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  1. - Top - End - #31
    Troll in the Playground
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Struggling to fluff up and assign skill points, Mr. Chairman. I'll hammer away at it some more tomorrow - if it doesn't come by Friday morning, you aren't getting anything from me.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  2. - Top - End - #32
    Titan in the Playground
     
    Jeff the Green's Avatar

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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    I'm nearly done too; just need to fluff it up.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

  3. - Top - End - #33
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    My build has been submitted.

    Good luck everyone!

  4. - Top - End - #34
    Titan in the Playground
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Unfortunately, I do not currently have access to that splatbook, so I won't be able to be involved this round
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  5. - Top - End - #35
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by ShneekeyTheLost View Post
    Unfortunately, I do not currently have access to that splatbook, so I won't be able to be involved this round
    On the one hand, I feel deprived that I don't get to see your build. On the other hand, I'm quite glad I don't have to compete with you.

    For the record, I submitted mine yesterday.
    Last edited by Jeff the Green; 2013-06-07 at 12:02 AM.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

  6. - Top - End - #36
    Ogre in the Playground
     
    mattie_p's Avatar

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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    We've got three entries so far, looking good for this competition. Incidentally, I scramble the posting order, so no one should be able to match the competitors with the entries based solely on order of submission.
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  7. - Top - End - #37
    Titan in the Playground
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by Jeff the Green View Post
    On the one hand, I feel deprived that I don't get to see your build. On the other hand, I'm quite glad I don't have to compete with you.
    While I'm flattered by the response, my CharOp days are long behind me. We're all just folks now.

    For the record, I submitted mine yesterday.
    I look forward to seeing the build during the Big Reveal. Even submitting an entry takes good skills and a fair amount of chutzpah. Be proud of your achievements. Even if you never place, your builds are still being compared to everyone else's.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  8. - Top - End - #38
    Ettin in the Playground
     
    Beholder

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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    How do I get the entries for judging?

  9. - Top - End - #39
    Troll in the Playground
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by Humble Master View Post
    How do I get the entries for judging?
    Mattie'll post them when the entry deadline hits, about 7pm Central Standard Sunday.
    Last edited by Kuulvheysoon; 2013-06-07 at 06:42 PM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  10. - Top - End - #40
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by Kuulvheysoon View Post
    Mattie'll post them when the entry deadline hits, about 7pm Central Standard Sunday.
    I surely will. In the meantime, we have entry the fourth. Will there be another? Time will tell.
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  11. - Top - End - #41
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Yeah, you will. I just like to procrastinate and I hate this table code.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
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    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

  12. - Top - End - #42
    Troll in the Playground
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by Snowbluff View Post
    Yeah, you will. I just like to procrastinate and I hate this table code.
    It's definitely the worst part, isn't it?

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  13. - Top - End - #43
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by Kuulvheysoon View Post
    It's definitely the worst part, isn't it?
    Agreed. I could demonstrate my build without it, but I think the clear progression makes everything easier.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
    GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

  14. - Top - End - #44
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Snowbluff, are you going to get it in? You and anyone else interested have about 9 hours by my calculation.
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

    Spoiler
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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  15. - Top - End - #45
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by mattie_p View Post
    Snowbluff, are you going to get it in? You and anyone else interested have about 9 hours by my calculation.
    Like I said, this is me taking time to do a write up in the BB code table in a text editor. Between that and the recent something that happened, I've been running rather slow. My lack of attention span also just hit me in the face and I discovered I could make a mounted charge (which is virtual) and use a ToB strike.
    Last edited by Snowbluff; 2013-06-09 at 10:13 AM.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
    GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

  16. - Top - End - #46
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Five entries. Please refrain from posting until the all clear is given. None of these are whisperknives....
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  17. - Top - End - #47
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    The dead do more than walk, it seems

    Quote Originally Posted by The Silent Sigh
    The Silent Sigh

    The Basics
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    LN Necropolitan strongheart halfling monk 2/psychic warrior 12/warblade 1/ranger 5
    {table=1]Ability|Point Buy|Racial|Level|Final
    Strength|12|-2|+0|10
    Dexterity|18|+2|+4|24
    Constitution|8|-|-|-
    Intelligence|12|+0|+0|12
    Wisdom|15|+0|+1|16
    Charisma|8|+0|+0|8[/table]


    The Details
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    The Silent Sigh
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Monk (invisible fist)|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Autohypnosis 2, Concentration 4, Hide 4, Move Silently 4, Spot 4|Point Blank Shot, Precise Shot, Stunning Fist|Flurry of blows, unarmed strike

    2nd|Monk|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Autohypnosis +½, Concentration +1, Hide +1, Move Silently +1, Spot +1|Monastic Training (Psychic Warrior)|Invisible fist

    3rd|Psychic Warrior (soulbound weapon)|
    +1
    |
    +5
    |
    +3
    |
    +3
    |Autohypnosis +2½, Concentration +½|Practiced Manifester, Tashalatora (Psychic Warrior), Weapon Focus (sai)|-

    4th|Psychic Warrior|
    +2
    |
    +6
    |
    +3
    |
    +3
    |Concentration +1, Hide +½, Knowledge (the planes) +½|-|Soulbound weapon

    5th|Psychic Warrior|
    +3
    |
    +6
    |
    +4
    |
    +4
    |Concentration +1, Hide +½, Spot +½|-|-

    6th|Psychic Warrior|
    +4
    |
    +7
    |
    +4
    |
    +4
    |Concentration +1, Move Silently +½, Spot +½|Linked Power|-

    7th|Psychic Warrior|
    +5
    |
    +7
    |
    +4
    |
    +4
    |Concentration +1, Hide +½, Move Silently +½|Psionic Meditation|-

    8th|Psychic Warrior|
    +5
    |
    +8
    |
    +5
    |
    +5
    |Concentration +1, Hide +½, Spot +½|-|-

    9th|Warblade|
    +6
    |
    +10
    |
    +5
    |
    +5
    |Concentration +1, Hide +1, Move Silently +½, Spot +½|Martial Study (cloak of deception)|Battle clarity (Reflex saves), weapon aptitude

    10th|Psychic Warrior|
    +7
    |
    +10
    |
    +5
    |
    +5
    |Concentration +1, Move Silently +1, Spot +½|-|-

    11th|Psychic Warrior|
    +8
    |
    +11
    |
    +5
    |
    +5
    |Concentration +1, Hide +½, Move Silently +½|Martial Stance (assassin's stance)|-

    12th|Ranger (shape-changing)|
    +9
    |
    +13
    |
    +7
    |
    +5
    |Concentration +1, Hide +1, Move Silently +1, Spot +2|Shadow Blade, Track|1st favored enemy, fast movement, spiritual connection

    13th|Ranger|
    +10
    |
    +14
    |
    +8
    |
    +5
    |Concentration +1, Hide +1, Move Silently +2, Spot +1|-|-

    14th|Ranger (shadow sword)|
    +11
    |
    +14
    |
    +8
    |
    +6
    |Concentration +1½, Hide +1½, Move Silently +1, Spot +3|-|Walk in silence

    15th|Ranger (planar, distracting attack)|
    +12
    |
    +15
    |
    +9
    |
    +6
    |Concentration +1, Knowledge (the planes) +4|Improved Precise Shot|Distracting Attack

    16th|Psychic Warrior|
    +12
    |
    +15
    |
    +10
    |
    +7
    |Concentration +1, Hide +½, Knowledge (the planes) +½|-|-

    17th|Psychic Warrior|
    +13
    |
    +16
    |
    +10
    |
    +7
    |Concentration +1, Knowledge (the planes) +½, Spot +½|-|-

