A Monster for Every Season: Summer 2
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  1. - Top - End - #31
    Bugbear in the Playground
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Sooo... This can still be entered?
    My homebrew

    Quote Originally Posted by Waker View Post
    This is the Playground. We're a repository of D&D Knowledge. Kinda like the Library of Congress, but with more screaming about RAW vs. RAI.
    Avatar by Terry576

  2. - Top - End - #32
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Yes it can!

    Plenty of time for entries.

  3. - Top - End - #33
    Halfling in the Playground
     
    AssassinGuy

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    I've always seen these posts on the forums, and I'm not the greatest at constructing builds, but I'll be throwing my chef hat into the ring too
    Love the idea of replicating the Duskblade class. I've never played one before, but they've always looked really interesting.
    Characters:

  4. - Top - End - #34
    Orc in the Playground
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Alright, going for this. Using my usual method of "do well in a couple categories, and terribly in a couple categories."

  5. - Top - End - #35
    Orc in the Playground
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    And submitted.

  6. - Top - End - #36
    Ettin in the Playground
     
    Beholder

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    *Build finished and story coming together*
    It's beginning to look a lot like Gishmas...

  7. - Top - End - #37
    Barbarian in the Playground
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    I suppose I should announce my participation so that it doesn't come as a complete surprise.

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

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    And submitted. Let's hope it does well.

  9. - Top - End - #39
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    I had a nice surprise this morning when I checked my mailbox to find four entries for this contest!

    Still some time left to get your entries in for those still interested.

  10. - Top - End - #40
    Bugbear in the Playground
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Somehow made it!
    Last edited by Xerlith; 2014-04-21 at 09:40 AM.
    My homebrew

    Quote Originally Posted by Waker View Post
    This is the Playground. We're a repository of D&D Knowledge. Kinda like the Library of Congress, but with more screaming about RAW vs. RAI.
    Avatar by Terry576

  11. - Top - End - #41
    Bugbear in the Playground
     
    Virdish's Avatar

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Almost Forgot spells per day chart.
    Avatar by serpentine

    Extended Homebrew Signature

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Everyone asleep in their beds in the middle of an attack on the city.

  12. - Top - End - #42
    Ogre in the Playground
     
    Svata's Avatar

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Shame I didn't see this till just now. Could maybe have done something interesting with [Redacted], a hint of [Intentionally Left Blank], and [404: Class not Found]. Oh! and maybe a splash of [Wut]

    Might judge, though.
    Last edited by Svata; 2014-04-21 at 04:10 PM.
    Copy this to your signature if you love Jade_Tarem, too.

    Quote Originally Posted by Extra Anchovies View Post
    A 20th-level fighter should be able to break rainbows in half with their bare hands and then dual-wield the parts of the rainbow.

    Dual-wield the rainbow. Taste the rainbow.

  13. - Top - End - #43
    Orc in the Playground
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Entries must be submitted by Monday, 11:59pm GMT, 21 April, 2014.
    Excited to see the builds!

  14. - Top - End - #44
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Sorry I'm late.

    Here is our crop of entries for this round.

    Please do not post until you get the all clear.

  15. - Top - End - #45
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Here is the origin story for the Duskblade.

    Quote Originally Posted by Feral Spellweaver
    Judges, I present the Feral Spellweaver!

    Fluff:
    Spoiler
    Show
    The Feral Spellweaver name comes from an ancient tribe of Wild Elves, known as the Stormcallers, who have been around since before a calender system and the documentation of time became common practice. The Stormcallers are known for their primal sorcery with lightning-based magic being their trademark, as well as their combat prowess. Many Elves descended from the Stormcallers and continued studying their practices of swordplay and spellcraft as modern elves are known for.

    Keira Stormcaller was the one who discovered the true potential of mixing sorcery and weaponry together on the battlefield. She could be considered one of the founders of the modernized Duskblade class which contemporary Elves created. Until she made her discoveries, everyone in her tribe either focused on learning how to wield a sword, or practicing the arcane if they had the talent. Keira had talent for both, however, and saw the two forces as one. With combining strength and magic, the ferocity of the wilds her tribe lived in, and her ancient bloodline, the Feral Spellweaver had been created.


    Abilities and Racial Info:
    Spoiler
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    Keira Stormcaller, CG Wild Elf Sorceress 9, Fighter 1, Spellsword 10

    32 point buy

    Str: 14
    Dex: 14
    Con: 14
    Int: 12
    Wis: 8
    Cha: 16

    Level 4, 8, 12, 16, and 20: Cha +1 for a total of 21 Charisma

    Wild Elf:

    •+2 Dex, -2 Int (already factored in)
    •Medium size
    •base land speed of 30'
    •immunity to sleep spells and effects
    •+2 saving throw against enchantment spells or effects
    •Low-light vision
    •Racial weapon proficiency of longsword, rapier, shortbow and longbow, and their composite variants
    •+2 bonuses to listen, spot, and search
    •Favored class: Sorcerer


    The Build:
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Sorcerer 1 +0 +0 +0 +2 Concentration 4, Knowledge (arcana) 4, Spellcraft 4 Combat Casting Sorcerer Variant: Battle Sorcerer, Metamagic Specialist
    2nd Sorcerer 2 +1 +0 +0 +3 Concentration 5, Knowledge (arcana) 5, Spellcraft 5
    3rd Sorcerer 3 +2 +1 +1 +3 Concentration 6, Knowledge (arcana) 6, Spellcraft 6 Battlecaster Offense
    4th Sorcerer 4 +3 +1 +1 +4 Concentration 7, Intimidate 2, Knowledge (arcana) 6, Spellcraft 6
    5th Fighter 1 +4 +3 +1 +4 Concentration 7, Intimidate 5, Knowledge (arcana) 6, Spellcraft 6 Intimidating Strike (bonus feat) Bonus Feat
    6th Spellsword 1 +5 +5 +1 +6 Concentration 8, Intimidate 5, Knowledge (arcana) 7, Spellcraft 7 Somatic Weaponry Ignore spell failure 10%, +1 level Sorcerer spellcasting abilities
    7th Spellsword 2 +6/+1 +6 +1 +7 Concentration 9, Intimidate 5, Knowledge (arcana) 8, Spellcraft 8 Empower Spell (bonus feat) Bonus Feat
    8th Spellsword 3 +7/+2 +6 +2 +7 Concentration 10, Intimidate 5, Knowledge (arcana) 9, Spellcraft 9 Ignore Spell Failure 15%, +1 level Sorcerer spellcasting abilities
    9th Spellsword 4 +8/+3 +7 +2 +8 Concentration 11, Intimidate 5, Knowledge (arcana) 10, Spellcraft 10 Storm Bolt Channel Spell 3/day
    10th Spellsword 5 +9/+4 +7 +2 +8 Concentration 12, Intimidate 5, Knowledge (arcana) 11, Spellcraft 11 Ignore Spell Failure 20%, +1 level Sorcerer spellcasting abilities
    11th Spellsword 6 +10/+5 +8 +3 +9 Concentration 13, Intimidate 5, Knowledge (arcana) 12, Spellcraft 12 Channel Spell 4/day
    12th Spellsword 7 +11/+6/+1 +8 +3 +9 Concentration 14, Intimidate 5, Knowledge (arcana) 13, Spellcraft 13 Quicken Spell Ignore spell failure 25%, +1 level Sorcerer spellcasting abilities
    13th Spellsword 8 +12/+7/+2 +9 +4 +10 Concentration 15, Intimidate 5, Knowledge (arcana) 14, Spellcraft 14 Channel spell 5/day
    14th Spellsword 9 +13/+8/+3 +9 +4 +10 Concentration 16, Intimidate 5, Knowledge (arcana) 15, Spellcraft 15 Ignore spell failure 30%, +1 level Sorcerer spellcasting abilities
    15th Spellsword 10 +14/+9/+4 +10 +4 +11 Concentration 17, Intimidate 5, Knowledge (arcana) 16, Spellcraft 16 Residual Magic Multiple channel spell
    16th Sorcerer 5 +14/+9/+4 +10 +4 +11 Concentration 18, Intimidate 7, Knowledge (arcana) 16, Spellcraft 16
    17th Sorcerer 6 +15/+10/+5 +11 +5 +12 Concentration 19, Intimidate +9, Knowledge (arcana) 16, Spellcraft 16
    18th Sorcerer 7 +15/+10/+5 +11 +5 +12 Concentration 20, Intimidate 10, Knowledge (arcana) 16, Spellcraft 17 Extra Spell (6th level)
    19th Sorcerer 8 +16/+11/+6/+1 +12 +5 +13 Concentration 21, Intimidate 10, Knowledge (arcana) 17, Spellcraft 18
    20th Sorcerer 9 +16/+11/+6/+1 +12 +6 +13 Concentrate 22, Intimidate 10, Knowledge (arcana) 18, Spellcraft 19


    Spellcasting:
    Spoiler
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    Spells per Day/Spells Known
    Note: Spells 1st-5th level receive 1 bonus spell per day due to high Charisma at the time those spell levels become available

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4/3 2/1 - - - - - - - -
    2nd 5/4 3/1 - - - - - - - -
    3rd 5/4 4/2 - - - - - - - -
    4th 5/5 5/2 2/1 - - - - - - -
    5th 5/5 5/2 2/1 - - - - - - -
    6th 5/5 5/3 3/1 - - - - - - -
    7th 5/5 5/3 3/1 - - - - - - -
    8th 5/6 5/3 4/1 2/1 - - - - - -
    9th 5/6 5/3 4/1 2/1 - - - - - -
    10th 5/6 5/4 5/2 3/1 - - - - - -
    11th 5/6 5/4 5/2 3/1 - - - - - -
    12th 5/7 5/4 5/2 4/1 2/1 - - - - -
    13th 5/7 5/4 5/2 4/1 2/1 - - - - -
    14th 5/7 5/4 5/3 5/2 3/1 - - - - -
    15th 5/7 5/4 5/3 5/2 3/1 - - - - -
    16th 5/8 5/4 5/3 5/2 4/1 2/1 - - - -
    17th 5/8 5/4 5/4 5/3 5/2 3/1 - - - -
    18th 5/8 5/4 5/4 5/3 5/2 4/1 2/1 - - -
    19th 5/8 5/4 5/4 5/3 5/3 5/2 3/1 - - -
    20th 5/8 5/4 5/4 5/3 5/3 5/2 5/1 3/1 - -


    Spell List:
    Spoiler
    Show


    0 level: Resistance, Acid Splash, Read Magic, Disrupt Undead, Detect Magic, Caltrops, Mending, Mage Hand

    1st level: Magic Missile, Shocking Grasp, True Strike, Lesser Orb of Cold

    2nd level: Mirror Image, Bull's Strength, Melf's Acid Arrow, Blindness/Deafness

    3rd level: Lightning Bolt, Haste, Heroism

    4th level: Greater Invisibility, Orb of Fire, Stoneskin

    5th level: Cone of Cold, Overland Flight

    6th level: Chain Lightning, Disintegrate

    7th level: Finger of Death


    Sources:
    Spoiler
    Show
    Everything is from Player's Handbook except specifically listed (in order of appearance) below:

    Wild Elf: Monster Manual p. 104
    Metamagic Specialist ACF: Player's Handbook 2, p. 61
    Sorcerer Variant, Battle Sorcerer: Unearthed Arcana, p. 56
    Battlecaster Offense: Complete Mage, p. 40
    Intimidating Strike: Player's Handbook 2, p. 79
    Spellsword: Complete Warrior, p. 79
    Somatic Weaponry: Complete Mage, p. 47
    Storm Bolt: Complete Mage, p. 47
    Residual Magic: Complete Mage, p. 46
    Extra Spell: Complete Arcane, p. 79


    Spell Citation:

    Caltrops: Spell Compendium, p. 43
    Lesser Orb of Cold: Spell Compendium p. 152
    Orb of Fire: Spell Compendium p. 152

  16. - Top - End - #46
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Remember kids, stay in school and you too can be a Duskblade.

    Quote Originally Posted by Whitekeeper Jurul
    Whitekeeper Jurul, the Illumian (Aeshkrau) Warmage 4/ Cleric of Red Knight 1 / Ordained Champion 3 / Mystic Theurge 4 / Holy Scourge 5 / Arcane Devotee 3

    Jurul looked out of the watchtower of the top of the Libary of the Quill Cabal fortress, he had lived there the whole life and had recently been promoted to Director of the Defensive arm of the Cabal. In his youth he had stumbled over a almost unreadable thesis on combat tactics and old stories about how the elves had managed to merge martial expertise and the magical arts, and since then he had tried to do the same thing, starting to worship Red Knight on the way. Now he was fitter than ever, and kept training in the Elven art, while exploring the scrolls and books younger Illumians, that worked in his directorate, was sent out in the world hunting rare military codexes.


