointed ears shrieks in an odd tongue, runs away. Number 493809 tries to speak to tell its story. The thing does not know its words and does not stop. A bigger pointed ear thing, armed with a blade comes out shortly to stop its advance into the town. The thing says something in that odd tongue, then another one. Number 493809 speaks in each of its three tongues. Its normal words fall on deaf ears. It tries the dialect of the giants that made the ramparts it marched out it, and the thing seems alarmed.
Finally it tries a third tongue, one its savior gave to it. Recognition crosses the face of the thing. It knew that one. Other point eared things gather, the one with the blade standing between Number 493809 and the rest. It tries to advance, speaking in its given tongue, the smaller point ears are scared. They scream and scatter. The big one forces it back, and haltingly says in the third tongue that abominations are not welcome here, or anywhere. The big point ear with the blade advances to attack, and Number 493809 is forced away.
For some time Number 493809 wandered. Not many seemed to speak the third tongue nor the second, and none spoke the first. The ones who spoke third and second repeated what the big pointed eared one said with minor variation. It became bitter. It left its mission. What kind of creator would give a mission that it could not complete? It decided to leave the populated places and head to the wilds. No one to talk to there.
It encountered savage wildlife and it learned to be savage to fight back. It found joy in that. Especially in those weaker than it, which it would slaughter easily, and merrily. Those stronger than it it ran from. It learned their ways, and tapped into their strength. It did not know when it started to consume them, only to stop shortly after. It did not gain their strength that way, but it felt right. Even if it had to remove parts of them from its core later.
It wandered longer, growing, adapting, learning. It killed an old round ear drawing pictures on a moonless night in the dirt. The round ear was weaker than him and deserved to die. It found a book written in the tongue gifted to him by his worthless master, detailing multitudes of pictographs and entities from beyond space and time who granted power to those who knew their secrets. Number 493809 studied this book, and finished what the old round ear had started.
It felt a new alien power inside, different from any it had known before. It also caused more new parts to assemble from its head, similar to how the parts that had assembled from its shoulders came to be. It was a master now, and it liked that. It merged what it knew and what it had learned into a new fighting method, and it continued to journey. A master needed subjects after all.
After some time, it came across a babbling round ear. The round ear was weak enough to not even warrant killing, but that round ear was consuming another body and was impressed by his new head assembly. The round ear spoke in the second tongue to it and mentioned the prophecy of Baphomet and how a great horned one would one day slaughter and feast on all in orgiastic glee. Curious, it let this round ear live, and it was taken to a secret temple of Baphomet.
Number 493809 had found what he was missing. It learned, and it consumed what it could, but it always wanted more. It became its defining feature, and it renamed itself. Hunger. Hunger was never satisfied, there too much to destroy, too much to consume. Luckily it had all the time in the world. After many years and countless round ears and pointed ears, Hunger finally could totally consume its prey, body and soul. It smiled, for its real work had just begun.