    18th|Psychic Warrior|
    +14
    |
    +16
    |
    +10
    |
    +7
    |Knowledge (the planes) +1½|Planar Touchstone, Dead Eye|-

    19th|Psychic Warrior|
    +15
    |
    +17
    |
    +11
    |
    +8
    |Concentration +1, Hide +½, Move Silently +½|-|-

    20th|Ranger|
    +16
    |
    +17
    |
    +11
    |
    +8
    |Concentration +1, Hide +1, Move Silently +1, Spot +2|-|2nd favored enemy, wildshape 1/day[/table]

    Skill Ranks:
    {table=1]Skill|Ranks
    Autohypnosis|5
    Concentration|22
    Hide|14
    Move Silently|11
    Knowledge (the planes)|8
    Spot|16[/table]

    Maneuvers Known (usually readied)
    • Cloak of Deception (r)
    • Emerald Razor
    • Iron Heart Surge (r)
    • Wall of Blades (r)


    Stances
    • Assassin's Stance
    • Hunter's Sense


    Powers Known (level); 67 PP (without items)
    • Call weaponry (1)
    • Inertial armor (1)
    • Compression (1)
    • Perfect ArcheryRoS (2)
    • Hustle (2)
    • Dissolving Weapon (2)
    • Telekinetic boomerangRotW (3)
    • Dimension slide (3)
    • Mental barrier (3)
    • Dimension door, psionic (4)
    • Steadfast perception (4)
    • Energy adaptation (4)


    The Story
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    Sonata Tacita (Levels 1-5)
    The warrior known as the Silent Sigh began life as Seredoc Cotton, a halfling from the Vast. He was orphanned before his second year, and in a fateful act of mercy, was taken in by the brothers and sisters of a Hin Fist monastery. He studied and trained there, and with time grew to be greatly respected among the novices. While his blows rarely had as much force behind them as the other novices', he was exceptionally quick and agile and his instinctive understanding of combat helped protect him. When a novice was needed for a scouting mission, he was chosen for his keen senses and silent feet.

    Shortly before his seventeenth year, the monastery was attacked by kobolds from the Earthspur Mountains. They slaughtered the inhabitants root and shoot. In fear Seredoc hid, but before he was able to was nicked by a poison blade. Never strong of body, by the time the kobolds left Seredoc was nearly dead.

    By some miracle and skilled leechcraft, he successfully made his way to Ravens Bluff. Informed by healers and clerics alike that the poison had seeped too much into his blood to be removed, he despaired, until by chance on his third day he made acquaintance with a man with white eyes, white hair, and leather skin. He offered Seredoc the opportunity to have the poison made irrelevant. Seredoc agreed.

    The following night the moon was new. Seredoc followed the man out of the city to an abandoned farm, sweating, pale, and delirious. At the farm, a cross lay on the ground. The man with the white eyes bid Seredoc lay down on it, and when he did drove cursed nails into his hands and feet. The cross was raised, and for three excruciating hours Seredoc lay on the cross while the man and his acolytes chanted imprecations to Velsharoon. Soon, the rite was done, Seredoc breathed his last breath, and the Silent Sigh was born.

    Opening milky eyes for the first time, the Silent Sigh realized something odd. He touched a power had never had, and from it drew forth sais glimmering with astral diamonds. These flew from his hands to the undead flesh of his murderers, and Silent Sigh left the Vast.
    Spoiler
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    These are the roughest levels. Silent Sigh is a monk. A monk who dumped Constitution and Strength. A monk who then multiclasses into soulbound psychic warrior with a soulbound weapon he can't make full use of. Thankfully, once he becomes a necropolitan his Constitution, at least, is irrelevant.

    During these levels his best strategy is to take advantage of two facts: a dose of poison can be applied to fifty pieces of ammunition and he is immune to poison. He can flurry with poisoned shurikens, allowing him to contribute to combat, and makes a decent scout. Invisible Fist allows him to catch his enemies flatfooted and avoid many attacks. Finally, a feycraft sai will allow him to use his considerable Dexterity modifier to his attacks. Once he takes his first level in psychic warrior, he may be better off wearing armor, since he likely won't be using either flurry or stunning fist.


    Adagio Zitto (Levels 6-10)
    The Silent Sigh took up the life of a peripatetic, traveling and honing his mind and body. He studied with hobgoblin warriors and converted to the worship of the Rider of the Winds. Eventually he learned something that he would take advantage of for the rest of his career: the ability to make his thrown sais return to him immediately upon striking an enemy. With this knowledge he returned to the Vast and the Earthspur Mountains. He sought out the kobolds that slaughtered his masters and fellows so many years ago, and with flurries of sais stunning and skewering them, he obliterated the entire tribe.
    Spoiler
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    The Silent Sigh is finally coming into his own. At 6th level he can augment call weaponry to put Ki Focus on his called sai, allowing him to use Stunning Fist at range, and his sai is finally automatically +1. With a Wisdom of 16 (or higher with appropriate equipment) the DC is respectable. With hustle he can flurry and move. At 9th level, when he takes a level of warblade, he gains several useful abilities. Iron Heart Surge and Wall of Blades are excellent panic buttons, and Cloak of Deception plus the warblade recovery mechanic allows him to reliably make flat-footed attacks every round. (For Wall of Blades to be useful, he should always carry a feycraft sai.)

    To keep his damage up, the Silent Sigh can use dissolving weapon. Because the power is instantaneous and because the soulbound ACF causes you to call the same weapon every time, you can pre-manifest it whenever you have time. You can also manifest it on any backup weapons. When not planning to use Stunning Fist, he can also call his sai with a bane enchantment for whatever creatures he is facing for an additional +2d6 damage.

    Finally, at 10th level, he learns telekinetic boomerang, which allows him to easily make full attacks (and flurries) with his called sai, and the penalty to his flurry disappears.


    Scherzo Muto (Levels 11-15)
    His revenge complete, the Silent Sigh took to the road again. He fell in with a group of rangers devoted to Shaundakul, the Shadow Swords. They taught him the rudiments of divine magic and tracking, and he learned to use his thrown sais to give his fellows openings.

    In his studies he came across a disturbing reference. Xexalatorax, a tarterian dragon, was known for both her hatred of halflings, since glimmerskin halflings had destroyed several of her clutches at the behest of a consortium of gold and elysian dragons, and for her association with kobolds. Had he had a functioning stomach, it would have clenched in rage. With some further research, he confirmed that it had been Xexalatorax that instigated the attack on the Hin Fist monastery so long ago. This beast, he decided, must be destroyed.
    Spoiler
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    Now the Silent Sigh is nearing his peak. While poison's usefulness is dropping off, he is doing respectable damage with Shadowblade and can use compression without negatively affecting his damage. Improved Precise Shot greatly improves his accuracy, while dimension slide gives him maneuverability. Starting at 12th level he can put Metalline on his Sai to overcome DR/Cold Iron, Silver, or Adamantine.


    Allegro Silenzioso (Levels 16-20)
    Xexalatorax would be more than challenge enough for the Silent Sigh, so he continued training relentlessly to hone his mind and body to a razor edge. He sought out the Catalogues of Enlightenment and gained the blessing of Fate. He learned to place his sai in any place on any creature. And he mastered hurling his weapons faster than the eye could see.

    Eventually he was ready to face the dragon. Taking the form of a black wolf he traveled to the Tarterian Depths of Carceri, and there he stole up upon him. He swiftly changed back to his normal form and struck with his sai, which he had transformed into a blade of pure force. The dragon returned his attacks, but the Silent Sigh foiled them with his invisiblity and ability to teleport out of range of the attacks. Soon the dragon fell and the Silent Sigh returned to Faerûn.