    Spoiler: Ability Score
    Show

    Ability Score
    Strength 16
    Dexterity 14
    Constitution 10
    Intelligence 14
    Wisdom 12
    Charisma 12
    Get Charisma to a modified 17 (with Items and raising the Score) and put rest in Strength


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Warmage 1 +0 +0 +0 +2 Concentration 4, Knowledge (Arcana) 4, Knowledge (Religion) 2(cc), Spellcraft 4 Combat Casting Armored Mage (Light), Warmage Edge
    2nd Warmage 2 +1 +0 +0 +3 Concentration 5, Knowledge (Arcana) 5, Knowledge (History) 1, Spellcraft 5,
    3rd Cleric 1 +1 +2 +0 +5 Knowledge Religion 6 Battle Caster (Medium), (Matial Weapon Proficiency: Longsword), (Weapon Focus: Longsword), (Extend Spell) Turn Undead, Domain: War, Planning
    4th Warmage 3 +1 +3 +1 +5 Concentration 6, Knowledge (Arcana) 6, Knowledge (Religion) 7(cc), Advanced Learning (Amanuensis)
    5th Ordained Champion 1 +2 +5 +1 +7 Concentration 7, Knowledge (Arcana) 7, Spellcraft 7 (Power Attack) Bonus Domain, Domain->Combat Feat, Continued Advancement, Modified Spontaneous Casting
    6th Ordained Champion 2 +3 +6 +1 +8 Concentration 8, Knowledge (Arcana) 8, Knowledge (Religion) 8, Spellcraft 8 Persistent Spell, (Diehard) Diehard, Smite
    7th Ordained Champion 3 +4 +6 +2 +8 Concentration 9, Knowledge (Arcana) 9, Knowledge (Religion) 9, Spellcraft 9 Channel Spell, Divine Bulwark
    8th Warmage 4 +5 +6 +2 +9 Concentration 11, Knowledge (Arcana) 10, Spellcraft 10
    9th Mystic Theurge 1 +5 +6 +2 +11 Knowledge (Arcana) 11, Knowledge (Religion) 11, Spellcraft 11 Divine Metamagic (Persistent Spell)
    10th Mystic Theurge 2 +6/+1 +6 +2 +12 Concentration 12, Knowledge (Arcana) 12, Knowledge (Religion) 12, Spellcraft 12
    11th Mystic Theurge 3 +6/+1 +7 +3 +12 Concentration 13, Knowledge (Arcana) 13, Knowledge (Religion) 13, Spellcraft 13
    12th Mystic Theurge 4 +7/+2 +7 +3 +13 Concentration 14, Knowledge (Arcana) 14, Knowledge (Religion) 14, Spellcraft 14 Rapid Metamagic
    13th Holy Scourge 1 +7/+2 +7 +3 +15 Concentration 15, Knowledge (Arcana) 15, Knowledge (Religion) 15, Spellcraft 15 Code of Conduct, Dedicated Spellcaster, Rightous Evocation +1
    14th Holy Scourge 2 +8/+3 +7 +3 +16 Concentration 16, Knowledge (Arcana) 16, Knowledge (Religion) 16, Spellcraft 16 Arcane Smite 1/day
    15th Holy Scourge 3 +8/+3 +8 +4 +16 Concentration 17, Knowledge (Arcana) 17, Knowledge (Religion) 17, Spellcraft 17 Enlarge Spell Devoted Arcanist
    16th Holy Scourge 4 +9/+4 +8 +4 +17 Concentration 18, Knowledge (Arcana) 18, Knowledge (Religion) 18, Spellcraft 18 Arcane Smite 2/day
    17th Holy Scourge 5 +9/+4 +8 +4 +17 Concentration 19, Knowledge (Arcana) 19, Knowledge (Religion) 19, Spellcraft 19 Rightous Evocation +2
    18th Arcane Devotee 1 +9/+4 +8 +4 +19 Concentration 20, Knowledge (Arcana) 20, Knowledge (Religion) 20, Spellcraft 20 Practiced Spellcaster (Warmage) Enlarge Spell
    19th Arcane Devotee 2 +10/+5 +8 +4 +20 Concentration 21, Knowledge (Arcana) 21, Knowledge (Religion) 21, Spellcraft 21 Sacred Defense +1, Alignment Focus (Good)
    20th Arcane Devotee 3 +10/+5 +9 +4 +20 Concentration 21, Knowledge (Arcana) 21, Knowledge (Religion) 21, Spellcraft 21 (Spell Penetration) Bonus Feat


    Spoiler: Spells per Day
    Show

    Warmage Spells per Day (Casts as level 15, CL 20)

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 5 3 - - - - - - - -
    2nd 6 4 - - - - - - - -
    3rd 6 4 - - - - - - - -
    4th 6 5 - - - - - - - -
    5th 6 5 - - - - - - - -
    6th 6 5 - - - - - - - -
    7th 6 5 - - - - - - - -
    8th 6 6 3 - - - - - - -
    9th 6 6 4 - - - - - - -
    10th 6 6 5 3 - - - - - -
    11th 6 6 6 4 - - - - - -
    12th 6 6 6 5 3 - - - - -
    13th 6 6 6 5 3 - - - - -
    14th 6 6 6 6 4 - - - - -
    15th 6 6 6 6 5 3 - - - -
    16th 6 6 6 6 6 4 - - - -
    17th 6 6 6 6 6 5 3 - - -
    18th 6 6 6 6 6 6 4 - - -
    19th 6 6 6 6 6 6 5 3 - -
    20th 6 6 6 6 6 6 6 4 - -

    Cleric Spells per Day (Cast as level 7, Caster Level 9)
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    3rd 3 1+1 - - - - - - - -
    4th 3 1+1 - - - - - - - -
    5th 3 1+1 - - - - - - -
    6th 4 2+1 - - - - - - - -
    7th 4 2+1 1+1 - - - - - - -
    8th 4 2+1 1+1 - - - - - - -
    9th 5 3+1 2+1 - - - - - - -
    10th 5 3+1 2+1 1+1 - - - - - -
    11th 5 3+1 3+1 2+1 - - - - - -
    12th 6 4+1 3+1 2+1 1+1 - - - - -


    Spoiler: Level Breakdown
    Show

    Spoiler: Level 5
    Show

    At level 5 Jurul are still quite weak at spellcasting, but between Fist of Stone and his natural ability score, he can go to town with a twohanded weapon and a Strength on 22 acting as a decent Melee even if he is out of spells, otherwise spells is primarily used for utility/buffing

    Spoiler: Level 10
    Show

    Having just gotten 3'd level spells (both Warmage and Cleric) the options available have raised a fair ammount. With Channel he can even keep bashing people in the head with his high Strength although we're at the break of dawn on that account since he haven't yet gotten Persisted Divine Power to get his Base Attack Bonus up to speed (even though its decent enough only 1 behind Clerics or Rogues), but even then it's posible to persist stuff such as 'prayer'

    Spoiler: Level 15
    Show

    And now we are probably where it start to get really strong. 5th level Warmage spells, DMM Persisted Divine Power taking care of Base Attack Bonus, while Rapid Metamagic makes it much easier to handle on-the-fly metamagics, mainly for extending buffs, and Enlarge spell is handy for some of the lower range AoE effects, Rightous Evocation makes number of dice flying more important, finally Devoted Arcanist makes it much easier to blast through enemy SR, and 1/day i have a smite on a spell

    Spoiler: Level 20
    Show

    Better at what we're strong at, gain better Rightous Evocation, another spellsmite, better at going though enemy SR, What ammounts to Sudden Enlarge ChaMod/Day and slightly stonger saves against divine magic



    Spoiler: Item needs
    Show

    Build is quite MAD so Belt of Magnificence (Miniature Handbook) is a high priority item to get, as high as posible. Either a Belt or if a highly spiteful DM, Periapt of Wisdom +1 at level 10 (can be backward engineered from the existing items) and +2 at level 12 is critical for the build, so the Cleric spells are castable.

    Ideally it should be built on top of an Belt of Battle, as per Magic Item Compendium rules, and ideally the Belt of Battle should be buffed so it gives more charges per day to gain actions from


    Spoiler: Checklist
    Show

    High Base Attack Bonus - Check (via Divine Metamagic Persisted Divine Power)
    Armored Mage - Check (not Heavy Shield through)
    Arcane Channeling - Check (costs Move Action)
    Quickcast - Nope
    SpellPower - Check (only against evil opponents through)


    Spoiler: Sources
    Show

    Material Stuff used
    Complete Arcane Combat Caster, Persistent Spell, Practiced Spellcaster, Warmage
    Complete Champion Ordained Champion
    Complete Divine Divine Metamagic
    Complete Mage Holy Scourge, Rapid Metamagic
    Dungeon Master Guide Mystic Theurge
    Forgotten Realms Campaign Setting Arcane Devotee, Red Knight (Deity)
    Races of Destiny Illumian

  17. - Top - End - #47
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    The dusk leads the darkness into the light.

    Quote Originally Posted by Dusk
    Dusk, the Blade Channeller.
    Spoiler: Fluff
    Show

    Dusk (called that because of his dark skin, hair, and eyes, and totally not because of any references to a class that we're not using in this competition) was a totally normal crusading righteous paladin of the order of Golden Lions following his totally normal penance of duty to another good church, tasking him with defending an orphanage full of small children from disadvantaged races. It was supposed to be a totally routine prevent-roving-murder-hobos-from-stumbling-into-it-and-going-on-a-slaughter mission, with no unexpected trouble.

    Of course, any story that starts with "no unexpected trouble" inevitably runs into unexpected trouble, and this one was no different. A band of "adventurers" (I.E: murderhobos) found the orphanage of children from disadvantaged races and declared them to be "evil" and went on a rampage, slaughtering them. Dusk tried to prevent them, but swiftly found himself ensnared in enemy magics, watching helpless as fireball after fireball flew into the burnt out husk of a house.

    Dusk resolved to learn magic himself, to prevent this sort of atrocity, to fight fire with fire (pun intended). He left the church and became an adventurer (I.E: murderhobo), and found a draconic master that helped him unlock his magical potential, and spent the rest of his life, trying to learn to merge melee and magic, and channel his spells through his blade.



    32 Point buy: Str 14, Dex 15+4 level, Con 14, Int 10, Wis 10, Cha 15+1 level.
    Paladin 2/Sorcerer4/Spellsword4/Abjurant Champion4/Spellsword+6
    Spoiler: chart
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Paladin 1 +1 +2 +0 +0 Concentration +4, Diplomacy +4, Use magic device +2 Combat Casting, Least Dragonmark True: Sentinel (Eberron Campaign Setting, p. 56 ) Aura of Good, Detect Magic at Will (Golden Lion Substitution, Champions of Valor page 43), Smite Evil 1/day
    2nd Paladin 2 +2 +3 +0 +0 Concentration +5, Diplomacy +5, Use magic device +2.5 - Divine Grace, Lay on Hands
    3rd Sorcerer 1 +2 +3 +0 +2 Concentration +6, Diplomacy +5, Use magic device +3, Knowledge Arcana +1 Practised Caster: Sorcerer (Complete Arcane page 82) Metamagic Specialist (Players Handbook 2 page 61)
    4th Sorcerer 2 +3 +3 +0 +3 Concentration +6, Diplomacy +5, Use magic device +3.5, Knowledge Arcana +3 - Attribute – Dex 16
    5th Sorcerer 3 +3 +4 +1 +3 Concentration +6, Diplomacy +5, Use magic device +4, Knowledge Arcana +5 - -
    6th Sorcerer 4 +4 +4 +1 +4 Concentration +7, Diplomacy +5, Use magic device +4.5, Knowledge Arcana +6 Two Weapon Fighting -
    7th Spellsword 1 (Complete Warrior Page 79) +5 +6 +1 +6 Concentration +9, Diplomacy +5, Use magic device +5, Knowledge Arcana +6 - Ignore Spell Failure 10%
    8th Spellsword 2 +6/+1 +7 +1 +7 Concentration +11, Diplomacy +5, Use magic device +5.5, Knowledge Arcana +6 Spellsword Bonus: Improved Two Weapon Fighting Attribute – Dex 17
    9th Spellsword 3 +7/+2 +7 +2 +7 Concentration +12, Diplomacy +5, Use magic device +6, Knowledge Arcana +6, Spellcraft +1 Arcane Strike (Complete Warrior Page 96) Ignore Spell Failure 15%
    10th Spellsword 4 +8/+3 +8 +2 +8 Concentration +13, Diplomacy +5, Use magic device +6.5, Knowledge Arcana +6, Spellcraft +2 - Channel Spell 3/day
    11th Abjurant Champion 1 +9/+4 +8 +2 +10 Concentration +14, Diplomacy +5, Use magic device +7, Knowledge Arcana +6, Spellcraft +3 - Abjurant Armor, Extended Abjurations
    12th Abjurant Champion 2 +10/+5 +8 +2 +11 Concentration +15, Diplomacy +5, Use magic device +7.5, Knowledge Arcana +6, Spellcraft +4 Mark of the Dauntless Swift Abjuration, Dex 18
    13th Abjurant Champion 3 +11/+6/+1 +9 +3 +11 Concentration +16, Diplomacy +5, Use magic device +8, Knowledge Arcana +6, Spellcraft +5 - -
    14th Abjurant Champion 4 +12/+7/+2 +9 +3 +12 Concentration +17, Diplomacy +5, Use magic device +8.5, Knowledge Arcana +6, Spellcraft +6 - Arcane Boost
    15th Spellsword 5 +13/+8/+3 +9 +3 +12 Concentration +18, Diplomacy +5, Use magic device +9, Knowledge Arcana +6, Spellcraft +7 Quicken Spell Ignore Arcane Spell Failure 20%
    16th Spellsword 6 +14/+9/+4 +10 +4 +13 Concentration +19, Diplomacy +5, Use magic device +9.5, Knowledge Arcana +6, Spellcraft +8 - Channel Spell 4/day, Dex 19
    17th Spellsword 7 +15/+10/+5 +10 +4 +13 Concentration +20, Diplomacy +5, Use magic device +10, Knowledge Arcana +6, Spellcraft +9 - Ignore Arcane Spell Failure 25%
    18th Spellsword 8 +16/+11/+6/+1 +11 +4 +14 Concentration +21, Diplomacy +5, Use magic device +10.5, Knowledge Arcana +6, Spellcraft +10 Greater Two Weapon Fighting Channel Spell 5/day
    19th Spellsword 9 +17/+12/+7/+2 +11 +5 +14 Concentration +22, Diplomacy +5, Use magic device +11, Knowledge Arcana +6, Spellcraft +11 - Ignore Arcane Spell Failure 30%
    20th Spellsword 10 +18/+13/+8/+3 +12 +5 +15 Concentration +23, Diplomacy +5, Use magic device +11, Knowledge Arcana +6, Spellcraft +13 - Double Channel, Base charisma 16