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features 1st Crusader 1 +1 +2 +0 +0 Balance +4, Craft: Armorsmithing +4, Intimidate +4, Knowledge: Religion +4, Tumble +4 Hidden Talent: Psionic Minor Creation Furious Counterstrike, Steely Resolve 5, Maneuvers, skilled city dweller 2nd barbarian 1 +2 +4 +0 +0 Balance +4, Bluff .5, Craft: Armorsmithing +4, Intimidate +5, Hide .5 , Knowledge: Religion +4, Move Silently .5, Tumble +5 Feats Spirit Lion Totem (pounce), Whirling Frenzy, skilled city dweller 3rd Totemist 1 +2 +6 +2 +0 Balance +4, Bluff +1 , Craft: Armorsmithing +4, Intimidate +5, Hide +1, Knowledge: Religion +4.5, Move Silently +1, Tumble +6 Midnight Dodge Meldshaping, Wild Empathy, Skilled city dweller 4th Totemist 2 +3 +7 +3 +0 Balance +4, Bluff +1.5 , Craft: Armorsmithing +4, Intimidate +5, Hide +1.5, Knowledge: Religion +5, Move Silently +1.5, Tumble +7 Totem Chakra Bind (+1 capacity) 5th Totemist 3 +4 +7 +3 +1 Balance +4, Bluff +2 , Craft: Armorsmithing +4, Intimidate +5, Hide +2, Knowledge: Religion +5.5, Move Silently +2, Tumble +8 Totemís Protection 6th Totemist 4 +5 +8 +4 +1 Balance +4, Bluff +2.5 , Craft: Armorsmithing +4, Intimidate +5, Hide +2.5, Knowledge: Religion +6,[b] Move Silently +2.5, Tumble +9 Multiattack 7th Totemist 5 +5 +8 +4 +1 Balance +4, Bluff +3 , Craft: Armorsmithing +4, Intimidate +5, Hide +3, Knowledge: Religion +6.5,[b] Move Silently +3, Tumble +10 Chakra Binds (crown, feet, hands) 8th Totemist 6 +6 +9 +5 +2 Balance +4, Bluff +4.5 , Craft: Armorsmithing +4, Intimidate +5, Hide +3, Knowledge: Religion +7, Move Silently +3,[b] Tumble +11 Totem Chakra Bind (+1 meldshaper level) 9th Binder 1 +6 +11 +5 +4 Balance +4, Bluff +4.5, Craft: Armorsmithing +4, Intimidate +7, Hide +3, Knowledge: Religion +8, Move Silently +3, Tumble +11 Improved Binding Soul Binding 10th Swordsage 1 +6 +11 +7 +6 Balance +4, Bluff +5, Craft: Armorsmithing +4, Intimidate +7, Hide +6, Knowledge: Religion +8, Move Silently +5, Tumble +12 Weapon Focus (Tiger Claw), improved unarmed Strike (B) Discipline Focus (Tiger Claw), Quick to act +1, maneuvers 11th Life Eater 1 +6 +13 +9 +8 Balance +5, Bluff +5, Craft: Armorsmithing +4, Intimidate +11, Hide +8, Knowledge: Religion +8, Move Silently +5, Tumble +12 Deathwatch, Poison Use 12th Life Eater 2 +7 +14 +10 +9 Balance +5, Bluff +5, Craft: Armorsmithing +4, Intimidate +12, Hide +12, Knowledge: Religion +8, Move Silently +5, Tumble +12 Never Outnumbered Mindsight Sneak Attack +1d6, Death Knell 13th Life Eater 3 +8 +14 +10 +9 Balance +5, Bluff +5, Craft: Armorsmithing +4, Escape Artist +2 , Intimidate +13, Hide +13, Knowledge: Religion +8, Move Silently +5, Tumble +16, Never Outnumbered Chill Touch 14th Life Eater 4 +9 +15 +11 +10 Balance +5, Bluff +5, Craft: Armorsmithing +4, Escape Artist +6 , Intimidate +14, Hide +14, Knowledge: Religion +8, Move Silently +5, Tumble +17, Never Outnumbered Hide in Plain Sight 15th Life Eater 5 +9 +15 +11 +10 Balance +5, Bluff +5, Craft: Armorsmithing +4, Escape Artist +10 , Intimidate +15, Hide +15, Knowledge: Religion +8, Move Silently +5, Tumble +18, Never Outnumbered Expel Vestige Sneak Attack +2d6, Wounding Sneak attack 16th Life Eater 6 +10 +16 +12 +11 Balance +5, Bluff +5, Craft: Armorsmithing +4, Escape Artist +14 , Intimidate +16, Hide +16, Knowledge: Religion +8, Move Silently +5, Tumble +19, Never Outnumbered Fatiguing touch 17th Life Eater 7 +11 +16 +12 +11 Balance +5, Bluff +5, Craft: Armorsmithing +4, Escape Artist +16 , Intimidate +17, Hide +17, Knowledge: Religion +8, Move Silently +5, Tumble +20, Never Outnumbered, Back on your Feet Enervation 18th Life Eater 8 +12 +17 +13 +12 Balance +5, Bluff +5, Craft: Armorsmithing +5, Escape Artist +17 , Intimidate +18, Hide +18, Knowledge: Religion +8, Move Silently +5, Tumble +21, Never Outnumbered, Back on your Feet, Twisted Charge Darkstalker or Open Sneak Attack +3d6, draining sneak attack, 19th Life Eater 9 +12 +17 +13 +12 Balance +5, Bluff +5, Craft: Armorsmithing +6, Escape Artist +18 , Intimidate +19, Hide +19, Knowledge: Religion +8, Move Silently +5, Tumble +22, Never Outnumbered, Back on your Feet, Twisted Charge, Nimble Stand Destruction 20th Life Eater 10 +13 +18 +14 +13 ] Balance +5, Bluff +5, Craft: Armorsmithing +7, Escape Artist +19 , Intimidate +20, Hide +20, Knowledge: Religion +8, Move Silently +5, Tumble +23, Never Outnumbered, Back on your Feet, Twisted Charge, Nimble Stand, Nimble Charge Feed
Lvl 1: crusaderís strike, leading the attack, stone bones, douse the flames, charging minotaur
Lvl10: Shadow Garrote, Shadow Jaunt, Cloak of Deception, Mountain Hammer, Distracting Ember, Burning Brand
Lvl 1: Martial Spirit
Lvl10: Assassinís stance
Chakra Binds: 2
Girallon Arms Bound to totem Chakra, Shaped to Arm
Shedu Crown bound to the Crown
Dragon Tail Shaped until level 8, then usually Blink Shirt
Dread Carapace for fear stack is okay, shaped on feet bound to totem for fear stack. If you know mooks are coming in droves.