    Soon aver his vicory over Xexalatorax the Silent Sigh disappeared. Some have said he was taken directly by Shaundakul to 'live' by the Rider of Winds' side. Others claim he was ambushed by other tarterian dragons for killing Xexalatorax. Others say he travels still, in the guise of a wolf, protecting halfling villages and caravans.
    Spoiler
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    The Silent Sigh is now very powerful, but has some distinct weaknesses. He gains a second bonus attack from flurrying, for a total of six. He also adds twice his Dexterity to damage, along with sneak attack and whatever abilities he places on his weapon. However, at this point many enemies can see him even while he is invisible, have immunity to stunning, or DR he must specifically prepare his Sai for. However, he still can do respectable damage and scout to assist his team

    His final attack routine, unbuffed, is +29/+29/+29/+24/+19/+14, with each attack doing 1d3+17+2d6, plus whatever enchantments he puts on his sai. Each size category down he goes with compression his attack bonus increases by +2 and his damage increases by +0.5.


    Whispering Wish-list
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    These are the things the Silent Sigh needs/wants to be more effective.
    • +Dexterity items. Each +2 increases attack by 1 and damage by 2.
    • +Strength items. Each +2 increases damage by 1
    • +Wisdom items. Each +2 increases the Stunning Fist DC by 1.
    • A wizard or item to cast greater mighty wallop on the called sai each morning.
    • Eventually, a more reliable form of nondetection than invisibility.
    • Orange Prisim Ioun Stone, which, at 20th, allows up to +3 abilities on the sai.
    • Torc of Power Preservation
    • A backup sai, preferably feycraft.
    • Ranger wands.


    The Silent Secret
    Spoiler
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    How the Silent Sigh mimics the Whisperknife:
    {table=1]Whisperknife Ability|Silent Sigh Ability
    Rapid Shot|Monk's flurry of blows
    Uncanny dodge|Planar Touchstone (Catalogues of Enlightenment: Fate domain) feat
    Sneak attack|Assassin's Stance stance
    Defensive throw|Perfect archery power, Cloak of Deception maneuver
    Improved catch, superior catch|Telekinetic boomerang power
    Fast movement|Shape-changing ranger's fast movement
    Poison use|Necropolitan immunity to poison
    Vengeful strike|Stunning fist, Ki Focus sai
    Improved uncanny dodge|Necropolitan immunity to sneak attack (partial)
    Ranged flank|Ranger's distracting attack (to allow allies to flank), Cloak of Deception maneuver (to activate sneak attack)
    [/table]


    The Roads Not Travelled
    Spoiler
    Show
    These are some ideas not included in the official build for one reason or another.
    • If Assassin's Stance qualifies him for Craven, this should be taken as soon as possible after 11th level.
    • If flaws are included, moving a number of feats earlier in the build will allow the Silent Sigh to pick up Metapower (call weaponry, Linked Power) for a free second-level buff buff power each battle and another useful feat such as Expanded Knowledge, Rapid Shot, or Craven.
    • While Planar Touchstone (Catalogues of Enlightenment: Fate) is necessary to fully emulate Whisperknife, it doesn't significantly contribute to the build. This can be traded for Craven, Expanded Knowledge, or something similar. (This also frees up a bunch of skill points that can be put to use in Move Silently, Spot, or Listen.)
    • Like Panar Touchstone, the Distracting Attack ACF is nice but not significantly useful. Urban Companion may be a better choice, particularly for a hummingbird. Shape-shifting ranger can also be dispensed with in favor of ranged combat style, netting Rapid Shot.
    • Your soulbound weapon is a specific weapon. This may mean you can choose for it to be feycraft; if this is possible you should so that it can be wielded as though you have Weapon Finesse. Otherwise buying a backup will suffice.
    • If fractional BAB is used, the final level of ranger should be traded for another level of Psychic Warrior. You'll still get BAB 16 (and that final iterative), and a 5th-level power.
    • Let's go crazy and say you're gestalt. Moving warblade and ranger levels to the other side will improve your manifester level a great deal. Fighter levels at strategic points will get you bonus feats early and free up psychic warrior bonus feats for psionic feats, and taking the ACF in DotU will get you Dexterity to damage yet again, though only on flat-footed foes. Shiba Protector (if you're allowed into it as a halfling) will get you Wisdom to attack and damage. Taking ranger further will get you more utility out of wildshape, though you'll probably never want to fight in animal form. More warblade will get you more useful maneuvers and stances. Paladin, combined with the Serenity feat, will get you Wisdom to saving throws and Wisdom-based smite. Cloistered Cleric followed by a class with high skill points and all knowledge skills will give you Knowledge Devotion for considerably more damage.


    Non-SRD Sources
    Champions of Valor – Shadow Sword substitution level
    Complete Champion – Spiritual Connection ACF
    Complete Psionic – Linked Power, Metapower, powers
    Dragon Compendium – Dead Eye
    Eberron Campaign Setting – Monastic Training
    Exemplars of Evil – Invisible Fist ACF
    Expanded Psionic Handbook – powers, Psionic Meditation, Psychic Warrior
    Forgotten Realms Campaign Setting – Strongheart Halfling
    Libris Mortis – Necropolitan
    The Mind's Eye: Expanded Classes, Part 1 – Soulbound Weapon ACF
    Planar Handbook – Planar Ranger substitution level, Planar Touchstone
    Player's Handbook II – Distracting Attack ACF
    Races of the Wild – powers
    Secrets of Sarlona – Tashalatora
    Tome of Battle – maneuvers, Martial Stance, Martial Study, Shadow Blade, stances, Warblade
    Note: at the request of the competitor, I have made one edit which does not substantially change any aspect of the build. I changed the bbcode hyperlink for the Soulbound Weapon ACF to function properly. This edit should not reflect on the entry.
    Last edited by mattie_p; 2013-06-09 at 08:07 PM.
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  18. - Top - End - #48
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Night falls, and now my watch begins...

    Quote Originally Posted by The Man From Talenta
    The Man From Talenta
    Strongheart Halfling Ranger(Distracting Attack, Champion of the Wild)4/Scout3/MasterThrower5/Avenger8
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feat|Class Features

    1st|Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |+4 Concentration, 2 Disguise , 4 Hide, 4 Listen, 4 Move Silently, 4 Spot, 4 Search, 4 Tumble| Dead Eye, Talenta Warrior (Strongheart Bonus feat) |Favored Enemy (Humans), Track, Wild Empathy

    2nd|Ranger 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |+1Climb, +1/2 Disguise , +1 Hide, +1 Listen, +1 Move Silently, +1 Spot, +1 Tumble|-| Ranged Combat Style: Rapid Shot

    3rd|Ranger 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |+1Climb, +1/2 Disguise , +1 Hide, +1 Knowledge Local, +1 Listen, +1 Move Silently, +1 Spot, +1 Tumble|Point Blank shot| Endurance

    4th|Ranger 4|
    +4
    |
    +4
    |
    +4
    |
    +1
    |+1Climb, +1/2 Disguise , +1 Hide, +1 Knowledge Local, +1 Listen, +1 Move Silently, +1 Spot, +1 Tumble| Precise Shot (Champion of the Wild)| Distracting Attack

    5th|Scout 1|
    +4
    |
    4
    |
    +6
    |
    +1
    |+1Climb, +1/2 Disguise , +1 Hide, +1 Knowledge Local, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Survival, +1 Tumble|-| Skirmish 1d6, Trapfinding