    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - -
    3rd 5/4 3/2 - - - - - - - -
    4th 6/5 4/2 - - - - - - - -
    5th 6/5 5/3 - - - - - - - -
    6th 6/6 6/3 3/1 - - - - - - -
    7th 6/6 6/4 4/2 - - - - - - -
    8th 6/6 6/4 4/2 - - - - - - -
    9th 6/7 6/4 5/2 3/1 - - - - - -
    10th 6/7 6/4 5/2 3/1 - - - - - -
    11th 6/7 6/5 6/3 4/2 - - - - - -
    12th 6/8 6/5 6/3 5/2 3/1 - - - - -
    13th 6/8 6/5 6/4 6/3 4/2 - - - - -
    14th 6/9 6/5 6/4 6/3 5/2 3/1 - - - -
    15th 6/9 6/5 6/5 6/4 6/3 4/2 - - - -
    16th 6/9 6/5 6/5 6/4 6/3 4/2 - - - -
    17th 6/9 6/5 6/5 6/4 6/3 5/2 3/1 - - -
    18th 6/9 6/5 6/5 6/4 6/3 5/2 3/1 - - -
    19th 6/9 6/5 6/5 6/4 6/4 6/3 4/2 - - -
    20th 6/9 6/5 6/5 6/4 6/4 6/3 4/2 - - -


    Spoiler: Sorcerer Spell List
    Show

    * --- Things for channelling at people.
    0th level: 9: dancing lights, detect magic, flare, ghost sound, read magic , prestidigitation, mage hand, message, mending
    1st level: 5: Shield, Enlarge Person, True Casting, True Strike, Nerveskitter,
    2nd level: 5: Lesser Celerity, Alter Self, Scorching Ray*, Wraithstrike, Heart of Air,
    3rd level: 4: Shivering Touch*, Bite of the Wererat, Haste, Heart of Water
    4th level: 4: Celerity, Orb of Acid*, Heart of Earth, Greater Mirror Image (or Polymorph for more cheese)
    5th level: 3: Arcane Fusion, Prismatic Ray*, Heart of Fire
    6th level: 2: Disintigrate*, Bite of the Weretiger


    Spoiler: Compared to a Duskblade
    Show

    Conveniently, all the key items are core+complete.

    Total BAB: 18 out of 20
    Total Caster level: 17 out of 20
    Total Hit Dice: 6d10+4d4+10d8 = 88 out of 90 (average)
    Proficiencies: Armor, shield, martial weapons, perfect match.
    Skills: All levels have 2+int skills, just like the Duskblade
    Skills: Lists: Duskblade skills never gained: Decipher Script
    Saves: 12/5/15 versus 12/6/12
    Spells: Assuming a duskblade adds to highest level spell known each time, you have more cantrips known, 1 more 1st and 2nd level spells known, 1 less 5th level spell known but +2 6th level spells known. In terms of spells per day, you have 4 less of 1st-3rd, 2 less 4th, but 4 more 6th level spells.

    Armored Mage: Medium armor/heavy shield versus ignoring 30% of Arcane Spell Failure.

    Arcane Channelling: Spellsword provides arcane channelling 5/day + double channel, which is at least somewhat close to duskblades full attack channel. Putting celerity in there helps, but to my knowledge no other class in the game gets identical channelling to the 13th level duskblade ability. Abjurant champion gets you another channel (arcane boost), and the feat arcane strike also provides a third form of channelling.

    Quickcast: You have quicken spell and 6th level slots, which gets you quickening 2nd level spells if you want. No free quicken 4/day, but celerity/arcane fusion cheese can let you do some pretty sick stuff, especially when combined with multiple channel spell. You also can quickcast your 2nd level abjurations and lower from Abjurant Champion.

    Spellpower +5: True Casting provides this effect.

    Arcane Attunement: You know these cantrips and can cast 6 of them a day, and get detect magic at will.


    Spoiler: 5th Level Snapshot
    Show

    Traditional gishes start slow, and this one does that. With charisma to saves you'll at least be defensively able, and levels 1-5 are places where sitting back and throwing out small spells/ranged attacks isn't as unacceptable as it is at higher levels.


    Spoiler: 10th Level Snapshot
    Show

    This is where the build turns on for good, and stays turned on for the rest of the levels. Two Weapon Fighting, Improved Two Weapon Fighting, and Arcane Strike. Dropping a 3rd level spell for +3 attack/+3d4 damage on 4 attacks is not bad at all. And you've got channel spell 3/day, which lets you use a move action to channel a spell and leaves you a standard to attack --- auto-spell storing, with no spell limit.


    Spoiler: 15th level Snapshot
    Show

    With mark of the dauntless, you're ready for full celerity cheesing on your attack routine --- and you've got 5 attacks per round without haste.
    The major combat trick here is differing action types:
    Arcane Boost (Abjurant Champion) is a swift action
    Arcane Strike is a free action.
    Channel Spell and Double Channel are move actions.
    A combat round can thus look like this:
    Round 1: Swift: Arcane Boost (+2 damage/spell level) or Wraithstrike if you're worried about hitting.
    Round 1: Arcane Strike (+1 attack/+1d4 damage/spell level)
    Round 1: Immediate: Lesser Celerity for a move action
    Round 1: Move: Channel or Double Channel once you get it at 20

    A huge drop at 15th level would be: 5th level spell into Arcane boost for +10 damage on all attacks, 5th level spell into arcane strike for +5 attack/+12.5 damage, Immediate action Lesser Celerity, channel spell prismatic ray or Orb of Acid (depending on if you suspect the creature has good saves or not). Then full attack (5 attacks) with +5 attack, +22.5 damage and dropping an orb of Acid. Or cheese out a Shivering Touch and see if their dexterity is lower than your 3d6 dex damage. (Or buy a rod of lesser: maximize).

    Round 2: Standard action spell + move, or full attack.
    And back to round 1.

    The other super cool thing here is that stored spells last a full 8 hours, so you can charge your weapons well before combat and skip the celerity cheese round 1, and use it round 2 instead.


    Spoiler: Level 20 Snapshot
    Show

    As with level 15, except drop a pair of disintegrates (low fort save enemies like casters) or orbs of acid into your weapon. Use 6th level slots for arcane boost/arcane fusion for +6 attack/+27 damage on 7 attacks, plus whatever your weapons effects are. It's sort of a classic nova sort of gish, but with a full slew of solid buffs to back yourself up --- and quickens, celerity, and arcane fusion to throw out those buffs quickly when you need to. Finishing with 7 attacks and 18 BAB is totally solid, and here you have a spell-channelling sword mage with good versatility --- just like the duskblade.


    Spoiler: Gear that matters
    Show

    You're somewhat mad: Int and Wis are your dump stats. You get CHA to saves, which is your casting stat, and you need all 3 melee stats (str/dex/con, more or less in that order). Standard defensive gear and armor is necessary. You will probably just use a swift action shield spell (+8 AC) instead of a shield, which helps you save money (also, you're a TWFer with +8 shield AC: heck yes). Natural armor can come from Alter self.

    Using a pair of spell storing weapons is, of course, hilarious, so do it (nothing like unloading 4 spells at a target in combat round 2: get your party cleric/wizard/bard/druid to pass you some debuffs for versatility). Other good two weapon fighting ideas are here: http://www.giantitp.com/forums/showt...WF-OffHandbook. I particularly like bracers of lightning (11000gp for +1d6 lightning damage), Gloves of Ghost Fighting (4000gp for ghost touch), Ring of Adamanite Touch (6000gp), the ever cheesy belt of battle. Also the standard +1 eager warning wand chamber nerveskitter wand staff to carry around and win initiative then drop as a free action.

    You can negate up to 30% arcane spell failure on your armor. That means you can wear Thistledown Fullplate (Races of the Wild) without using up any of your armors + bonuses on twilight; and since you're not using mithril you can pick another armor type if you want.

    The standard array of sorcerer casting gear, and wands of various buffs, is, of course, going to be useful as well.


    Spoiler: Variants
    Show

    If you can't use the Eberron dragonmark cheese, consider a third eye: clarity (magic item compendium), or sudden recovery (lords of maddness), or UMDing a wand of Favor of the Martyr (Spell compendium, pal 4) to prevent celerity's daze effect. Or drop that line of cheese; the build works fine without it.

    Flaws and traits for more options: Versatile caster is a great one (merge low level spells for higher level spells). Going Sorcerer 4/Warblade1/Crusader 1 (or Sorcerer 4/Crusader 2) gets you Tome of Battle Manouevers, which could have some value. You could go with starlwart battle sorcerer (complete mage/unearthed arcana) for more HP/BAB at the cost of spells per day. Fighter 2 loses you cha to saves and detect magic but gains you two feats.

    Consider unearthed Arcana paladin variants for other alignments: Paladin of Freedom is a lot more appealing to me in general than traditional paladins.

  18. - Top - End - #48
    Bugbear in the Playground
     
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    The Rune of Speed

    Quote Originally Posted by Constance of Quartzheart
    Spoiler: Image and Fluff
    Show

    Constance began her life in a dwarven fortress, born of the Quartzheart merchant clan. From the first moments of her life, her duty was made clear; to create fantastical works of stone and ore, and even the occasional rune. It was a life that she was made to love, even if she loathed its repetition. As she grew, she endeavored to be heard as more than just the daughter of a merchant king. She wanted to explore the outside and pursue those tales of wonder from her infancy, slaying dragons and insulting elves with equal measure. She begged for freedom, and when they did not listen she left of her own accord.

    It was no lie to say that her earliest days were difficult. Scraping together what little she knew from dwarven traditions, she made it to the outskirts of her home but no further. From there she relied on the teachings of an elderly man, weathered from his travels and seeking little more than dwarven ale. For every pint, he gave her a tip; for every keg, he gave her a lesson. It was by his loose tongue and supple wrist that she learned the first elements of swordplay, allowing her to venture further into the wild unknown.

    She met many people during those early days, but only a few stayed with her. Brorgen, Delila, Morgan; with them she formed her first adventuring party, and their days together were well-remembered. Morgan's arcana was even the inspiration for her own interest in magic, from which she developed her own insights and spells to rival his. Their time together was short and sweet, even if their good fortune wasn't destined to last. A few wrong moves sent their party tumbling into a kobold ambush, from which only she survived.

    She returned home soon afterwards, battered but not broken, to be received by her kin again. They treated the girl with suspicion, then recognition; though her talents had grown, she remained one of their own. She returned to her family and renewed her interest in runes and stonework, even entering the tutelage of a runesmith so that she could employ them in her magic. Then, after a mere few years with her brethren, she returned to the outside world in the pursuit of further adventure.

    The decades which followed did so quickly. She learned the wonders of Haste and Fireball from the scrolls of a traveling merchant, and soon incorporated such spells into her routine. She fell in with another crowd of adventurers, each just as eager to see the world and crush it underfoot as she was. Her powers grew and mightier challenges were faced, just like the stories she'd be told before bed. She even found love, according to aftermath of many a night of drunken revelry. In her old age she would return home, teaching such arts alongside her master. There was nothing to be ashamed of in such fantastical arcane power as hers.