Bound Vestige is Usually Amon, though Dahlver-nahl, Naberius, and Malphas are swapped in as needed, or your vestige of choice.
Crunchy bits and lvl by lvl
Dragonborn (wings) warforged is your base. CN -> CE
Str 16 Dex 15 Con 14 Int 12 Wis 12 Cha 8 base
Str 16 Dex 13 Con 18 Int 10 Wis 10 Cha 6 after racials. Increase strength at every level.
Con is great, flight is great, especially since warforged are immune to fatigue so they come online drastically earlier, and you are amazingly resilient. Also, importantly, you are immune to poison. That will be a key novaing ability.
Lvl1: You are a crusader for skills! Who knew?! It is one of the few classes that gets both knowledge religion and intimidate as class skills, and it has the benefit of having a decent amount of skill points from a solid list, and it is quite possibly the most survivable level 1 class. You heal on every attack with your stance, plus you have a healing strike, your delayed damage pool, d10 HD and pretty great con. You have basically every maneuver you can have, since you only have 6 total options, with two being pretty functionally identical. Of note here is psionic minor creation. In addition to normal utility to make what you want 1x a day, it can make a ton of poisons. Greensickness and black lotus extract are both plant based and qualify. Greensickness is a Fort DC 33 inhaled poison, with primary and secondary Damage of 2d6 str AND 1d4 con. It clears groups, kills or incapacitates anything that breaths it in and has a fort save of basically NOPE for most levels. Thatís and average of 7 strength damage and 2 con damage instantly as long as your enemy is living and breathes. Black Lotus extract is contact DC 20 for 3d6 con primary and secondary, so only a touch attack for an average of 10 con damage. The save is much easier but its still a very potent option when needed. Otherwise you are a super tanky crusader. Heal yourself getting around most warforged limitations with your maneuver and stance, beat things with a quarterstaff or greatsword (quarterstaff is super budget) and you can go bonkers with poison when needed. Also you can take time to fix yourself for more healing with armorsmithing. Just take 20 in downtime.
Lvl 2: You can pounce for 2 attacks in your frenzy now. Still hardy.
Lvl 3: Will save is hurting but at least you got some soulmelds to alleviate it a bit and give you some minor utility or skill bonuses as needed.
Lvl 4: Totem comes online, which means girallon arms. This is good.
Lvl 5: You have pounce, whirling frenzy, your totem bind, and your three go to melds. Your totem is girallion arms from now until the end of time, you also shape dragon tail for the extra attack and Shedu crown for the bonus to will because your will save is trash. Most of your essential will be in the crown and likely midnight dodge, tail sometimes. Your to hit is not great because no multiattack until next level. However, you have a massive number of attacks and can still coat yourself in black lotus extract to make a bunch of touch attacks. Your frenzy routine is now +8 claw/+8 claw/+8 claw/+8 claw/+8 claw/+3 tail, or +8 weapon/+8 weapon/+3 claw/+3 claw/+3 claw/+3 claw/+3 tail. As touch attacks those are pretty likely to hit for black lotus destruction, or for normal attacks you are not amazing but still decent enough and you have reasonable strength for ok bonus damage.