    6th|Avenger 1|
    +4
    |
    +4
    |
    +8
    |
    +1
    | +1 Hide, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Tumble, +2 Sleight of Hand | Boomerang Daze | Sneak attack +1d6, death attack, poison use, spells

    7th|Avenger 2|
    +5
    |
    +4
    |
    +9
    |
    +1
    | +1 Disable Device, +1 Hide, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Tumble, +1 Sleight of Hand |-|+1 save against poison, uncanny dodge

    8th|Avenger 3|
    +6
    |
    +5
    |
    +9
    |
    +2
    | +1 Disable Device, +1 Hide, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Tumble, +1 Sleight of Hand |-|Sneak attack +2d6

    9th|Master Thrower 1|
    +7
    |
    +5
    |
    +11
    |
    +2
    | +1 Climb,+1Concentration, +1 Jump, +1 Sleight of Hand, +1 Spot, +1 Tumble| Weapon Focus: Talenta Boomerang, Quick Draw (Master Thrower) | Thrown Weapon Trick: Defensive Throw

    10th|Avenger4|
    +8
    |
    +5
    |
    +12
    |
    +2
    | +1 Disable Device, +1 Hide, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Tumble, +1 Sleight of Hand |-|+2 save against poison

    11th|Avenger 5|
    +8
    |
    +5
    |
    +12
    |
    +2
    | +1 Disable Device, +1 Hide, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Tumble, +1 Sleight of Hand |-| Improved uncanny dodge, sneak attack +3d6


    12th|Avenger 6|
    +9
    |
    +6
    |
    +13
    |
    +3
    | +1 Disable Device, +1 Hide, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Tumble, +1 Sleight of Hand | Boomerang Ricochet | +3 save against poison

    13th|Avenger 7|
    +10
    |
    +6
    |
    +13
    |
    +3
    | +1 Disable Device, +1 Hide, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Tumble, +1 Sleight of Hand |-| Sneak Attack +4d6

    14th|Avenger 8|
    +11
    |
    +6
    |
    +14
    |
    +3
    | +1 Disable Device, +1 Hide, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Tumble, +1 Sleight of Hand |-|+4 save against poison, hide in plain sight

    15th|Master Thrower 2|
    +12
    |
    +6
    |
    +15
    |
    +3
    |+1 Climb,+1Concentration, +1 Jump, +1 Sleight of Hand, +1 Spot, +1 Tumble| Improved Precise Shot| Evasion

    16th|Master Thrower 3|
    +13
    |
    +7
    |
    +15
    |
    +4
    |+1 Climb,+1Concentration, +1 Jump, +1 Sleight of Hand, +1 Spot, +1 Tumble|-|Thrown Weapon Trick: Tumbling Toss

    17th|Master Thrower 4|
    14
    |
    +7
    |
    +15
    |
    +4
    |+1 Climb,+1Concentration, +1 Jump, +1 Sleight of Hand, +1 Spot, +1 Tumble|-| Snatch Arrows

    18th|Master Thrower 5|
    +15
    |
    +7
    |
    +15
    |
    +4
    |+1 Climb,+1Concentration, +1 Jump, +1 Sleight of Hand, +1 Spot, +1 Tumble| Darkstalker| Thrown Weapon Trick: Weak Spot

    19th|Scout 2|
    +16
    |
    +7
    |
    +16
    |
    +4
    |+1Climb, +1/2 Disguise , +1 Hide, +1 Knowledge Local, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Survival, +1 Tumble|-| Battle Fortitude +1, Uncanny Dodge (Again)

    20th|Scout 3|
    +17
    |
    +8
    |
    +17
    |
    +5
    |+1Climb, +1/2 Disguise , +1 Hide, +1 Knowledge Local, +1 Listen, +1 Move Silently, +1 Search, +1 Spot, +1 Survival, +1 Tumble|-| Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step[/table]

    “I am the night!”
    Spoiler
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    Stories have been told of the Man From Talenta, a dangerous assassin in the service of his country. Halflings of the region say that he omnipresent, watching over the little traders, guiding and protecting them. The human scoundrel he targets tell much different tales. They say that their fellow swindlers don’t ever make it back from their dishonest trades in the planes and are found days later. Bludgeoned to death. By tiny boomerangs.

    Poppin Shortfellow grew up in a little village on the plains. It was the only home he had ever known. His early years were before he became the dark avenger of his people were spent as a hunter. However, it pained him that so many of his fellow halfings were taken advantage by the larger traders and mob bosses. One day he decided to take matters into his own hands. He tracked down the leader of one of the trade cartels, and made an example out of him. His success sent a message to those who would do harm to his people... From then on he was their protector, and would do anything to keep them safe.


    Avenger Spell List:
    Spoiler
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    1st: True Strike, Disguise Self, Jump, Feather Fall
    2nd: Alter Self, Invisibility, Pass Without Trace, Spider Climb
    3rd: Deeper Darkness, Misdirection, False Life, Nondetection
    4th: Greater Invisibility, Locate Person, Dimension Door


    Sources:
    Spoiler
    Show

    Distracting Attack, PHBII
    Champion of the Wild, Complete Champion
    Scout, Complete Adventurer
    Avenger, http://www.wizards.com/default.asp?x=dnd/prc/20070401a
    Dead Eye, Dragon Compendium (Errataed, http://paizo.com/download/dragon/com...umeIErrata.pdf)
    Talenta Boomerang, Talenta Warrior, Boomerang Daze, Boomerang Ricochet (Races of Eberron, Eberron Campaign Setting)
    Strongheart Halfing (Forgotten Realms Campaign Setting)
    Darkstalker (Lords of Madness)


    Stats and build notes:
    Spoiler
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    Starting Stats after Racial changes: Str 8, Dex 20, Con 14, Int 14, Wis 10, Cha 8
    Leveled Stats going into Dexterity, providing damage through Dead Eye, Initiative, skill bonuses, Attack Bonus with Ranged weapons, and Armor Class.

    For feats, Darkstalker can be swapped out for Obtain Familiar for a helpful companion. Craven doesn’t fit well with the character thematically, unless you are substituting Avenger for Assassin.


    Notes:
    Spoiler
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    I was unhappy with how the class worked in general, since I do not like to assume you get to select your magic items as you progress. Boomerangs were chosen so you could have a weapon that could return to you (albeit on a miss) without requiring a magic returning weapon.

    For itemization, focus on dex and items to give skills bonuses. Weapon Crystals to avoid sneak attack immunity would be a good decision. The character can use Runestaves, and one with Greater Magic Weapon can help cut magic item costs for carrying so many boomerangs, if it’s allowed.

    In combat, he strikes with his boomerang, dazing with Boomerang Daze, dealing damage, and making the target Flanked with Distracting Attack. Out of combat he makes a decent scout, trapfinder, and tracker.

    Avenger can be swapped out for Assassin for the better spell list, but Avenger’s flavor fits better with Whisperknife.
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  19. - Top - End - #49
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Damned to never be a Whisperknife.

    Quote Originally Posted by The Dakkamancer
    The Dakkamancer
    TN Old Necropolitan Strongheart Halfling Ranger 13/Incantatrix 7

    Point buy:
    STR 8 (5)
    DEX 14 (11)
    CON 8 (--)
    INT 16 (18)
    WIS 18 (20) (insert level up bonuses to continue)
    CHA 8 (10)











    There's a little agreement me and the rest of the Order of the Shooting Star have.