    Spoiler: Specifics
    Show
    Constance of Quartzheart
    Race: Dwarf
    Classes: Warblade 1/Wizard 5/Runesmith 5/Swiftblade 9
    Alignment: Lawful Neutral

    Ability Scores: 32 Point Buy
    Base: 14/13/14/17/10/8
    Racial: +2 Constitution, -2 Charisma
    Levels: +5 Intelligence
    Total: 14/13/16/22/10/6

    Hit Points: 1d12+5d4+14d6


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Warblade 1 +1 +2 +0 +0 4 Craft (Stone-working), 4 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Tumble, 4 Diplomacy, 4 Intimidate Heavy Armour Proficiency Maneuvers, Battle Clarity (Reflex Saves), Weapon Aptitude
    2nd Wizard 1 +1 +2 +0 +2 4 Craft (Stone-working), 4 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Tumble, 4 Diplomacy, 4 Intimidate, 5 Spellcraft Spellcasting, Familiar, Scribe Scroll
    3rd Wizard 2 +2 +2 +0 +3 6 Craft (Stone-working), 6 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Tumble, 4 Diplomacy, 4 Intimidate, 6 Spellcraft Dodge
    4th Wizard 3 +2 +3 +1 +3 7 Craft (Stone-working), 7 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 3 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 7 Spellcraft
    5th Wizard 4 +3 +3 +1 +4 8 Craft (Stone-working), 8 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 6 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 8 Spellcraft
    6th Runesmith 1 +3 +3 +1 +6 9 Craft (Stone-working), 9 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 9 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 9 Spellcraft Mobility Rune Magic
    7th Swiftblade 1 +4 +3 +3 +8 9 Craft (Stone-working), 9 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 9 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 9 Spellcraft, 4 Spot, 4 listen Spring Attack, Swift Surge +1/+0 ft.
    8th Swiftblade 2 +5 +3 +4 +9 9 Craft (Stone-working), 9 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 9 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 9 Spellcraft, 8 Spot, 8 listen Blurred Alacrity 20%
    9th Swiftblade 3 +6/1 +4 +4 +9 9 Craft (Stone-working), 9 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 9 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 9 Spellcraft, 12 Spot, 12 listen Practiced Spellcaster Sudden Casting, Blurred Alacrity 30%
    10th Swiftblade 4 +7/2 +4 +5 +10 9 Craft (Stone-working), 11 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 11 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 10 Spellcraft, 13 Spot, 13 listen Arcane Reflexes, Blurred Alacrity 40%, Swift Surge +1/+10 ft.
    11th Swiftblade 5 +8/3 +4 +5 +10 9 Craft (Stone-working), 13 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 13 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 12 Spellcraft, 14 Spot, 14 listen Evasive Celerity 20%, Blurred Alacrity 50%
    12th Swiftblade 6 +9/4 +5 +6 +11 9 Craft (Stone-working), 15 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 15 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 15 Spellcraft, 15 Spot, 15 listen Arcane Strike Fortified Hustle, Evasive Celerity 30%
    13th Swiftblade 7 +10/5 +5 +6 +11 13 Craft (Stone-working), 16 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 16 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 16 Spellcraft, 16 Spot, 16 listen Bounding Assault, Evasive Celerity 40%, Swift Surge +2/+10 ft.
    14th Swiftblade 8 +11/6/1 +5 +7 +12 17 Craft (Stone-working), 17 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 17 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 17 Spellcraft, 17 Spot, 17 listen Diligent Rapidity, Evasive Celerity 50%
    15th Swiftblade 9 +12/7/2 +6 +7 +12 18 Craft (Stone-working), 18 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 18 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 18 Spellcraft, 18 Spot, 18 listen Power Attack Perpetual Options
    16th Wizard 5 +12/7/2 +6 +7 +12 19 Craft (Stone-working), 19 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 18 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 19 Spellcraft, 18 Spot, 18 listen Extend Spell Bonus Feat
    17th Runesmith 2 +13/8/3 +6 +7 +13 2 Appraise, 20 Craft (Stone-working), 20 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 20 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 20 Spellcraft, 18 Spot, 18 listen Stonecraft Expertise
    18th Runesmith 3 +13/8/3 +7 +8 +13 5 Appraise, 21 Craft (Stone-working), 21 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 21 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 21 Spellcraft, 18 Spot, 18 listen Quicken Spell Share Runes
    19th Runesmith 4 +14/9/4 +7 +8 +14 8 Appraise, 22 Craft (Stone-working), 22 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 22 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 22 Spellcraft, 18 Spot, 18 Listen
    20th Runesmith 5 +14/9/4 +7 +8 +14 12 Appraise, 23 Craft (Stone-working), 23 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 23 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 23 Spellcraft, 18 Spot, 18 listen Permanent Rune


    Spoiler: Spellcasting Progression
    Show
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd 3 1 - - - - - - - -
    3rd 4 2 - - - - - - - -
    4th 4 2 1 - - - - - - -
    5th 4 3 2 - - - - - - -
    6th 4 3 2 1 - - - - - -
    7th 4 3 2 1 - - - - - -
    8th 4 3 3 2 - - - - - -
    9th 4 4 3 2 1 - - - - -
    10th 4 4 3 2 1 - - - - -
    11th 4 4 3 3 2 - - - - -
    12th 4 4 4 3 2 1 - - - -
    13th 4 4 4 3 2 1 - - - -
    14th 4 4 4 3 3 2 - - - -
    15th 4 4 4 4 3 2 1 - - -
    16th 4 4 4 4 3 3 2 - - -
    17th 4 4 4 4 4 3 2 1 - -
    18th 4 4 4 4 4 3 3 2 - -
    19th 4 4 4 4 4 4 3 2 1 -
    20th 4 4 4 4 4 4 3 3 2 -


    Spoiler: Maneuvers
    Show
    3 Maneuvers Known: Sapphire Nightmare Blade, Moment of Perfect Mind, Stone Bones.
    3 Maneuvers Readied: Sapphire Nightmare Blade, Moment of Perfect Mind, Stone Bones.
    1 Stance Known: Blood in the Water.


    Spoiler: Level Breakdown
    Show
    Level 5: Warblade 1/Wizard 4
    Spoiler: Glass Cannon
    Show
    Promising futures often arise from meager beginnings. At this point, Constance is little more than a wizard with some martial training; she can wield a weapon and wear armour, but is better suited to casting spells without either. There is nothing particularly noteworthy about her, even if she does add her intelligence modifier to her reflex saves.


    Level 10: Warblade 1/Wizard 4/Runesmith 1/Swiftblade 4
    Spoiler: Mighty Glacier
    Show
    Constance learns to merge spells and steel, and abuses her magic to overcome the weaknesses of her kind. The Runesmith's Rune Magic ability removes all somatic components from her spells, allowing her to cast in armour with no chance of spell failure. Ideally, this places her in mithral full plate and an animated heavy shield, wielding some form of two-handed weapon like a greatclub.

    At the same time, Constance's abuse of the Haste spell has granted her both insights and innate powers. The Swiftblade's Swift Suge ability grants her a constant +1 bonus to her attack rolls, armour class and reflex saves, and also improves her base speed by +10. She moves at the same speed across a battlefield in full plate as an unarmored human, and even gains +1d6 bonus damage for moving at least 10 feet in a round. She also adds her intelligence modifier to her initiative, improving her chances of acting first.

    With the aid of Sudden Casting, Constance can cast the Haste spell as a free action once per round. Furthermore, while under the effects of Haste, she receives 40% concealment against all attacks. In the early levels when true sight isn't as common, she becomes incredibly difficult to hit. Melee combat becomes a viable option, especially with her warblade maneuvers and wizard buffs.


    Level 15: Warblade 1/Wizard 4/Runesmith 1/Swiftblade 9
    Spoiler: Lightning Bruiser
    Show
    Constance reaches the pinnacle of her power, seamlessly merging spellcraft and armored combat. Her Swift Surge bonus increases to +2, her haste-based concealment increases to 50% and she learns to turn her Haste spells into extraordinary effects. They can no longer be dispelled, removing her greatest weapon in the process.

    Constance also gains a few additional benefits while under the effects of Haste. Thanks to Evasive Celerity, individually-targeted spells which are casted on her now suffer a 50% spell failure chance. With no way to counter this ability besides preventing her from becoming Hasted, this effectively circumvents her weakness against targeted save-or-die and save-or-suck spells. Similarly, she receives the benefits of Freedom of Movement while under the effects of haste, and can even move across water.

    The heavy lifter of this level, however, if the Swiftblade's Perpetual Options ability. While under the effects of Haste, Constance receives one standard or move action in place of the usual bonus attack during a full attack. She can cast any standard, move or swift-action spell during a full attack, with no penalty to herself.


    Level 20: Warblade 1/Wizard 5/Runesmith 5/Swiftblade 9
    Spoiler: Flying Brick
    Show
    These levels are the icing on the cake, further rounding out Constance's powers. Extend Spell and Quicken Spell are the typical choices for any arcane caster, adding further versatility to her 8 levels of spells. Of the greatest interest here, however, is the Runesmith's Permanent Rune ability.

    With Permanent Rune, Constance effectively gains the ability to trade spell slots for spell-like abilities. The obvious choice here is Limited Wish; by paying a mere 300 experience and permanently sacrificing one of her 8th level spell slots, she can then cast Limited Wish as a spell-like ability twice per day. As spell-like abilities lack any material or experience costs, she can therefore spontaneously cast any 6th level wizard spell or any 5th level spell twice per day. Similarly, she could sacrifice one or more of her 4th level spell slots to cast Haste as a spell-like ability twice per day, freeing up her third level spell slots for situational spells. While other options are certainly possible, Constance's reliance on Haste and the general absurdity of free wishes make them two of the better options.


    Spoiler: Duskblade Comparisons
    Show
    Armored Mage: The Runesmith's Rune Magic ability allows them to turn all somatic components into a single material component; her runes. Arcane spells which lack somatic components do not suffer from arcane spell failure. As a result, Constance can wear full plate and still cast spells.

    Arcane Channeling: The Swiftblade's Perpetual Options ability allows them to take an extra move or standard action while under the effects of Haste, rather than simply getting an extra attack. As a result, Constance can cast spells in combat even when she performs a full attack. As an added improvement, she's not restricted to touch spells.

    Quick Cast: Irrelevant with Perpetual Options, and easily simulated with Quicken Spell.

    Spellcasting: Constance has 8th level spells while a pure-classed Duskblade has only 5th level spells, and she takes them from a larger spell list. Thanks to Practiced Spellcaster, she has the same caster level (CL 20).

    Saves: An inferior Fortitude save, but better Reflex and Will saves. Thanks to Battle Clarity, she also adds her Intelligence bonus to her Reflex save.

    BAB: Constance's BAB is inferior to that of a pure-classed Duskblade.

    Hit Points: Inferior. A pure-classed Duskblade has 20d8 hit points, while Constance has 1d12+5d4+14d6 hit points. These average out to 90 and 68, respectively.


    Spoiler: Resources
    Show
    Tome of Battle: Warblade
    Player's Handbook: Dwarf, Wizard, Armor Proficiencies, Scribe Scroll, Dodge, Mobility, Power Attack, Extend Spell, Quicken Spell
    Races of Stone: Runesmith
    Wizards of the Coast Articles: Swiftblade
    Complete Arcane: Practiced Manifester

  19. - Top - End - #49
    Bugbear in the Playground
     
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Feels like I've been here before . . .

    Quote Originally Posted by Erith Falker
    Erith Falker, The Master of Bladesong

    The Build
    Spoiler
    Show
    Human Bard 5, Crusader 1, Jade Phoenix Mage 10, Sublime Cord 4
    Spoiler: Abilities
    Show
    Ability Point Buy (Cost) Racial Level Final
    Strength 14 (6) +0 +0 14
    Dexterity 10 (2) +0 +0 10
    Constitution 16 (10) +0 +0 16
    Intelligence 10 (2) +0 +0 10
    Wisdom 10 (2) +0 +0 10
    Charisma 16 (10) +0 +5 21

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Bard +0 +0 +2 +2 Concentration +4, Knowledge (Arcana) +4, Knowledge (History) +2 Knowledge (Religion) +2 Listen +4, Perform (Sing) +4, Profession (Astrologer) +4, Spellcraft +4 Battle Caster, Combat Casting Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Spells
    2nd Bard +1 +0 +3 +3 Concentration +1,
    Diplomacy +1 Knowledge (Arcana) +1, Listen +1, Perform +1, Profession (Astrologer) +1, Spellcraft +1
    3rd Bard +2 +1 +3 +3 Concentration +1,
    Diplomacy +1 Knowledge (Arcana) +1, Listen +1, Perform +1, Profession (Astrologer) +1, Spellcraft +1
    Soultouched Spellcasting Inspire Competence
    4th Bard +3 +1 +4 +4 Concentration +1,
    Diplomacy +2 Knowledge (Arcana) +1, Listen +1, Perform +1, Spellcraft +1
    5th Bard +3 +1 +4 +4 Concentration +1,
    Diplomacy +2 Knowledge (Arcana) +1, Listen +1, Perform +1, Spellcraft +1
    Feats
    6th Crusader +4 +3 +4 +4 Concentration +1, Knowledge (Arcana) +1, Listen +1 Extra Granted Maneuver Furious Counterstrike, Steely Resolve 5
    7th Jade Pheonix Mage (JPM) +5 +5 +4 +4 Knowledge (Arcana) +1, Listen +1, Perform +1 Arcane Wrath, Rite of Waking
    8th JPM +5 +5 +4 +4 Knowledge (Arcana) +1, Listen +1, Perform +1 Mystic Phoenix Stance
    9th JPM +7 +6 +5 +5 Knowledge (Arcana) +1, Listen +1, Perform +1 Improved Initiative
    10th JPM +8 +7 +5 +5 Knowledge (Arcana) +1, Listen +1, Perform +1 Feats Empowering Strike
    11th Sublime Chord +8 +7 +5 +7 Concentration +2, Perform +1 Bardic Music, Bardic Knowledge
    12th JPM +9 +7 +5 +7 Concentration +2, Perform +1 Practiced Spellcaster (Bard)
    13th JPM +10 +8 +6 +8 Concentration +2, Perform +1 Firebird Stance, Jade Pheonic Master
    14th JPM +11 +6 +6 +9 Concentration +2, Perform +1
    15th JPM +12 +7 +7 +10 Concentration +1, Perform +2 Spell Penetration Quickening Strike
    16th JPM +13 +7 +7 +10 Concentration +1, Diplomacy +1, Perform +1
    17th JPM +14 +8 +8 +11 Concentration +1, Diplomacy +1, Perform +1
    18th Sublime Chord +15 +8 +8 +11 Concentration +1, Diplomacy +1, Perform +1 Greater Spell Penetration Song of Arcane Power
    19th Sublime Chord +15 +9 +9 +12 Concentration +1, Diplomacy +1, Perform +1
    20th Sublime Chord +16 +9 +9 +12 Concentration +1, Diplomacy +1, Perform +1
    Total Skill Ranks: Concentration +23, Diplomacy +11, Knowledge (Arcana) +13, Knowledge (History) +2, Knowledge (Religion) +2, Listen +18, Perform (Sing) +23, Profession (Astrologer) +6, Spellcraft +8
    Spoiler: Spells and Maneuvers
    Show
    Bard Spells Spells Per Day/Spells Known (Note: Bard spellcasting does not advance beyond 10th level with the exception of additional bonus spells from a high Cha. The Master of Bladesoong's Bard caster level is equal to his Bard level + his Sublime Chord level)
    Level 0th 1st 2nd 3rd
    1st 2/4 - - -
    2nd 3/5 1/2 - -
    3rd 3/6 2/3 - -
    4th 3/6 3/3 1/2 -
    5th 3/6 4/3 2/3 -
    6th 3/6 4/3 2/3 -
    7th 3/6 4/3 2/3 -
    8th 3/6 4/3 3/3 -
    9th 3/6 4/3 3/4 1/2
    10th 3/6 4/4 4/4 2/3
    Spoiler: Bard Spells Known
    Show
    *from Spell Compendium
    Level 0: Dancing Lights, Detect Magic, Mage Hand, Prestidigitation, Read Magic, Songbird*
    Level 1: Charm Person, Grease, Improvisation*, Silent Image
    Level 2: Alter Self, Glitterdust, Sonorous Hum*, Whirling Blade*
    Level 3: Dispel Magic, Haste, Major Image