Lvl 6-8: More essential, more totemist stuff. Your will save is awful, a trip to the otyugh hole is recommended and keep your crown shape/bind full until you know you do not need it. You have a fly speed now make use of it.
Lvl 9: Binder and Improved binding. Why? Because I love binders. Honestly you can do most anything here. Binder gives a ton of utility and neat situational abilities, and they have upsides for later in the build. You could go bard for DFI here, another totemist for another bind and shuffle mindsight in early, a level of fighter for a bonus feat or whatever you feel is best. Binder gives Amon for a Gore attack like Baphomet, which lets your swap your dragon tail to blink shirt for tactical teleportation. You can get sudden strike, invisibility, scout bird, free skills, and any number of other things. You could skip Improved binding and stick with the level 1 vestiges but I like more options. Plus it helps with meeting skill reqs. Since knowledge religion is not on most classes you want to take levels in.
Lvl 10: Your (unarmed) Swordsage level here means you can get up to 3rd level maneuvers and stances. You also finish your pre reqs if I have done my skill math correct. Assassinís stance if your new go to, though you have a fall back for healing. You can also always flank now with your little elemental buddy, which coincidentally gives you infinite out of combat healing, just punch it in your other stance. You gain a ranged attack which your largely lack, more teleportation if you want to not bind blink shirt, reach if needed, greater invisibility if you want to bind something else, and everyones favorite lockpick in Mountain Hammer which your crusader maneuver qualifies you for. Also weapon focus in tiger claw is huge giving you an additional to hit for your now proficient unarmed attacks and claw attacks. Your frenzy attack looks like +11 unarmed/+11 unarmed/+ 9 claw/+9 claw/+9 claw/+9 claw/+8 gore (+8 tail) which with cloak of deception targets FF AC for an additional 2d6 per attack, 3d6 if you take the sudden strike vestige( lose gore though). If you prep with your lotus extract thatís 7 or 8 attacks vs. a flat footed touch AC target most times. The save is lacking now but variance is on your side with that many applications. Greensickness is still a great localized aoe if needed which has a wicked save still out of reach for many things, though there are more immunities to poison now if they are not immune its pretty unlikely they make the save.
Lvl 11-12: In the SI now, focusing on your few key skills. You do not need many so just keep a few up. You get sneak attack which is an extra 1d6 on your attacks most of the time now, between your invisibilities and distracting ember, which with assassins stance and respectable strength is a fair bit of pure damage. You are not putting out uber charger numbers but with an average of 8 attacks and 23 strength is 128 DPR before each individual attacks damage assuming all hit. Double on dive. That is respectable. You also get mindsight at 12 making you nearly impossible to surprise. With a bind alters you can also have a respectable fear stack, making never outnumbered a reasonable skill trick to acquire here. Especially since you do not need or use a lot of your points.
Lvl 13: Chill touch is more useful than you think, because undead are problematic. You can bypass with flight or teleportation but being able to send some packing is not bad. Fatigue is ok if it lands which it will not likely because your charisma is awful. Also since you hold the charge until it is dispelled and you get a fair few attacks, you could I believe hit multiple foes a turn. And you have enough attacks if you cannot hit multiples (or more than just your Unarmed strikes, held multiple charge spells gets weird) you can spare one for a potential rider, or just add it as a maybe into your attack routine. You can discharge on a normal unarmed or claw attack.
Lvl 14: HiPS is nice, but you will not need it because of your invisibility most of the time. However with your hide skill being respectable and with melds and vestiges to enhance it further you can be a deadly ghost. See invis doesnít see you if you are hiding, and you can short range teleport to someplace hide and get a better attacking angle, or reset charge paths, or any number of other fun things. You can also get a darkness bubble if needed so you always have concealment/shadow. Incarnum and Binding open up so many great options.
Lvl 15: More sneak attack and wounding sneak attack are great. A bit more damage from the number of attacks is nice and being a ghost and forcing a bunch of bleed is nice, Baphomet would approve. You can play deadly cat and mouse and if they stop to heal you can get them again. Fear stacking here again helps, you can force them to flee as they bleed. Expel Vestige helps keeps versatility high.
Lvl 16: Fatiguing touch can be nice, but not as easy to stack as fear. Again as a bonus rider on a hit not the worst.
Lvl 17: Enervation is nice, a ranged debuff option is fine, and its an ok way to open fights. It also importantly lowers saves for poison and fear. Our final unarmed attack comes online yaay.