    The short version of the story is that I've been slumbering in a chamber in the dirt for centuries, and wouldn't you know it, that order there built a building right on my escape hatch. So when I woke up, I was right mad at them. After teleporting out, obviously. But I like them. They've got the connection with arcane magic, just like I do. So I agreed to stay underground if they wouldn't bother me much, and if they let me crib off their arcane notes. In return, I play defender with them. I'm a halfling, despite the old and stretched dead flesh of mine making me look kinda gnomish, ahaha. It's a joke. So, when some of the other halflings in the order get hurt from some bad guys, I go after them.

    I throw daggers into their squishy bits.

    I throw a lot of daggers.

    Whisperknife? You could say that. I mean, it's not perfectly accurate, but it's close enough.

    DAKKAMANCER
    Spoiler
    Show

    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot|Iron Will, Zen Archery (Bonus)|1st favored enemy, Track, wild empathy

    2nd|Ranger 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot|Rapid Shot (Combat Style)|Combat style

    3rd|Ranger 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot|Quick Draw|Endurance

    4th|Ranger 4|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot||Distracting attack

    5th|Ranger 5|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot||2nd favored enemy

    6th|Ranger 6|
    +6
    |
    +5
    |
    +5
    |
    +2
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot|Sword of the Arcane Order, Manyshot (Combat Style)|Improved combat style

    7th|Ranger 7|
    +7
    |
    +5
    |
    +5
    |
    +2
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot| |Woodland Stride

    8th|Ranger 8|
    +8
    |
    +6
    |
    +6
    |
    +2
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot| |Swift Tracker

    9th|Ranger 9|
    +9
    |
    +6
    |
    +6
    |
    +3
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot|Silent Spell|Evasion

    10th|Ranger 10|
    +10
    |
    +7
    |
    +7
    |
    +3
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot||3rd favored enemy

    11th|Ranger 11|
    +11
    |
    +7
    |
    +7
    |
    +3
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot|Improved Precise Shot (Combat Style)|Combat style mastery

    12th|Ranger 12|
    +12
    |
    +8
    |
    +8
    |
    +4
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot|Arcane Thesis (Launch Item)|

    13th|Ranger 13|
    +13
    |
    +8
    |
    +8
    |
    +4
    |Climb, Balance (CC), Hide, Jump, Move Silently, Tumble (CC), Spellcraft (CC), Knowledge (Arcana) (CC), Concentration, Spot||Camouflage

    14th|Incantatrix 1|
    +13
    |
    +8
    |
    +8
    |
    +6
    |Tumble (CC), Spellcraft x3, Knowledge (Arcana), Concentration|Chain Spell (Bonus)|Bonus metamagic feat, focused study

    15th|Incantatrix 2|
    +13
    |
    +8
    |
    +8
    |
    +7
    |Tumble (CC), Spellcraft x3, Knowledge (Arcana), Concentration|Extend Spell|Cooperative metamagic

    16th|Incantatrix 3|
    +14
    |
    +9
    |
    +9
    |
    +7
    |Tumble (CC), Spellcraft x3, Knowledge (Arcana), Concentration||Metamagic effect

    17th|Incantatrix 4|
    +14
    |
    +9
    |
    +9
    |
    +8
    |Tumble (CC), Spellcraft x3, Knowledge (Arcana), Concentration)|Persistent Spell (Bonus)|Bonus metamagic feat

    18th|Incantatrix 5|
    +15
    |
    +9
    |
    +9
    |
    +8
    |Tumble (CC), Spellcraft, Knowledge (Arcana), Concentration, Spot x2|Mobile Spellcasting|Metamagic spell trigger

    19th|Incantatrix 6|
    +15
    |
    +10
    |
    +10
    |
    +9
    |Tumble (CC), Spellcraft, Knowledge (Arcana), Concentration, Spot x2||Seize concentration

    20th|Incantatrix 7|
    +16
    |
    +10
    |
    +10
    |
    +9
    |Tumble (CC), Spellcraft, Knowledge (Arcana), Concentration, Spot x2|Empower Spell (Bonus)|Bonus metamagic feat, instant metamagic 1/day[/table]


    Explanations
    Spoiler
    Show
    Level 5: Aha, those were the days. Man. I mostly relied on my intuition to shoot arrows at people. They got all confused every time, and it made them seem like they were flanked whenever one of my buddies went up to hit them. That was my job.

    Level 10: I got better at magic, and picked up my special connection to the arcane. I liked using the weaker wizardy spells to help me out. Ever heard of Swift Haste? Good times, good times. And Hunter's Eye is just the best, from the divine side. I could shoot a bunch of arrows quickly, with my combat style.

    Level 15: Got tired of using arrows, and switched to daggers. After I had learned to cast silent spells and made sure my will was strong enough, I took on the role of the secluded incantatar. I quickly learned how to chain a spell, and did a lot of study on Launch Item. It's a neat little cantrip that does what it sounds like it does. It turns out that if you chain it, you can launch a cluster of items. Daggers were my favorite. Imagine nine daggers coming right at you from up to 760 feet away, hehehe. Popping off a Hunter's Eye beforehand and making a person flanked with the first dagger meant that the last 8 hit their sensitive organs. Lots of damage, there. With my archery talent, I also knew how to shoot through concealment and such, and still relied on my intuition to hit--which also helped me memorize more spells.

    Level 20: This was just before I went to sleep, and how I operate today. I can modify a spell after I cast it, up to five times. I like to make a Hunter's Eye last 24 hours and get empowered, Extend two Primal X spells, and make a Clouds of Knives last all day. Repeat the next day, using the other two Primal X spells. These days, I can shoot up to twelve daggers at once, and don't have to worry about running out of spells as much because of the all-day Hunter's Eye. It's good, because I don't have as many spells as most spellcasters. Gotta wonder way. It's just my path, I guess.


    Am I a Whisperknife?
    Spoiler
    Show
    Skills: Got 'em. What else?
    Feats: I can draw a weapon real quick, which I need to get out so many daggers. I can't rely on my dexterity to hit someone, but as for flinging daggers with both hands? I can shoot twelve daggers at once; what more do you want?
    Sneak Attack: Hunter's Eye. It's a blast. (3d6 * 1.5) I also like to keep a Lesser Rod of Maximize Spell to add a big enough kick to compete with experienced scroundrels.
    Defensive Throw: I just cast Launch Item defensively.
    Improved/Superior Catch: Moving and throwing daggers? I can move while casting a spell. If I release the daggers at the end of my movement, they'll come back to me if they happen to be returning. The point (heh) is that I can move and shoot at the same time.
    Close Defense: I like it when someone aids another. Sometimes I like to summon an ally of nature and have it do that with me, improving my ability to avoid attacks.
    Fast Movement: Well, I do cast Primal Speed every day to keep up with the tall people.
    Poison Use: I'm dead. You can't poison the dead.
    Vengeful Strike: You know, it's pretty similar to my Icelance spell. Has increased accuracy and can stun for just as long. Sometimes I like to make it silent...I guess I could whisper their name before casting a silent one?
    (Improved) Uncanny Dodge: I get this from having all of my Primal X spells up.
    Ranged Flank: I was doing this, in a way, back in the early days. A distracting attack with one dagger is how I get the other eleven into someone's kidney. I have to actually hit the guy instead of standing there like a dingbat, but I can do it from way, way father away.
    Dagger Shtick: You've been paying attention, right?


    Sources
    Spoiler
    Show
    PGtF: Strongheart Halflings, Incantatrix, Persistent Spell, Icelance
    Libris Mortis: Necropolitan
    PHB II: Distracting Attack
    Champions of Valor: Sword of the Arcane Order
    Complete Adventurer: Mobile Spellcasting
    Complete Arcane: Chain Spell
    Complete Warrior: Zen Archery
    Dragon Magic: Primal X line


    ---
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    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

    Spoiler
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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  20. - Top - End - #50
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    I am a sexy shoeless god of...