    Sublime Cord Spells: Spells Per Day/Spells Known Note: (The Master of Blade's Sublime Chord caster level is equal to his Bard level + his Sublime Chord level)
    Level 4th 5th 6th 7th 8th 9th
    11th 3/3 1/1 - - - -
    12th 3/4 2/2 - - - -
    13th 3/4 2/2 - - - -
    14th 4/4 2/2 1/1 - - -
    15th 4/4 3/3 2/2 - - -
    16th 4/4 4/3 2/2 1/1 - -
    17th 5/4 4/4 3/3 2/2 - -
    18th 5/4 5/4 3/3 2/2 1/1 -
    19th 5/4 5/4 3/4 3/3 2/2 -
    20th 5/4 5/4 4/4 3/3 2/2 1/1
    Spoiler: Sublime Chord Spells Known
    Show
    *from Spell Compendium
    Level 4: Black Tentacles, Dimensional Door, Polymorph, Sirine’s Grace*
    Level 5: Greater Dispel Magic, Greater Blink, Teleport, Wall of Force
    Level 6: Antimagic Field, Disintegrate, Howling Chain*,
    Level 7: Bite of the Werebear*, Forcecage, Limited Wish
    Level 8: Mind Blank, Polymorph Any Object
    Level 9: Shapechange

    Maneuvers: Maneuvers Known (Initiator Level), Maneuvers Readied (granted maneuvers), Stances Known
    Level Maneuvers Known Maneuvers Readied Stances Known
    6th 5 (3) 5 (3) 1
    7th 6 (4) 5 (3) 1
    8th 6 (5) 5 (3) 1
    9th 7 (6) 6 (3) 1
    10th 7 (7) 6 (3) 1
    11th 7 (8) 6 (3) 1
    12th 8 (9) 6 (3) 2
    13th 8 (10) 7 (3) 2
    14th 9 (11) 7 (3) 2
    15th 9 (12) 7 (3) 2
    16th 10 (13) 8 (3) 2
    17th 10 (14) 9 (3) 2
    18th 10 (14) 9 (3) 2
    19th 10 (15) 9 (3) 2
    20th 10 (15) 9 (3) 2
    Spoiler: Maneuver's Known
    Show
    Level 1: Crusader’s Strike, Leading the Attack, Burning Blade
    Level 2: Battle Leader’s Charge, Foehammer, Tactical Strike
    Level 3: Revitalizing Strike
    Level 4: Divine Surge
    Level 6: Rallying Strike
    Level 7: Castigating Strike
    Stances Known: Martial Spirit, Press the Advantage



    The Tale
    Spoiler
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    Spoiler: Erith Falker (Level 1-5)
    Show
    Erith Falker was born to Lord Falker the Nightsword though his mother died shortly after childbirth. Pampered by his widowed father, Erith grew up learning a variety of subjects and trained to become a Bard. Lord Falker was also the general of the kingdoms army, his skills with both sword and spells were legendary, and taught his son how to casts spell defensively and while in armor. Though he wanted to keep his son safe, Lord Falker knew that one day he would seek glory in battle alongside his father.
    His studies continued and Erith learned a number of Bardic spells, the tie when he would join the army drawing near. However, on his 13th birthday, Erith awoke to find a blue-green phoenix had manifested upon his brow. His father worked to conceal this fact, knowing such an occurrence could be lead to the persecution of his son, and kept his son impounded in his castle. Still, Erith found he could draw some kind of power from the mystical tattoo to augment his spellcasting. Little did he know, but the phoenix upon his head was a precursor to a greater calling.

    Right now, Erith is a Bard. A Bard that spent most of his skill points on skill requirements for latter PrCs. At least he has spells and his two feats make him a lot better suited to close combat. As such, his best bet is really just slinging spells and stabbing people when he is out of magic. Sonorous Hum lets him maintain Illusions without needing to spend actions which is awsome.

    Spoiler: Initiate of the Jade Pheonix (Level 6-10)
    Show
    With a war against an invading Lich looming, Lord Falker tried to talk Erith out of fighting in the army. However, Erith refused having grown tired of being sequestered in the Falker castle. The young Bard, feeling a great sense of moral duty in the protecting of those unwilling or unable to fight, became a zealous warrior. Erith’s blows gained the ability to fill himself and his allies with new strength and he always was at the front of a charge.
    One day, the Falker residence was visited by a traveling blademaster named Karthur of Silvershal. He spoke little to anyone but took great interest in Erith. Once Karthur found Erith to be a noble soul, he revealed that Erith is the reincarnation of one of the Jade Pheonix Masters. Taken by this calling to a life of crusading for the cause of good, Erith gladly joined the order and left behind his father.

    Things are starting to get gishy. We have a nice selection of maneuvers to pump up melee damage and actually heal up, some decent spells and some nice class features. Skill points are still being burnt to qualify for PrCs and spell selection is limited though so Erith is a pure combat caster character.

    Spoiler: The Phoenix of Bladesong (Level 11-15)
    Show
    Under Karthur, Erith studied to become a full fledged Jade Phoenix Master. Fascinated by the stories of powerful magic woven by the other Masters which Karthur told, Erith put time in to acquiring more arcane power for himself. With fervor, he studied the arts of the Sublime Chord and Jade Phoenix Mage in tandem, gaining great proficiency with spell and sword. With time, Erith became a Jade Pheonix Master himself and crusaded with Karthur against the forces of evil.
    But, at this time tragedy struck. News came to Erith that the father he had left behind had died in the war against the Lich. Stricken by grief, Erith returned to his kingdom and gathered what scraps of the army remained. He then lead the charge to destroy the Lich and save his father's people. Though he was hailed as a hero, Erith did not wish to stay as King, everything in his domain reminding him of his father's demise. Instead, the orphaned Bard joined the Jade Pheonix Mage's once again in their endless battle against evil.

    It's basically more of what came already but better. More spells of much higher level, some additional maneuvers and the amazing ability that is Quickening Strike. The Master of Bladesong can now

    Spoiler: A Symphony of Sword and Spell (Level 16-20)
    Show
    His powers reaching their pinnacle, Erith continued his ceaseless crusade against all that sought to kill the innocent. His equal mastery of magic and blade became legendary. Voice crying out the songs of power, body executing maneuvers charged with the might of the divine and soul conjuring magic that further augment his terrible abilities Erith swept across the battlefield in all manner of monstrous forms hardly caring about the wounds he incurred. Finally, when life seemed almost gone from his form, the Master of Bladesong would erupt into a glorious nimbus of emerald flame and emerge, ready to combat evil again.

    9th level casting, 16 BaB (would be 17 if using fractional BaB), Maneuvers and awesome class features, life is good. For a more detailed description of how the Master of Bladesong fights see The Plan section.


    The Plan
    Spoiler
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    Erith's standard setup is to Shapechange or Polymorph as a base buff. Bite of the Werebear, Greater Blink and Sirine's Grace serve as excellent round per level buffs. Black Tentacles, Wall of Force, Howling Chaing, Forcecage serve to control the battlefield. Disintegrate to get rid of specific targets or Walls of Force. Erith is also packing Dispel Magic, Greater Dispel Magic and Antimagic field (bonus points for casting Antimagic field and then beating up that arrogent evil Wizard with your maneuvers) to deal with spellcasters. His maneuvers focus on damage output and self healing and really are to be used at all times possible so as to Empower or Quicken spells for free. The Mystic Phoenix Stance in conjunction with Song of Arcane Power can easily provide +5 caster level, great for getting certain Shapechange forms.

    The Duskblade
    Spoiler
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    Duskblade Ability/Feature - How it was Emulated
    Skill Points and Hit Dice - Slightly better skill points. Only d6 hit dice however.
    Weapon and Armor Proficiency - Crusader
    Spellcasting - Bard and Sublime Cord spells
    Arcane Attunement - Was not emulated
    Cast in up to Medium Armor and Heavy Shields - Battle Casting (though still can't use shields)
    Combat Casting - Took the feat
    Arcane Channeling - Was not emulated
    Quick Cast - Quickening Strike
    Spell Power - Spell Penetration, Greater Spell Penetration, Soultouched Spellcasting

    The Sources
    Spoiler
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    The System Reference Document: Bard, lots of spells, Combat Casting, Extend Spell, Spell Penetration (and Greater)
    Complete Arcane: Sublime Chord, Battle Caster, Extra Spell, Practiced Spellcaster
    Magic of Incarnum: Soultouched Spellcasting
    Spell Compendium: Lots of spells
    Tome of Battle: Crusader, Jade Phoenix Mage, Extra Granted Maneuver, Maneuvers

  20. - Top - End - #50
    Bugbear in the Playground
     
    dysprosium's Avatar

    Join Date
    Mar 2013
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    the periodic table
    Gender
    Male

    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Deja vu all over again.

    Quote Originally Posted by The Wandering Phoenix
    The Wandering Phoenix

    NG Human Female Martial Conjurer 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 8/Abjurant Champion 5

    Background
    Spoiler
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    A kindling flame

    Born to unknown parents, a small child was found by a secluded monastery. Taken in by the monks, soon came to be an energetic girl with a thirst of knowledge. Her talent in learning was astonishing, as if she recalled what once was known to her, not learned anew. In her studies she came to understand magic deeply, seemingly sharing an intimate, spiritual connection to the spells she learned. The ability to hone her mind and focus was unparalleled and showed itself in her physical training as well.


    Violence to end violence

    Fire and flames - and death. This became burned in her mind, as she saw the monastery attacked. The bandits came in great numbers, pillaging and killing. Cut through her face, she survived by chance, the blade striking too shallow, her body thrown away as dead. Clinging to the last string of life, the young woman pledged revenge. No obstacle too high, no enemy too strong, she sought abilities to win the war she waged against those who made her and those similar suffer. Stronger and single-minded, she sought her malefactors and dealt death to every last of them.


    A wanderer isn't always lost
    As she sat, having sated her revenge, a man came upon the bloodshed. Unfazed by the death around them, he spoke to the woman. He spoke of knowledge to be unlocked, of understanding, of protecting and healing. As she gazed upon the destruction she brought, she cried like a child, for the first time in years. Finally her mind cleared again, her eyes fixed on the Master of the Jade Phoenix standing before her. She found her purpose.





    Abilities
    Spoiler
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    Stat Strength Dexterity Constitution Intelligence Wisdom Charisma
    Base score 15 14 14 16 10 8
    Score increases 4th, 8th, 12th 16th,20th



    Build
    Spoiler
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Martial Wizard (Conjurer) 1 +0 +0 +0 +2 Spellcraft 4, Knowledge (Religion) 4, Knowledge (Arcana) 4, Concentration 4, Knowledge (History) 2, Knowledge (Nature) 2 Combat Casting, Weapon Focus (Quarterstaff), Bonus Feat: Power Attack Abrupt Jaunt, Banned schools: Enchantment, Necromancy
    2nd Martial Wizard (Conjurer) 2 +1 +0 +0 +3 Spellcraft 5, Knowledge (Religion) 5, Concentration 5, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3 - -
    3rd Martial Wizard (Conjurer) 3 +1 +1 +1 +3 Spellcraft 6, Knowledge (Religion) 6, Concentration 6, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories) Southern Magician -
    4th Martial Wizard (Conjurer) 3/Warblade1 +2 +3 +1 +3 Spellcraft 6, Knowledge (Religion) 7, Concentration 7, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 4 - Battle Clarity, Weapon Aptitude
    5th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 1 +3 +5 +1 +5 Spellcraft 8, Knowledge (Religion) 7, Concentration 8, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 6 - Bonus domain (War), continued advancement
    6th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 2 +4 +6 +1 +6 Spellcraft 8, Knowledge (Religion) 8, Concentration 9, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 9 Practiced Spellcaster (Wizard) Diehard, Smite
    7th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3 +5 +6 +2 +6 Spellcraft 10, Knowledge (Religion) 9, Concentration 10, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 10 - Channel Spell, Divine Bulwark
    8th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 1 +6/+1 +8 +2 +6 Spellcraft 11, Knowledge (Religion) 9, Concentration 11, Knowledge (Arcana) 7, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 11 - Arcane Wrath, Rite of Waking
    9th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2 +7/+2 +9 +2 +6 Spellcraft 12, Knowledge (Religion) 9, Concentration 12, Knowledge (Arcana) 9, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 12 Knowledge Devotion Mystic Phoenix Stance
    10th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 1 +8/+3 +9 +2 +8 Spellcraft 13, Knowledge (Religion) 9, Concentration 13, Knowledge (Arcana) 11, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 13 - Abjurant Armor, Extended Abjuration
    11th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 2 +9/+4 +9 +2 +9 Spellcraft 14, Knowledge (Religion) 9, Concentration 14, Knowledge (Arcana) 13, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 14 - Swift Abjuration
    12th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 3 +10/+5 +10 +3 +9 Spellcraft 15, Knowledge (Religion) 9, Concentration 15, Knowledge (Arcana) 15, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 15 Holy Warrior -
    13th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 4 +11/+6/+1 +10 +3 +10 Spellcraft 16, Knowledge (Religion) 10, Concentration 16, Knowledge (Arcana) 15, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 16 - Arcane Boost
    14th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 5 +12/+7/+2 +10 +3 +10 Spellcraft 17, Knowledge (Religion) 10, Concentration 17, Knowledge (Arcana) 17, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 17 - Martial Arcanist
    15th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 3/Abjurant Champion 5 +13/+8/+3 +10 +4 +11 Spellcraft 18, Knowledge (Religion) 11, Concentration 18, Knowledge (Arcana) 18, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 18 Martial Study: Dancing Mongoose -
    16th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 4/Abjurant Champion 5 +14/+9/+4 +11 +4 +11 Spellcraft 19, Knowledge (Religion) 12, Concentration 19, Knowledge (Arcana) 19, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 19 - Empowering Strike
    17th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 5/Abjurant Champion 5 +15/+10/+5 +11 +4 +11 Spellcraft 20, Knowledge (Religion) 13, Concentration 20, Knowledge (Arcana) 20, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 20 - -
    18th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 6/Abjurant Champion 5 +16/+11/+6/+1 +12 +5 +12 Spellcraft 21, Knowledge (Religion) 14, Concentration 21, Knowledge (Arcana) 21, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 21 Arcane Strike Firebird stance, Jade Phoenix master
    19th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 7/Abjurant Champion 5 +17/+12/+7/+2 +12 +5 +12 Spellcraft 22, Knowledge (Religion) 15, Concentration 22, Knowledge (Arcana) 22, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 22 - -
    20th Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 8/Abjurant Champion 5 +18/+13/+8/+3 +13 +5 +12 Spellcraft 23, Knowledge (Religion) 17, Concentration 23, Knowledge (Arcana) 23, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 23 - Quickening Strike