Sweet spot! Lvl 18: It took a while but we are here. The sneak attack bump is nice, but better is draining sneak attack. A negative level on every sneak attack, and we are getting 9 attacks on Average in a frenzy, 4 unarmed, 4 claws, and one gore or tail. -9 to most everything in one round wrecks BBEGs or anything that is not immune or prepared. You can (more) easily trigger wightpocalypse now with humanoids, and you are immune to energy drain so it doesnít bug you, and seeing as how you lack flesh in general they will likely leave you alone. You also blend pretty well, dealing 185 damage a round before rolling base weapon die without sudden strike vestige (which adds 31, all doubled on diving) which is pretty nice, assuming all attacks hit. You have a host of immunities, flight, short range teleportation, mindsight for catching (or setting up) ambushes, and can nova in a burst of poison which may be encounter ending right there, especially after adding 9 or so negative levels to something. Plus a variety of goodies from soulmelds and binding, and a bit of maneuvers for extra rounded out utility. Darkstalker enhances your sneakiness but is not really needed this late unless everyone has see invis., shape soulmeld for crystal helm for incorporeal foes, open greater chakra shoulders gives you a few more attacks or options, anything that gives essentia or power points, or anything that helps poison DC all work here.
Lvl 19: Destruction is nice but your save DC is low, however being able to blow someone up at close range is great for ruining morale, especially if you do it from invisibilty.
Lvl 20: Nom nom time. Warforged can benefit from consumables and I believe that applies to bodies. A bunch of free con is nice.
HP: 147 (before inherents from feast)
Fly 30 ft. Average, 30 ft. ground
Attack routine in frenzy with base damages: Unarmed +19/+19/+19/+19. 1d6 +7 4 claws +17. 1d4 + 3 Tail+16 1d8 +3 or gore + 16 1d8+1d6+10 (on charge).
Saves: Fort + 22, Ref + 15, Will +13
AC 11 (before midnight dodge)
So Hunger is a multiattacking fairly mobile debuffing beatstick. It has a decent bit of utility though the vastness that is binding and incarnum, covers most of its own weaknesses and can be an excellent debuffer or SoL in brief moments. It is also almost completely wealth independent. All numbers are gearless, no invested essentia. Great for a random loot dungeon crawl like WLD or low/no magic game.
Recommended items: Necklace of natural attacks (savage species) with force enchantment, and possibly mage bane and/or something that dispels. Death ward sucks for you. Best full plate with fearsome and animated shield you can get, AC as it stands is pretty bad. Stat and save boosters, focusing on strength and will saves. FoM is not super needed with blink shirt and shadow jaunt, but never bad. Anything that improves your flight mobility. Mind Blank is nice later but you do not really need it early, or just get a banner of protection from good for most of the same stuff for a much cheaper price.
Its weaknesses are incorporeal creatures, swarms (until lvl 9 with amon and not great after), and poison immune foes to a lesser extent. Death ward or immunity to negative energy hurt a lot, but Hunger is a decent blender with enough damage to contribute, especially if diving after level 6 for double damage, though losing the 5d6 sneak on every attack vs. immune targets does hurt as well. Will saves are pretty awful until SI, so keeping your crown bind full of essentia and possibly visiting the otyguh hole when/if you can is highly recommended.
Warforged: Eberron Campaign Setting
Dragonborn of Bahamut(wings): archive.wizards.com/default.asp?x=dnd/iw/20060105b
Crusader, Swordsage, Maneuvers, Stances : Tome of Battle
Totemist, Midnight dodge, soulmelds and essentia: Magic of Icarnum
Dragon tail soulmeld: archive.wizards.com/default.asp?x=dnd/ex/20060912a&page=4
Hidden Talent: Expanded Psionic Handbook
Greensickness: Monster Manual 3 Plague Bush entry
Binder, vestiges, improved binding, expel vestige: Tome of Magic
SI: See chairís post
Multiattack: Monster Manual 1
Mindsight, darkstalker: Lords of Madness
Skilled City Dweller: archive.wizards.com/default.asp?x=dnd/we/20070228a
Whirling Frenzy: SRD
Spirit Lion Totem: Complete Champion
Skill tricks: Complete scoundrel and adventurer, I forget which are which.