    Quote Originally Posted by Kaylan the Dauntless
    Kaylan the Dauntless

    This is Legen-wait for it... DARY
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    The Racing Panther tribe had settled in the area about a day’s walk from the bend of the M’Penda river, deep in the jungles of Tel Kesh.

    It was here, under the massive canopies of century-old trees, that a young Halfling with a great destiny was born. Kaylan was seemingly born to the jungle – he could run across the branches of the trees with near-elven grace, and was a more than competent scout and hunter-gatherer for the tribe.

    But this all changed when the goblins attacked.

    Seven years later, the prodigal son returned to the home of his tribe as the last remaining member. The goblins had settled their own colony there, taking advantage of the halfling’s now abandoned infrastructure. He had been training with many masters; merciless ones who taught him the Sublime Way, and a scarred old dwarf who taught him how to throw his knives.

    He returned, and was not merciful. The goblins needed to learn that there were consequences to hurting and killing the hin, and he was the blooded tool that taught.

    The survivors of the massacre described him as an avenging god. His blades, as long as his forearms, they swore, seemed to fly from his hands and strike goblins down from near twenty feet away, before somehow boomeranging back into his hands, drenched in their lifeblood.

    The bloody Halfling then proceeded on his crusade, butchering goblin encampment after encampment. It was only when he arrived at the main village that he stopped. From his belt, he removed a dozen scalps, those belonging to the leaders of the colonies.

    “Hear my words, you pustules on the wood” he said, in an oddly accented, but perfect Goblin “This day marks the end of your expansionist efforts. I find one goblin trying to dig so much as a latrine slit more than 4 miles outside of these shabby walls, I will slowly kill him. And then return and butcher every. Last. One. Of you. Are we perfectly clear?” In the dead silence, a single child began to weep.

    Without even turning around, he flung a blade nearly 6 inches long at the noise, and it whirled to the child and slit it’s throat before returning to his hand, still dripping the crimson liquid.

    “I believe that I’ve made my point”. The Halfling walked out of the compound, leaving disbelieving faces and the keening of the mother behind him.


    How a Whisperknife is created...
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Scout 1 |
    +0
    |
    +0
    |
    +2
    |
    +0
    |Balance 4, Disable Device 4, Hide 4, Jump 4, Knowledge (geography) 4, Listen 4, Move Silently 4, Search 4, Sleight of Hand 2, Spot 4, Tumble 4|Point Blank Shot |Skirmish (+1d6), trapfinding

    2nd|Scout 2 |
    +1
    |
    +0
    |
    +3
    |
    +0
    | Balance 5, Disable Device 5, Hide 5, Jump 5, Knowledge (geography) 5, Listen 5, Move Silently 5, Search 5, Sleight of Hand 2.5, Spot 5, Tumble 5||Battle fortitude +1, uncanny dodge

    3rd|Scout 3 |
    +2
    |
    +1
    |
    +3
    |
    +1
    | Balance 6, Disable Device 6, Hide 6, Jump 6, Knowledge (geography) 6, Listen 6, Move Silently 6, Search 6, Sleight of Hand 3, Spot 6, Tumble 6|Two Weapon Fighting |Fast movement +10’, skirmish (+1d6, +1 AC), trackless step

    4th|Scout 4 |
    +3
    |
    +1
    |
    +4
    |
    +1
    | Balance 7, Disable Device 7, Hide 7, Jump 7, Knowledge (geography) 7, Listen 7, Move Silently 7, Search 7, Sleight of Hand 3, Spot 7, Tumble 7|Precise ShotB|

    5th|Warblade 1 |
    +4
    |
    +3
    |
    +4
    |
    +1
    |Balance 8, Hide 8, Move Silently 8, Sleight of Hand 3.5| |Battle Clarity (Reflex saves), Weapon Aptitude

    6th|Bloodstorm Blade 1 |
    +5
    |
    +5
    |
    +4
    |
    +1
    |Balance 9, Hide 9, Move Silently 9, Sleight of Hand 4|Throw AnythingB, Weapon Focus (short sword)|Returning attacks

    7th|Bloodstorm Blade 2 |
    +6
    |
    +6
    |
    +4
    |
    +1
    |Balance 10, Hide 10, Move Silently 10, Tumble 9||Martial throw, thunderous throw

    8th|Scout 5|
    +6
    |
    +6
    |
    +4
    |
    +1
    |Hide 11, Listen 10, Move Silently 11, Search 10, Spot 10| |Evasion, skirmish (+2d6, +1 AC)

    9th|Master Thrower 1 |
    +7
    |
    +6
    |
    +6
    |
    +1
    |Hide 12, Move Silently 12, Spot 12, Tumble 12|Guerilla Warrior, Quick DrawB|Thrown weapon trick (defensive throw)

    10th|Master Thrower 2 |
    +8
    |
    +6
    |
    +7
    |
    +1
    |Hide 13, Listen 11.5, Move Silently 13, Spot 13, Tumble 13||Improved evasion

    11th|Master Thrower 3 |
    +9
    |
    +7
    |
    +7
    |
    +2
    |Hide 14, Listen 13, Move Silently 14, Spot 14, Tumble 14| |Thrown weapon trick (deadeye shot)

    12th|Warblade 2 |
    +10
    |
    +7
    |
    +7
    |
    +2
    |Hide 15, Listen 14, Move Silently 15, Spot 15, Tumble 15|Improved Two Weapon Fighting|Improved uncanny dodge

    13th|Master Thrower 4 |
    +11
    |
    +7
    |
    +8
    |
    +3
    |Hide 16, Listen 15.5, Move Silently 16, Spot 16, Tumble 16|Snatch ArrowsB|

    14th|Master Thrower 5 |
    +12
    |
    +7
    |
    +8
    |
    +3
    | Hide 17, Listen 17, Move Silently 17, Spot 17, Tumble 17| |Critical throw, thrown weapon trick (weak spot)

    15th|Warblade 3 |
    +13
    |
    +7
    |
    +9
    |
    +4
    |Concentration 4, Hide 18, Listen 18, Move Silently 18, Spot 18, Tumble 18|Darkstalker|Battle ardor (critical confirmation)

    16th|Warblade 4 |
    +14
    |
    +8
    |
    +9
    |
    +4
    | Concentration 8, Hide 19, Listen 19, Move Silently 19, Spot 19, Tumble 19| |

    17th|Warblade 5 |
    +15
    |
    +8
    |
    +9
    |
    +4
    | Concentration 12, Hide 20, Listen 18, Move Silently 20, Spot 18, Tumble 20| Blade Meditation (Iron Heart)B|

    18th|Warblade 6 |
    +16
    |
    +9
    |
    +10
    |
    +5
    | Concentration 16, Hide 21, Listen 18, Move Silently 21, Spot 18, Tumble 21|Power Attack|

    19th|Warblade 7 |
    +17
    |
    +9
    |
    +10
    |
    +5
    | Concentration 20, Hide 22, Listen 18, Move Silently 22, Spot 18, Tumble 22| |Battle cunning (damage)

    20th|Warblade 8 |
    +18
    |
    +10
    |
    +10
    |
    +5
    |Concentration 23, Hide 23, Listen 18, Move Silently 23, Spot 19, Tumble 23| | [/table]

    Initiating
    Spoiler
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    {table=head]Level|Manoeuvres known|Manoeuvres readied|Stances known |IL