    Spells per Day
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    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3+1 1+1 - - - - - - - -
    2nd 4+1 2+1 - - - - - - - -
    3rd 4+1 2+1 1+1 - - - - - - -
    4th 4+1 2+1 1+1 - - - - - - -
    5th 4+1 2+1 1+1 - - - - - - -
    6th 4+1 2+1 1+1 - - - - - - -
    7th 4+1 2+1 1+1 - - - - - - -
    8th 4+1 2+1 1+1 - - - - - - -
    9th 4+1 3+1 2+1 - - - - - - -
    10th 4+1 3+1 2+1 1+1 - - - - - -
    11th 4+1 3+1 3+1 2+1 - - - - - -
    12th 4+1 4+1 3+1 2+1 1+1 - - - - -
    13th 4+1 4+1 3+1 3+1 2+1 - - - - -
    14th 4+1 4+1 4+1 3+1 2+1 1+1 - - - -
    15th 4+1 4+1 4+1 3+1 3+1 2+1 - - - -
    16th 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - - -
    17th 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - - -
    18th 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - - -
    19th 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - -
    20th 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - -


    Martial Maneuvers
    Spoiler
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    Warblade 1 (ECL4, IL 2)
    Sudden Leap, Wolf Fang Strike, Steel Wind
    Stance: Punishing Stance

    Jade Phoenix Mage 1 (ECL 8, IL 5)
    Foehammer

    Jade Phoenix Mage 3 (ECL 15, IL 9)
    Divine Surge

    Jade Phoenix Mage 5 (ECL 17, IL 11)
    Rallying Strike
    Stance: Aura of Chaos

    Jade Phoenix Mage 7 (ECL 19, IL 13)
    Castigating Strike



    Equipment
    Spoiler
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    At early-mid levels the best armor is a +1 Twilight Mithral Chainshirt. It can be augmented with Magic Vestment from War domain granted by Ordained Champion (later swapped for (Greater) Luminous Armor spell, with Magic Vestment augmenting the clothing underneath).

    Pearls Of Power should be bought whenever possible. At high levels, many low-level Pearls of Power is a cheap way of powering Arcane Strike nova'ing.

    For a weapon, the best choice is a Quarterstaff.
    Early, a +1 Spell Storing/+1 Spell Storing Quarterstaff allows to cast up to two spells on the enemy in one round (Wolf Fang Strike maneuver). It is cranked up to three at 7th level, thanks to the Ordained Champion's ability.

    Later, a bit cheesy, but good choice would be Glove of the Master Strategist and an another Spell Storing/Spell Storing Quarterstaff.
    Arguably, thanks to the wording of Dancing Mongoose and the Glove, the combination of Dancing Mongoose and Wolf Fang Strike allows to swap weapons with the Glove in-between, allowing to unleash 5 different spells against one enemy in one standard action.

    OR use the spells stored as buffs and hit ourselves twice, giving ourselves up to three buffs as a full-round action. Not responsible for books thrown.

    Since we basically have four weapons at our disposal, a good choice would be adding Wand Chamber to every end of both quarterstaves. At least one of the wands should be Wraithstrike.

    Putting auto-resetting traps at the ends of the weapon would be pushing it too far.


    Build Overview
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    1st level
    Spoiler
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    At first level, this is an almost typical wizard. Using Shield and Mage Armor the Phoenix is able to obtain quite formidable AC, although she shouldn't really be in midst of combat. She should be able to hit with her quarterstaff and Abrupt Jaunt away if needed.


    5th level
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    Now we're able to hold our ground in melee. +3 BAB at 5th levels is on par with Cleric's, Mirror Image allows for some more survivability. With Bull's Strength we can Power Attack and hit, allowing for as much as 1d6 + 7 +1d6 damage with at least +6 to hit.


    8th level - where it all begins to come together
    Spoiler
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    With Ordained Champion's 3rd level ability we can finally channel our spells into the weapon - notice that this is NOT casting a spell and as such it doesnt incur ASF chance as well as does not provoke attacks of opportunity. Jade Phoenix Mage gives the Arcane Wrath option, which allows for channeling a cantrip for a +4 to hit.


    10th level
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    3rd level spells. At last - it means that the amazing Mystic Phoenix Stance gives us a DR 6/evil now. Abjurant Champion level provides a +1 buff to our AC. And we should have the Luminous Armor on now. With Foehammer we don't have to worry about Damage Reduction. Also, Knowledge Devotion in conjunction with JPM's ability and Collector of Stories means an additional boost to damage.


    15th level
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    5th level spells and Divine Surge. With full Caster level, Mystic Phoenix Stance and full Abjurant Champion levels there is not much that can touch us. With Divine Surge, Holy Warrior and Dancing Mongoose we can be sure our Power Attacks lay a lot of hurt.
    Wolf Fang Strike and Dancing Mongoose allow for five different spells per round, if used with two quarterstaves and the Gloves of Master Strategist


    20th level
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    We get 7th level spells and a great combination strike. By burning low-level spells for Arcane Strike while in Aura of Chaos stance, there is a great potential for additional damage. Coupled with channeled Disintegrate, Castigating Strike or Divine Surge and Dancing Mongoose this allows for an amazing nova.



    Where Dusk prevails
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    "True" armored casting, but we have Luminous Armor spell line coupled with Abjurant Champion.
    Full Attack spell channel - all our spells go off in only one attack.
    Quicken spell for any spell.


    Why the Phoenix shines brightly
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    7th level Wizard casting and great defense. Situational healing from Rallying strike as well as the ability to hit the enemy with more than one spell per round with her melee attacks - after moving.
    This build allows for much greater versatility than the Duskblade spell list - and with martial strikes taking the role of offense, there is no problem in preparing utility spells in the spell slots while still retaining combat capabilities - also thanks to the Arcane Wrath and Arcane Strike abilities.


    Sources
    Spoiler
    Show

    Warblade, Jade Phoenix Mage, Martial Study - Tome of Battle
    Arcane Strike - Complete Warrior
    Ordained Champion, Holy Warrior - Complete Champion
    Southern Magician - Races of Faerun
    Gloves of Master Strategist - Ghostwalk
    Abrupt Jaunt ACF - PHB2
    Martial Wizard variant - Unearthed Arcana
    Abjurant Champion - Complete Mage

  21. - Top - End - #51
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Every family always has a black sheep.

    Quote Originally Posted by Dämmerung Klinge
    Dämmerung Klinge
    Race: Forest Gnome
    Alignment: Neutral Evil
    Sex: Male
    Height: 2'6"
    Weight: 31 lbs.
    Age: 190
    Origin: The Great Dale (Faerûn)
    Patron Deity: Hextor


    Spoiler: Dämmerung Klinge Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Mimic (Exemplars of Evil 21) Martial Rogue 1 +0 +0 +2 +0 Bluff 4, Decipher Script 4, Diplomacy 4, Gather Information 4, Knowledge (local) 4, Listen 4, Move Silently 4, Perform (string instruments) 4, Sleight of Hand 4, Spot 4 Magic in the Blood [Regional] (Player's Guide to Faerûn 40), Combat Expertise Mimic: 1/day Disguise Self SLA (Exemplars of Evil 21)
    2nd Cloistered Cleric 1 +0 +2 +2 +2 Knowledge (religion) 5, Knowledge (dungeoneering) 3 Knowledge Devotion (Complete Champion 60; converted from Knowledge domain), Martial Weapon Proficiency (light flail), Martial Weapon Proficiency (heavy flail), Weapon Focus (light flail), Weapon Focus (heavy flail) Destroy Undead (Expedition to Castle Ravenloft 206), War domain, Pride domain (Spell Compendium 278), Lore, extra spells
    3rd Bardic Sage 1 +0 +2 +2 +4 Decipher Script 6, Gather Information +6, Knowledge (religion) 6, Knowledge (dungeoneering) 6 Combat Casting Bardic Knowledge, Bardic Music, Countersong, Fascinate, Inspire Courage +1, extra Divination spells
    4th Bardic Sage 2 +1 +2 +2 +5 Decipher Script 7, Diplomacy 7, Gather Information +7, Knowledge (nature) 1, Knowledge (religion) 6, Sleight of Hand 6 - -
    5th Ordained Champion 1 (Complete Champion 90) +2 +4 +2 +7 Spellcraft 4 - Competition domain (Spell Compendium 272), Combat Feats, Continued Advancement, Modified Spontaneous Casting
    6th Ordained Champion 2 +3 +5 +2 +8 Knowledge (arcana) 4 Spell Penetration, Diehard Smite
    7th Ordained Champion 3 +4 +5 +3 +8 Knowledge (the planes) 4 - Channel Spell, Divine Bulwark
    8th Ordained Champion 4 +5 +6 +3 +9 Knowledge (arcana) 6, Knowledge (religion) 7, Knowledge (the planes) 5 - Fist of the Gods, Rapid Spontaneous Casting
    9th Druidic Avenger 1 +5 +8 +3 +11 Knowledge (nature) 7 Acidic Splatter [Reserve] (Complete Mage 37) Fast Movement, Rage 1/day, Nature Sense, Wild Empathy
    10th Martial Rogue 2 +6 +8 +4 +11 Perform (string instruments) 13, Sleight of Hand 7 - Evasion
    11th Fochlucan Lyrist 1 (Complete Adventurer 47) +7 +8 +6 +13 Knowledge (arcana) 8, Knowledge (dungeoneering) 7, Knowledge (local) 7, Knowledge (the planes) 7 - Bardic Knowledge, Bardic Music, Unbound
    12th Fochlucan Lyrist 2 +8 +8 +7 +14 Knowledge (arcana) 9, Knowledge (dungeoneering) 9, Knowledge (local) 9, Knowledge (nature) 8, Knowledge (religion) 8, Knowledge (the planes) 8 Greater Spell Penetration -
    13th Fochlucan Lyrist 3 +9 +9 +7 +14 Knowledge (arcana) 10, Knowledge (dungeoneering) 10, Knowledge (local) 10, Knowledge (nature) 10, Knowledge (religion) 10, Knowledge (the planes) 9 - -
    14th Fochlucan Lyrist 4 +10 +9 +8 +15 Knowledge (arcana) 12, Knowledge (dungeoneering) 11, Knowledge (local) 11, Knowledge (nature) 11, Knowledge (religion) 11, Knowledge (the planes) 11 - -
    15th Fochlucan Lyrist 5 +11 +9 +8 +15 Knowledge (arcana) 13, Knowledge (dungeoneering) 13, Knowledge (local) 13, Knowledge (nature) 12, Knowledge (religion) 12, Knowledge (the planes) 12 Winter's Blast [Reserve] (Complete Mage 48) -
    16th Fochlucan Lyrist 6 +12 +10 +9 +16 Knowledge (arcana) 14, Knowledge (dungeoneering) 14, Knowledge (local) 14, Knowledge (nature) 14, Knowledge (religion) 14, Knowledge (the planes) 13 - -
    17th Fochlucan Lyrist 7 +13 +10 +9 +16 Knowledge (arcana) 16, Knowledge (dungeoneering) 15, Knowledge (local) 15, Knowledge (nature) 15, Knowledge (religion) 15, Knowledge (the planes) 15 - -
    18th Fochlucan Lyrist 8 +14 +10 +10 +17 Knowledge (arcana) 17, Knowledge (dungeoneering) 17, Knowledge (local) 17, Knowledge (nature) 16, Knowledge (religion) 16, Knowledge (the planes) 16 Practiced Spellcaster (Cleric) (Complete Divine 82) -
    19th Fochlucan Lyrist 9 +15 +11 +10 +17 Knowledge (arcana) 18, Knowledge (dungeoneering) 18, Knowledge (local) 18, Knowledge (nature) 18, Knowledge (religion) 18, Knowledge (the planes) 17 - -
    20th Fochlucan Lyrist 10 +16 +11 +11 +18 Knowledge (arcana) 20, Knowledge (dungeoneering) 19, Knowledge (local) 19, Knowledge (nature) 19, Knowledge (religion) 19, Knowledge (the planes) 19 - -