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|3|3|1|3

    6th|3|3|1|3.5

    7th|3|3|1|4

    8th|3|3|1|4.5

    9th|3|3|1|5

    10th|3|3|1|5.5

    11th|3|3|1|6

    12th|4|3|1|7

    13th|4|3|1|7.5

    14th|4|3|1|8

    15th|5|3|1|9

    16th|5|4|2|10

    17th|6|4|2|11

    18th|6|4|2|12

    19th|7|4|2|13

    20th|7|4|2|14[/table]

    Manoeuvres Known
    Diamond Mind: Moment of Perfect Mind, Mind Over Body, Hearing the Air, Moment of Alacrity, Avalanche of Blades
    Iron Heart: Wall of Blades, Punishing Stance, Iron Heart Surge, Dazing Strike, Manticore Parry, Finishing Move
    Stone Dragon: Mountain Hammer


    General Information
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    Kaylan the Dauntless, NE male jungle halfling
    Scout 5/Warblade 8/Bloodstorm Blade 2/Master Thrower 5

    Ability scores:
    Strength 10, Dexterity 18, Constitution 14, Intelligence 16, Wisdom 10, Charisma 08

    Final scores (naked):
    Strength 10, Dexterity 23, Constitution 14, Intelligence 16, Wisdom 10, Charisma 08
    *All increases to Dexterity


    From the Shadows...
    Spoiler
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    Early levels
    Spoiler
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    You’re a small scout. Use that to your advantage – grab a thrown weapon (likely something like a sling, to take advantage of your racial bonus and Point Blank Shot) and activate skirmish every turn. You also can function as the skillmonkey, though your skills are far more physical than anything else.


    Mid levels
    Spoiler
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    You’ve gotten Bloodstorm Blade, so now you’re happily tossing around your short swords like a manic fool. Bands of extended range are a cheap, 2000gp item that doubles the range of your swords to 20ft, or 40 if you’ve taken the time to get the distance enchantment on them. Your Reflex save is top-notch, thanks to Evasion and Battle Clarity, and your Fortitude doesn’t completely suck. You’re really getting to be more lethal here, and thanks to Returning Weapons, you can heavily invest in your ‘thrown’ weapons, as you won’t lose them. Punishing stance for more damage is always nice, and you really don’t want to be in melee anyways.
    You snag all of your Master Thrower levels here, culminating in the wondrous weak spot ability. You don’t have a Strength bonus to worry about anyways, so all of your damage will have to come from your daggers, with a chance of skirmish activating.


    Late levels
    Spoiler
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    Your strategy is now in full swing. Power Attacking for as much as you dare, nab as much extra damage onto those things as you can bear. When you hit Avalanche of Blades, prepare to snigger wildly. We’ve (finally) gotten around to pumping up our Concentration checks, meaning Moment of Perfect Mind changes our weakest save (Will) into our strongest save. Iron Heart Surge can save our collective bottoms, and Hearing the Air provides us with some back-up just-in-case.


    End game
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    How’s trading out Manticore Parry for Finishing Move sound for a capstone? That’s what I thought.



    How Kaylan replicates a Whisperknife
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    Full BAB: He ends with a BAB of +18, just a hair short of full

    Entry Requirements: He has all the relevant feats save weapon finesse, but since he concentrates on tossing his “knives”, he uses dexterity anyways. He also fulfills all of the skill requirements, as well as the Special requirement of Sneak Attack +1d6 (skirmish can qualify in place of it).

    (Improved) Uncanny dodge: obtained through Scout and Warblade levels.

    Defensive Throw: replicated through the Defensive Throw ability of Master Thrower

    Improved Catch: Bloodstorm Blade. Enough said.

    Close Defense: I couldn’t replicate it exactly, but through a combination of fighting defensively and attacking touch ACs, you should get a comparable return.

    Fast Movement: Scout, thank you very much.

    Poison Use: racial feature of jungle Halflings.

    Vengeful Strike: martial maneuvers are arguably much, much more useful than this ability. Just in case, I picked up the Dazing Strike maneuver.

    Ranged Flank: No cigar, but I’m hitting touch ACs, so I really don’t give a damn.


    Adaptation
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    In my games, we don’t tend to use Flaws, but if they’re allowed, take a pair that don’t impact you and get Darkstalker at first level, and push Power Attack down to 15th and take Greater Two Weapon Fighting at 18th.


    Sources
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    Complete Adventurer (Scout)
    PHB (feats)
    Tome of Battle (Warblade, Bloodstorm Blade)
    Complete Warrior (Master Thrower)
    Unearthed Arcana (Jungle Halfling)
    Heroes of Battle (Guerilla Warrior feat)
    Complete Psionic (Bands of extended range, item)
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    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  21. - Top - End - #51
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    He belongs to the Zinc Saucier Club, no Whisperknives allowed.

    Quote Originally Posted by Garret Wigglebottoms
    Garret Wigglebottoms
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    Garret was a part of a gang of halfling toughs when he was younger. They were ready to become part of a larger gang specializing in murders and theft. They were going to get specialized training in some sort of “whisper knife” style of fighting. When Garret decided to follow his friends to this training, they stopped him outside the training facilities. They started laughing and then would not let him inside. They closed the door in his face. Garret was heartbroken. His friends have left him all alone.
    Just then the door opened and a halfling hand put a sign on the door. It read “Whisper Knife Club: No Garrets Allowed.”
    Garret stormed away but vowed to be better at this “whisper knife” club than his former friends. He studied similar skills that his friends learned in the hopes that one day he will kill each and every one of them.

    NE halfling Warblade 9/Bloodstorm Blade 1/Master Thrower 5/Invisible Blade 5
    32 point buy
    Str 13, Dex 17, Con 14, Int 16, Wis 8, Cha 8 (after racial modifications)
    ability increases: Str at level 4, Dex for rest


    Build
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    {table=head]Level|Class|BAB|Fort|Ref|Will|Skills|Feats|Class Features

    1st|Warblade 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    | Balance 4, Climb 4, Concentration 4, Intimidate 4, Jump 4, Sense Motive 1, Sleight of Hand 1, Tumble 4|Point Blank Shot|battle clarity (Ref saves), weapon aptitude; halfling traits

    2nd|Warblade 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    | Balance +1, Concentration +1, Sense Motive +1, Sleight of Hand +1, Tumble +1| |uncanny dodge

    3rd|Warblade 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    | Balance +1, Concentration +1, Sense Motive +1, Sleight of Hand +1, Tumble +1|Precise Shot|battle ardor (critical confirmation)

    4th|Warblade 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    | Balance +1, Concentration +1, Sense Motive +1, Sleight of Hand +1, Tumble +1| |

    5th|Warblade 5|
    +5
    |
    +4
    |
    +1
    |
    +1
    | Balance +1, Concentration +1, Intimidate +1, Jump +1, Sense Motive +1, Tumble +1|Improved Initiative (B)|

    6th|Bloodstorm Blade 1|
    +6
    |
    +6
    |
    +1
    |
    +1
    | Concentration +1, Intimidate +1, Jump +1, Spot 3, Tumble +1|Throw Anything (B), Weapon Focus (dagger)| returning attacks, weapon aptitude (2)

    7th|Warblade 6|
    +7
    |
    +7
    |
    +2
    |
    +2
    | Balance +1, Concentration +1, Intimidate +1, Jump +1, Sense Motive +1, Tumble +1| |improved uncanny dodge

    8th|Warblade 7|
    +8
    |
    +7
    |
    +2
    |
    +2
    | Balance +1, Bluff 1, Concentration +1, Intimidate +1, Jump +1, Tumble +1| |battle cunning (damage)

    9th|Warblade 8|
    +9
    |
    +8
    |
    +2
    |
    +2
    | Balance +1, Bluff +1, Concentration +1, Intimidate +1, Jump +1, Tumble +1|Two Weapon Fighting|