    Spoiler: Dämmerung Klinge Spells per Day
    Show

    Dämmerung Klinge Spells per Day
    Source 0lvl 1st 2nd 3rd 4th 5th 6th
    Bardic Sage (12) 3 3 3 3 2 - -
    bonus (CHA 18) - 1 1 1 1 - -
    Druidic Avenger (3) 4 2 1 - - - -
    bonus (WIS 28) - 3 2 - - - -
    Cloistered Cleric (11) 6 5+1 4+1 4+1 3+1 2+1 1+1
    bonus (WIS 28) - 3 2 2 2 2 1
    Total 13 18 14 11 9 5 3

    Spoiler: Dämmerung Klinge Bard Spells Known
    Show

    Dämmerung Klinge Bard Spells Known
    Level 0lvl 1st 2nd 3rd 4th
    1st - - - - -
    2nd - - - - -
    3rd 4 - - - -
    4th 5 2 - - -
    5th 5 2 - - -
    6th 5 2 - - -
    7th 5 2 - - -
    8th 5 2 - - -
    9th 5 2 - - -
    10th 5 2 - - -
    11th 6 3 - - -
    12th 6 3 2 - -
    13th 6 4 3 - -
    14th 6 4 3 - -
    15th 6 4 4 2 -
    16th 6 4 4 3 -
    17th 6 4 4 3 -
    18th 6 4 4 4 2
    19th 6 4 4 4 3
    20th 6 4 4 4 3

    Spoiler: Dämmerung Klinge Spells Used
    Show

    Dämmerung Klinge Spells Used
    All of these spells are from the Duskblade spell list. They also appear on Dämmerung's various spell lists.

    1: blade of blood, cause fear, jump, magic weapon, obscuring mist, resist energy, swift expeditious retreat.
    2: animalistic power, bear’s endurance, bull’s strength, cat’s grace, see invisibility, spider climb, stretch weapon, swift fly, swift invisibility.
    3: crown of might, crown of protection, energy aegis, greater magic weapon, halt, protection from energy.
    4: dimension door, dispel magic, shout.
    5: hold monster, sonic shield.

    The number of Duskblade spells available to Dämmerung exceeds the number of spells a level 20 Duskblade can know.

    Spoiler: Build Notes
    Show

    The challenge of this Zinc Saucier contest was to emulate a Duskblade. This section provides additional details of how Dämmerung Klinge was built to that end.

    Fochlucan Lyrist "+1 level" adjustments are arranged as follows:
    • +10 to Bardic Sage (arcane) casting, for effective level 12.
    • +8 to Cloistered Cleric (divine) casting, for effective level 11.
    • +2 to Druidic Avenger (divine) casting, for effective level 3.

    Matching the truly prodigious number of spells per day the Duskblade casts, while casting spells from the Duskblade list, is hard. To set the goalposts I assumed the corresponding Duskblade 20 had pulled out all the stops for bonus spells:
    • starting INT of 18
    • +5 from levels 4-20
    • +5 from a Tome of Clear Thought
    • +6 from a Headband of Intellect
    for an INT of 34.

    Level 20 Duskblade Spells per Day: The Goal
    Source 0lvl 1st 2nd 3rd 4th 5th
    Duskblade 20 6 10 10 10 8 6
    bonus (INT 34) - 3 3 3 3 2
    Total 6 13 13 13 11 8
    The result is in the build table. It compares pretty favorably when you consider that higher-level Cleric spell slots can always be used for lower-level spells.

    The "Why" of Variants and ACFs:
    • Cloistered Cleric variant: to get extra spells and Knowledge domain.
    • Destroy Undead: deal 1d6 damage per Cleric level (save for 1/2) instead of turning them. This simulates the effect of the disrupt undead Duskblade cantrip.
    • Bardic Sage: lowers Reflex saves (putting Dämmerung Klinge closer to Duskblade saves), and for the extra Divination spells known.
    • Druidic Avenger: Duskblades don't have animal companions or spontaneous summon nature's ally, but a Gnome can benefit from fast movement.
    • Martial Rogue: Duskblades don't have sneak attack.
    • Mimic: Duskblades don't have trapfinding, but they do have a handful of SLAs.


    Duskblade vs. Dämmerung Klinge Class Feature Comparison
    Duskblade Class Feature (level) Dämmerung Klinge (level)
    Arcane Attunement (1) Forest Gnome+Mimic SLAs & Magic in the Blood (1)
    Armored Mage (1, 4, 7) Cloistered Cleric (2), Bardic Sage (3), Druid Unbound (11), mithral breastplate, mithral feycraft heavy shield
    Combat Casting (2) Combat Casting (3)
    Arcane Channeling (3, 13) Channel Spell (7)
    Quick Cast (5, 10, 15, 20) Rapid Spontaneous Casting (8)
    Spell Power (6, 11, 16, 18) Spell Penetration (6), Greater Spell Penetration (12)

    Arcane Attunement provides dancing lights, detect magic, flare, ghost sound, and read magic a combined total of 3 + INT mod times/day. Dämmerung Klinge has dancing lights 3/day, ghost sound 3/day, prestidigitation 3/day, pass without trace 1/day, and disguise self 1/day.

    Armored Mage lets a Duskblade cast in armor of various sorts without ASF. Clerics don't have ASF at all, and most of this character's spells are Cleric spells. Bard spellcasting works in light armor without ASF. The Unbound Fochlucan Lyrist class feature lets a Druid operate while in light metal armor. Dämmerung Klinge uses mithral breastplate (light armor) and an animated heavy mithral feycraft (Dungeon Master's Guide II 275) shield, for no ASF. The mithral construction of the breastplate is entirely supportable for a (non-Dwarf) Duskblade as well as Dämmerung, because it means neither would suffer the reduced speed penalty of medium armor. (With Druidic Avenger variant, the Gnome is just as fast as a Human.) Mithral + feycraft construction makes the heavy shield only 3.375 lbs. This is a nice benefit that might be appreciated by any Small Duskblade as well as this character. However, to be honest that 14% of the cost for mithral + feycraft is mostly there to replicate the benefits of Armored Mage. An animated shield is necessary for any two-handed weapon user, like Dämmerung Klinge (heavy flail) and the sample Duskblades in Player's Handbook II (greataxe, Dwarven waraxe).

    Arcane Channeling takes a standard action to channel the spell and make the attack. Ordained Champion's Channel Spell takes a move action to channel the spell but only an attack to deliver it. The first spell of every combat can be channelled in advance (up to 8 hours early).

    Quick Cast is limited to 4 daily uses, but spans all the spells the Duskblade knows (which is 25 total spells @ Duskblade 20. Ordained Champion Rapid Spontaneous Casting can be used as many times/day as Dämmerung has spells to cast, but is limited to the 6 spells from levels 1-6 of the War domain.

    Spell Power only provides a bonus after you've already hit an opponent, so it doesn't help if you channel a spell in the first attack. The Spell Penetration and Greater Spell Penetration feats always provide their bonus.

    Martial Weapon Proficiencies Comparison
    Duskblades are proficient with all martial weapons. Dämmerung Klinge has a limited number of martial weapon proficiencies:
    • sap
    • short sword
    • light flail
    • longsword
    • rapier
    • scimitar
    • heavy flail
    • shortbow


    BAB, Saves, and Hit Points Comparison
    The details are in the Build table. Dämmerung Klinge comes up slightly short in BAB (16 vs. 20 for Duskblade 20), but still maxes out his full iterative attacks. The bonuses to hit from Knowledge Devotion make up for the BAB shortfall, while the Knowledge Devotion bonuses to damage are just extra. (Knowledge Devotion is mostly "free" for the character. The feat itself is converted from Knowledge domain, and Dämmerung has many more skill ranks (88 more, before INT bonus) than a Duskblade to use for those skills.) Fortitude saves roughly match the Duskblade (or do match with the Gnome CON bonus taken into account), while Reflex and Will saves are much better. The character is behind the Duskblade (d8 HD) on hit points by 20 points (average), but Gnome +2 CON exactly makes up for that.

    Feat Comparison
    This build uses quite a few feats to try to match Duskblade class features:
    • Magic in the Blood [Regional]: more daily uses of racial SLAs.
    • Knowledge Devotion: bonuses to hit and damge everything, to make up for lower BAB, lower Gnome STR, and small size.
    • Combat Casting
    • Spell Penetration: emulate Spell Power.
    • Acidic Splatter [Reserve]: simulates acid splash w/ venom bolt (Serpent Kingdoms 158) prepared
    • Greater Spell Penetration: emulate Spell Power.
    • Winter's Blast [Reserve]: simulates ray of frost w/ [Cold] spell of level 2+ prepared.

    However, the remaining feats almost match in number the usual 7 general feats available from levels 1-20:
    • Combat Expertise
    • Improved Trip
    • Weapon Focus (light flail)
    • Weapon Focus (heavy flail)
    • (Endurance) (prerequisite ignored)
    • Diehard

    Regarding those "double" flail feats, the explanation is from Player's Handbook on page 189:
    Quote Originally Posted by WAR DOMAIN
    Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

    The favored weapons of the war deities are as follows; Corellon, longsword; Erythnul, morningstar; Gruumsh, spear (or longspear); Heironeous, longsword; Hextor, flail (light or heavy).
    Dämmerung's War domain power lets him use either choice of flail favored by his god, without having to make a choice and stick to it.

    Spoiler: Gear
    Show

    This is a partial list of equipment for Dämmerung Klinge, out of the 760,000 gp wealth for a level 20 character.

    Self-Improvement Books:
    • Tome of Understanding +5 137,500 gp (+5 WIS)
    • Manual of Gainful Exercise +3 82,500 gp (+3 STR)
    • Manual of Quickness of Action +1 27,500 gp (+1 DEX)


    Mithral breastplate: +5 AC; ASF 0% (because it's light armor); MDB +5; ACP -1; 4,200 gp

    Mithral Feycraft (DMG2 275) animated +1 heavy shield: +2 AC; ASF 0%; ACP 0; 10,520 gp (20 gp base + 1,000 gp mithral + 500 gp Feycraft + 9,000 gp +3 enhancement cost)

    Note: Dämmerung Klinge has access to spontaneous magic vestment casting from the War domain, enabling this shield to become +4 (unless an enemy dispels it). That's an option not available to the Duskblade.

    Gloves of Dexterity +6 get the character up to his armor's Max DEX Bonus. 36,000 gp

    Orange Ioun stone for +1 CL (to all spellcasting classes): also useful for a Duskblade, but pure gravy on top of a dish of Cleric+Bard+Druid. 30,000 gp

    Steadfast Boots (Magic Item Compendium 138): a solid choice for any character who trips with a two-handed weapon, Duskblades included; they provide a bonus to resist counter-trips and possibly losing the weapon. 1,400 gp

    Greatreach Bracers (Magic Item Compendium, pages 108-109): +10' reach 3/day. This is a good item for any melee combatant. 2,000 gp + 36,000 gp to add +6 STR enhancement (Magic Item Compendium, page 234) 38,000 gp

    Cloak of Charisma +4 16,000 gp

    Periapt of Wisdom +6 36,000 gp

    Heward's Handy Haversack is an excellent addition to any adventurer's gear. 2,000 gp

    Adamantine heavy flail 3,015 gp

    Composite shortbow, +6 STR 525 gp

    Masterwork tools for the 6 Knowledge skills related to creature types 300 gp

    This uses up 425,460 gp, with 334,540 gp left of level 20 WbL.

    Spoiler: Back Story
    Show

    Dämmerung Klinge

    "Dämmi, why don't you become a troubadour, like your cousins? You know you love playing the mandolin." But Dämmerung Klinge was shy; the thought of performing in front of large audiences, all their attention focused on the stage, was chilling. He'd much rather play just for his friends.

    Trying to figure out his path in life was a challenge for little Dämmerung Klinge. He tried a bunch of different professions, generally looking for non-standard options in each to see what fit his nature, then giving up after a short stint (Mimic Martial Rogue, Cloistered Cleric, Bardic Sage) until he found something close: a spellcasting battlefield champion (Ordained Champion). However, after taking that pretty far, he decided that while it was a near match, a much greater emphasis on the spellcasting was better suited to a small character (Forest Gnomes being even smaller than the common Rock Gnomes). So, once again the iconoclast, he pursued a battlefield mage option generally followed by the Bards like his cousins — while largely ignoring the musical performance aspect. Dämmerung Klinge is, and always has been, his own gnome. While his career path may have had its share of blind alleys, it's uniquely his.
    Spoiler
    Show

    The very large number of classes is really the minimum requirement to satisfy PrC entry requirements. Any way of getting into Fochlucan Lyrist with fewer base classes requires rather dodgy rules interpretations ("I lived next door to some Druids and learned their ultra-secret language by eavesdropping, OK?") or a reliance on gear to replace class features ("Can I borrow that Ring of Evasion for a few minutes? I feel a level-up coming on.).


  22. - Top - End - #52
    Bugbear in the Playground
     
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Taste the dread rainbow.