    10th|Master Thrower 1|
    +10
    |
    +8
    |
    +4
    |
    +2
    | Acrobatic Backstab skill trick, Bluff +2, Concentration +1, Sleight of Hand +1, Spot +1|Quick Draw (B)| thrown weapon trick (defensive throw)

    11th|Master Thrower 2|
    +11
    |
    +8
    |
    +5
    |
    +2
    | Hidden Blade skill trick, Bluff +1, Concentration +1, Sleight of Hand +1, Spot +1, Tumble +1| |evasion

    12th|Master Thrower 3|
    +12
    |
    +8
    |
    +5
    |
    +3
    | Nimble Stand skill trick, Bluff +1, Concentration +1, Sleight of Hand +1, Spot +1, Tumble +1|Far Shot|thrown weapon trick (tumbling toss)

    13th|Master Thrower 4|
    +13
    |
    +8
    |
    +6
    |
    +3
    | Bluff +1, Climb +1, Concentration +1, Jump +1, Sleight of Hand +1, Spot +1, Tumble +1|Snatch Arrows (B)|

    14th|Master Thrower 5|
    +14
    |
    +8
    |
    +6
    |
    +3
    | Sudden Draw skill trick, Bluff +1, Concentration +1, Sleight of Hand +1, Spot +1, Tumble +1| |critical throw, thrown weapon trick (double toss)

    15th|Invisible Blade 1|
    +15
    |
    +8
    |
    +8
    |
    +3
    | Balance +1, Bluff +1,Climb +1, Jump +1, Sense Motive +1, Spot +1, Tumble +1|Martial Stance (absolute steel)| dagger sneak attack +1d6, unfettered defense

    16th|Invisible Blade 2|
    +16
    |
    +8
    |
    +9
    |
    +3
    | Balance +1, Bluff +1,Climb +1, Jump +1, Sense Motive +1, Spot +1, Tumble +1| |bleeding wound

    17th|Warblade 9|
    +17
    |
    +8
    |
    +10
    |
    +4
    | Balance +1, Climb +1, Concentration +1, Diplomacy +1, Intimidate +1, Jump +1, Tumble +1|Iron Will (B)|

    18th|Invisible Blade 3|
    +18
    |
    +9
    |
    +10
    |
    +5
    | Balance +1, Bluff +1,Climb +1, Jump +1, Sense Motive +1, Spot +1, Tumble +1|Flick of the Wrist|dagger sneak attack +2d6, uncanny feint (move action)

    19th|Invisible Blade 4|
    +19
    |
    +9
    |
    +11
    |
    +5
    | Balance +1, Bluff +1,Climb +1, Jump +1, Sense Motive +1, Spot +1, Tumble +1| |feint mastery

    20th|Invisible Blade 5|
    +20
    |
    +9
    |
    +11
    |
    +5
    | Balance +1, Bluff +1,Climb +1, Jump +1, Sense Motive +1, Spot +1, Tumble +1| |dagger sneak attack +3d6, uncanny feint (free action)
    [/table]


    Maneuvers
    Spoiler
    Show
    {table=head]Level|Known|Readied|Stances

    1st|3|3|1|-|-|-|-|-|-|-

    2nd|4|3|1|-|-|-|-|-|-|-

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

    4th|5|4|2|-|-|-|-|-|-|-

    5th|6|4|2|-|-|-|-|-|-|-

    6th|6|4|2|-|-|-|-|-|-|-

    7th|6|4|2|-|-|-|-|-|-|-

    8th|7|4|2|-|-|-|-|-|-|-

    9th|7|4|2|-|-|-|-|-|-|-

    10th|7|4|2|-|-|-|-|-|-|-

    11th|7|4|2|-|-|-|-|-|-|-

    12th|7|4|2|-|-|-|-|-|-|-

    13th|7|4|2|-|-|-|-|-|-|-

    14th|7|4|2|-|-|-|-|-|-|-

    15th|7|4|2|-|-|-|-|-|-|-

    16th|7|4|2|-|-|-|-|-|-|-

    17th|8|4|2|-|-|-|-|-|-|-

    18th|8|4|2|-|-|-|-|-|-|-

    19th|8|4|2|-|-|-|-|-|-|-

    20th|8|4|2|-|-|-|-|-|-|-[/table]

    Maneuvers Known (by level):
    1 moment of perfect mind, steel wind, hunter's sense (stance), sudden leap
    2 douse the flames
    3 action before thought
    4 wall of blades (replaces steel wind), bolstering voice (stance)
    5 white raven tactics
    7 iron heart surge (replaces douse the flames)
    9 lion's roar
    15 absolute steel [stance via feat]
    17 swooping dragon strike


    Whisperknife Emulations
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    {table=head]Whisperknife abilities|Emulated by
    Rapid Shot (as feat, daggers only)|Master Thrower 5 (double toss [similar])
    uncanny dodge|Warblade 2 (same)
    sneak attack +1d6|Invisible Blade 1, 3, 5 (dagger sneak attack)
    defensive throw|Master Thrower 1 (defensive throw)
    improved catch|Bloodstorm Blade 1 and Master Thrower 3 (returning weapon and tumbling toss [similar])
    close defense|Invisible Blade 1 (unfettered defense)
    fast movement (+10 ft)|absolute steel stance (+10 ft while in stance)
    poison use|none
    vengeful strike| swooping dragon strike (jump attack, 8d6 damage, plus save vs stun)
    superior catch|Bloodstorm Blade 1 and Master Thrower 5 (returning weapon and double toss [similar])
    improved uncanny dodge|Warblade 6 (same)
    ranged flank|none[/table]


    Source List
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    Complete Scoundrel: skill tricks
    Complete Warrior: Invisible Blade and Master Thrower prestige classes, Flick of the Wrist and Throw Anything feats
    Tome of Battle: Warblade class, Bloodstorm Blade prestige class, maneuvers
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  22. - Top - End - #52
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    All clear. Judges, please proceed to review and judge at your leisure. I do ask that you finish within two weeks, which should be sufficient time.
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  23. - Top - End - #53
    Ettin in the Playground
     
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    I'm new to this. Is there any particular format I need to judge with?

  24. - Top - End - #54
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by Humble Master View Post
    I'm new to this. Is there any particular format I need to judge with?
    There is none, other than you have 4 categories to judge in, originality, power, elegance, and use of secret ingredient, and can award up to 5 points in each category. If you are unclear on what all of those mean, I recommend you review some previous competitions, or the Iron Chef competitions, to see how other judges proceeded.
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  25. - Top - End - #55
    Troll in the Playground
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Huh. That's... a lot of Master Throwers.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  26. - Top - End - #56
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    Quote Originally Posted by Kuulvheysoon View Post
    Huh. That's... a lot of Master Throwers.
    Meh. I saw more bards last round in IC than we have entries here
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    You saw more than 60% bards? Clearly, we're looking at very different threads.

    (I'm going off percentages here, not actual numbers)

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    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    I noticed that too. Gonna give a point in originality for those who didn't use Master Thrower.

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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    So I've updated the original post, linking to Aphemtryon's most excellent advice. I also linked sample judging criteria (mine) and some tips on how a judge operates from Venger of Iron Chef fame.

    Speaking of Judging, how are you doing, Humble Master? Are any other judges out there?
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  30. - Top - End - #60
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    Default Re: Zinc Saucier XIV: From the shadows I stab at thee

    I'm working on it. Also two questions. First do I just post my judging on this thread or do I post it somewhere else? Second do I need to post my ratings of all the contestants at once?

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