    Quote Originally Posted by Dread Servant
    Dread Servant
    Spoiler: Stats
    Show
    Cl 20 (19+1 Ioun Stone) BaB 20 (persisted Divine Power)
    Necropolitan Illumian (Naenhoon) Dread Necromancer 6/Rainbow Servant 10/Ordained Champion 3/Dragon Slayer 1
    32 point buy
    STR: 14 (+6 Divine Power)= 20
    DEX: 14
    CON: -
    INT: 12
    WIS: 8
    CHA: 18 (+5 Tome (Inherent), +6 item (Enhancment) +5 levels)= 34


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Dread Necromancer 1 (HoH p.84) +0 +0 +0 +2 Spellcraft 4, Knowledge (religion) 4, Concentration 4, Tumble 2 (4 points) Weapon proficiency (Flail) [Dread Necro], Weapon Focus (Flail) Charnel Touch, Rebuke Undead
    2nd Dread Necromancer 2 +1 +0 +0 +3 Spellcraft 5, Knowledge (religion) 5, Knowledge (Arcana) 2 Lich Body Dr2 bludgeoning and magic
    3rd Dread Necromancer 3 +1 +1 +1 +3 Spellcraft 6, Knowledge (Religion) 6, Knowledge (Arcana) 4 Extend Spell Negative Energy Burst
    4th Dread Necromancer 4 +2 +1 +1 +4 Spellcraft 7, Knowledge (religion) 7, Concentration 6 Mental Bastion
    5th Dread Necromancer 5 +2 +1 +1 +4 Spellcraft 8, Concentration 8, Knowledge (arcana) 5 Fear Aura
    6th Dread Necromancer 6 +3 +2 +2 +5 Spellcraft 9, Concentration 9, bluff 2 Persistent Spell (CAr p.81) Scabrous Touch
    7th Rainbow Servant 1 (CD p.54) +3 +2 +2 +6 Spellcraft 10, Concentration 10, bluff 5(2 points) Detect Evil (at will), Extra Domain (Good)
    8th Rainbow Servant 2 +4 +2 +2 +7 Spellcraft 11, Concentration11, Diplomacy 2
    9th Rainbow Servant 3 +4 +3 +3 +7 Spellcraft 12, Concentration 12, Diplomacy 4 Rapid Metamagic (CM p.46)
    10th Rainbow Servant 4 +5 +3 +3 +8 Spellcraft 13, Concentration 13, Diplomacy 6 Extra Domain (Air), Grow wings
    11th Rainbow Servant 5 +5 +3 +3 +8 Spellcraft 14, Concentration 14, Sense Motive 2
    12th Rainbow Servant 6 +6 +4 +4 +9 Spellcraft 15, Concentration 15, Sense Motive 4 Quicken Spell
    13th Rainbow Servant 7 +6 +4 +4 +9 Spellcraft 16, Concentration 16, Sense Motive 5, Diplomacy 7 Detect Chaos (at will), Extra Domain (Law)
    14th Rainbow Servant 8 +7 +4 +4 +10 Spellcraft 17, Concentration 17, Diplomacy 9
    15th Rainbow Servant 9 +7 +5 +5 +10 Spellcraft 18, Concentration 18, Diplomacy 11 Combat Casting
    16th Rainbow Servant 10 +8 +5 +5 +11 Spellcraft 19, Concentration 19, Diplomacy 13 Cleric Spell Access, Detect Thoughts (at will)
    17th Ordained Champion 1 (CC p.90) +9 +7 +5 +13 Spellcraft 20, Concentration 20, Knowledge (nob&roy) 2 Dodge[Good Domain trade], Iron Will[Law Domain trade] Bonus Domain (War), Combat Feats, Continued Advancment, modified spontaneous casting
    18th Ordained Champion 2 +10 +8 +5 +14 Spellcraft 21, Concentration 21, Knowledge (nob & roy) 4 Battle Caster (medium) (CAr p.75), Diehard [Ordained Champion] Smite
    19th Ordained Champion 3 +11 +8 +6 +14 Spellcraft 22, Concentration 21, Knowledge (nob & roy) 5, ride 1 Channel spell, divine bulwark
    20th Dragon Slayer 1 (Dr p.125) +12 +10 +6 +16 Climb 2, Tumble 4 Aura of Courage, Damage Bonus (+1 dragons)


    Spoiler: Strategy
    Show

    1-15 You will be mainly relying on your undead at this level though with your Charnel Touch you are able to get into melee as long as you keep your eyes on your health. Your spells still help, a lot. If your party is undead or takes Tomb Tainted Soul you can also do some AoE heals with Negative energy burst.
    16-20 This is where the build really comes online with a vengeance. You get all Cleric spells added to your spell list and since you cast spontaneously off of your entire list that is a lot of power. This is also where you start persisting Divine Power. At 19 you pick up arcane Channeling which is a little late but you have so many spells to channel at this point that it's a little ridiculous, not to mention that you are casting 9ths from the Dread Necro list as well as the Cleric List. At 20th level there is very little that is standing in your way.


    Spoiler: Reference
    Show

    Heroes of Horror
    Complete Divine
    Complete Champion
    Draconomicon
    Complete Mage
    Complete Arcane
    SRD


    Spoiler: Recommended Gear
    Show

    Orange Prism Ioun Stone 30,000
    Dark blue Rhomboid Ioun Stone 10,000
    Slay mate LM p. 122
    Tome of Leadership and influence +5 137,500
    Cloak of Charisma +6 36,000
    Belt of battle 12,000
    Third Eye Conceal 120,000


    Spoiler: Secret Ingredient
    Show

    Full bab- check (persisted divine might) (Naenhoon)
    Armor/Weapon Proficiences- check (Dragon Slayer)
    Arcane attunement- no (Could possibly use Spellstitched template with ruling that you could replace 1st level spell with cantrips)
    Armored mage-
    Light armor- Check (Dread Necromancer)
    Medium armor- Check (Battle Caster)
    Shield-Check (mithral githcraft animated heavy shield)
    Arcane channeling- check (Ordained Champion)
    Quick cast- check (rapid metamagic+quicken spell) (Naenhoon for 1 free per day)
    Spell power- no



    Spoiler: Cheese it Up
    Show

    An Illumian with Naenhoon and Hieghten spell can get into Rainbow Servant at ECL 3. Which adds 3 more levels to drop into prcs. If you want to get really Cheesy pick up Eldritch Corruption for ECL 2 entry. Just be careful of the Depravity until you can pick up Necropolitan Legally.
    Your also undead which means Taint is free game for you. You don't suffer the drawbacks and can get free feats out of it. This build is very feat intensive (Though you could drop Combat Casting since really it's just burning a feat,)
    Incantatrix could add a good bit to this build as well especially if you drop the Dragon Slayer dip. You could then turn one of those feats into Improved Initiative.


    Spoiler: Spells per Day/Spells Known
    Show

    Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 - - - - - - - -
    2nd 4 - - - - - - - -
    3rd 5 - - - - - - - -
    4th 6 3 - - - - - - -
    5th 6 4 - - - - - - -
    6th 6 5 3 - - - - - -
    7th 6 6 4 - - - - - -
    8th 6 6 5 3 - - - - -
    9th 6 6 6 4 - - - - -
    10th 6 6 6 5 3 - - - -
    11th 6 6 6 6 4 - - - -
    12th 6 6 6 6 5 3 - - -
    13th 6 6 6 6 6 4 - - -
    14th 6 6 6 6 6 5 3 - -
    15th 6 6 6 6 6 6 4 - -
    16th 6 6 6 6 6 6 5 3 -
    17th 6 6 6 6 6 6 5 3 -
    18th 6 6 6 6 6 6 6 4 -
    19th 6 6 6 6 6 6 6 5 3
    20th 6 6 6 6 6 6 6 6 4


    Spoiler: Fluff
    Show
    Tal Kira started life as any Illumian though he showed a disturbing aptitude for the darker arts surrounding undead. His cabal found this disposition mildly uncomfortable but saw that it did not break any of their laws. However this discomfort pushed them to make him a wanderer. He was sent out of the cabal to be it's last line of defense in case it was destroyed. This served Tal well enough as he found life among the cabal empty and without meaning. Shortly after leaving Tal faced an enemy that all but killed him. This brush with death brought his own mortality to the forefront. It was this that caused him to seek out the secrets of undeath. Upon his wonderings he found himself deep in the jungle and nearly stumbled upon the temple of the Couatl. Tal was fascinated with these creatures and strove every day to implore them to teach him. Finally they decided that he was worthy and taught him their secrets. He quickly rose in power and strongly stayed around long after his normal Inherent Illumian tendencies would have told him to move on.

    Tal has come to a precarious balancing point in his own morality. He uses dark powers but he does so in his mind for the furthering of the cause of good.

  23. - Top - End - #53
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    And that is all of them!

    Eight pseudo-Duskblades for your judging delights!

  24. - Top - End - #54
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    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    ... at least two of the other builds is eerily close to what i considered at some point but got away from due to Vizzini

  25. - Top - End - #55
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    Female

    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    just so folk know where were at roughly 50% done

  26. - Top - End - #56
    Orc in the Playground
    Join Date
    Oct 2007

    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Wow, I was super surprised to both A) see so many builds and B) see so many so very different builds. I'm jealous of the person that thought to use Fochlucan Lyrist.

    Quick stats:

    Wild Elf Sorceress 9 / Fighter 1 / Spellsword 10

    Illumian (Aeshkrau) Warmage 4 / Cleric of Red Knight 1 / Ordained Champion 3 / Mystic Theurge 4 / Holy Scourge 5 / Arcane Devotee 3

    Human Paladin 2 / Sorcerer4 / Spellsword4 / Abjurant Champion4 / Spellsword+6

    Dwarven Warblade 1 / Wizard 5 / Runesmith 5 / Swiftblade 9

    Human Bard 5 / Crusader 1 / Jade Phoenix Mage 10 / Sublime Chord 4

    Human Female Martial Conjurer 3 / Warblade 1 / Ordained Champion 3 / Jade Phoenix Mage 8 / Abjurant Champion 5

    Forest Gnome Martial Rogue 1 / Cloistered Cleric 1 / Bardic Sage2 / Ordained Champion 4 / Druidic Avenger1 / Martial Rogue +1 / Fochlucan Lyrist 10

    Necropolitan Illumian (Naenhoon) Dread Necromancer 6 / Rainbow Servant 10 / Ordained Champion 3 / Dragon Slayer 1

    Races:
    Human: 3
    Illumian: 2
    Wilf Elf: 1
    Dwarf: 1
    Mimic: 1
    Total: 5 unique races, 8 races total, 37% of selection human.

    Base classes:
    Warblade: 2
    Wizard: 2
    Bard: 2
    Sorcerer: 2
    Cleric: 2
    Fighter: 1
    Warmage: 1
    Paladin: 1
    Crusader: 1
    Rogue: 1
    Druid: 1
    Dread Necromancer: 1
    Total: 12 Unique Base Classes, 17 total selections, of which 5 entries are at ~12% each, with the rest ~6%

    Prestige Classes:
    Ordained Champion: 4
    Jade Pheonix Mage: 2
    Abjurant Champion: 2
    Spellsword: 2
    Rainbow Servant: 1
    Fochlucan Lyrist: 1
    Sublime Chord: 1
    Runesmith: 1
    Swiftblade: 1
    Mystic Theurge 1
    Holy Scourge 1
    Arcane Devotee 1
    Dragon Slayer: 1
    Total: 13 unique prestige classes, 19 entries total, of which ~21% are Ordained Champion.

  27. - Top - End - #57
    Ogre in the Playground
    Join Date
    Jan 2012
    Location
    Secret Lair on Sol c
    Gender
    Male

    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Quote Originally Posted by Ikeren View Post
    Mimic Martial Rogue 1/Cloistered Cleric 1/Bardic Sage2/Ordained Champion 4/Druidic Avenger1/Martial Rogue +1/Fochlucan Lyrist 10
    Mimic is a Rogue ACF, not a race (which is clearly listed as Forest Gnome)

  28. - Top - End - #58
    Bugbear in the Playground
     
    dysprosium's Avatar

    Join Date
    Mar 2013
    Location
    the periodic table
    Gender
    Male

    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Quote Originally Posted by relytdan View Post
    just so folk know where were at roughly 50% done
    Thanks for the update.

    I am also happy with the level of participation this round. It's hard to pick a favorite.

  29. - Top - End - #59
    Ogre in the Playground
     
    Svata's Avatar

    Join Date
    May 2013
    Location
    Gainesville, GA
    Gender
    Male

    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    I have finished judging one build. Seven to go.

    Feral spellweaver, a section where you outlined what replicates what would have been much appreciated, for future reference.
    Last edited by Svata; 2014-04-26 at 04:26 PM.
    Copy this to your signature if you love Jade_Tarem, too.

    Quote Originally Posted by Extra Anchovies View Post
    A 20th-level fighter should be able to break rainbows in half with their bare hands and then dual-wield the parts of the rainbow.

    Dual-wield the rainbow. Taste the rainbow.

  30. - Top - End - #60
    Orc in the Playground
    Join Date
    Oct 2007

    Default Re: Zinc Saucier XXIII: no fancy taglines here . . .

    Sorry, was doing that quick and sloppy. Will fix errors presently.

    Someone commented via PM on formatting: I just copied and pasted peoples own build summary lines (which is why 2 had alignment and the rest didn't, and why some used commas and some used /'s and some had extra spacing and some didn't). I unified formatting and removed alignment --- I personally care basically 0 about the subject . I won't be adding any more material to the summary.

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