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  1. - Top - End - #61
    Bugbear in the Playground
     
    Kobold

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by WhamBamSam View Post
    Counting yours, I've currently got 3.

    Roughly 3 hours, yeah. You can always just google GMT if you need to. The first result page has a GMT clock on it.
    Yeah, I just did lol

    Quote Originally Posted by sakuuya View Post
    The only gold medal I ever got was for a build I submitted 16 minutes before the deadline. Which is to say, I believe in you!
    I tied for a bronze in the last JW, but there were only 5 entries and 1 judge, and it was my first competition. I threw this comp's build together last night in a matter of a few hours, we'll see how well it does, I have a feeling I bombed the fluff. I've got an entry each in Optimize my BBEG and ICitP, and I'm not doing so hot in either just yet
    Quote Originally Posted by Snowbluff View Post
    Regardless of what happened, I welcome WeaselGuy's Weasel into our little community.
    My Extended Sig!

    Weaselguy's Index of Handbooks and Guides (3.x Ed)

  2. - Top - End - #62
    Barbarian in the Playground
     
    MilesTiden's Avatar

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Gah, I ended up not being able to write a section I really wanted to write. Ah well. And technically, I didn't even get it in before the deadline, I got it in one minute afterwards.

  3. - Top - End - #63
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    WhamBamSam's Avatar

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Alright, time for the reveal. Please refrain from posting until I give the all clear.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  4. - Top - End - #64
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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Terrato, The Abyssal Maw


    Spoiler: Background/Fluff
    Show
    "There are people on the Mountain.
    They bring great machines,
    and mar the Mountain's flesh,
    in their lust for wealth.
    They try to hide,
    but their reek is too great.
    I will find them,
    and taste their flesh once again,
    and visit upon them the torment
    they bring the Mountain.
    There are people on the Mountain."

    The scholarly dwarf examines the walls of the damp cavern, translating the writing scrawled upon its surface. He nods to himself solemnly as he finishes the first passage. His assistant, already looking a bit queasy, suddenly speaks up. "T-that must've been the first wave of miners. I guess it was already aware of them, even at this point."

    "Excellent observation, my dear assistant. Yes, it appears to have been aware of our presence, despite our best efforts to keep our operation... secure." The scholar peers into the inky blackness of the depths of the cave, before incantating, and summoning a small orb of light which hovers over his shoulder. "Well, we best move on. Hopefully we can shed a little more... light on the subject." He chuckles to himself, seemingly heedless of the danger.

    "There are people on the Mountain.
    The Mountain has awoken,
    and spoken to me,
    in my slumber.
    She teaches me things,
    about the atrocities of these vile people.
    She teaches me to hate,
    and hate,
    and hate,
    and hate.
    There are people on the Mountain."

    A sudden rumbling breaks the oppressing silence of the cavern, startling the young assistant. "W-w-what was that?!"

    The elderly dwarf laughs heartily, and glances over at the boy. "That would be our newest prototype. There is no way this beast can break through it, and we'll finally reach the treasures of lore." He walks further down the hall, and begins transcribing the next passage.

    "There are people on the Mountain.
    The Mountain hungers,
    she commands me to feed her,
    and I obey.
    She grants me access to her depths,
    so that I may better rid her
    of this menace.
    These weak people run,
    but they can never hide
    I will find them.
    There are no longer people on the Mountain."

    The dwarf looks to see if there are any more passages, and starts to turn away, confident that his work is done. Gesturing at his assistant, he suddenly pauses. His assistant was gone. As was the rumbling. In fact, he could neither see, nor hear anything,
    but glowing red eyes,
    a glint of massive fangs,
    and darkness.


    Spoiler: Basics/Build Outline
    Show
    CE Anthropomorphic Giant Constrictor Snake Shaman 8/Earth Dreamer 5/Ordained Champion of Beltar 3

    Ability Scores:
    Str 20 (14), Dex 18 (10), Con 14 (16), Int 12 (12), Wis 20 (16), Cha 4 (8)
    Boost Strength at 5 and 9, boost Wisdom at 13 and 17


    Spoiler: Table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st LA 1 -- -- -- -- -- -- --
    2nd Anthropomorphic Giant Constrictor Snake 1 +1 +0 +2 +2 Knowledge (Nature) 4 (2), 8 unused Multigrab
    3rd Anthropomorphic Giant Constrictor Snake 2 +2 +0 +3 +3 11 unused
    4th Anthropomorphic Giant Constrictor Snake 3 +3 +1 +3 +3 Knowledge (Nature) 2 (3), 12 unused Greater Multigrab
    5th Shaman 1 +3 +1 +3 +5 Knowledge (Religion) 7 (4), Spellcraft 7 (7), 3 unused Improved Unarmed StrikeB, Weapon Focus (Spiked Gauntlet)B Domains (Hero, War), Animal Companion
    6th Shaman 2 +4 +1 +3 +6 Knowledge (Nature) 2 (4), Spellcraft 1 (8), 5 unused Spirit Sight
    7th Shaman 3 +5 +2 +4 +6 Spellcraft 1 (9), 9 unused Earth Sense Rebuke Undead
    8th Ordained Champion of Beltar 1 +6/+1 +4 +4 +8 Concentration 9 (9), Knowledge (Nature) 2 (5), Spellcraft 1 (10) DodgeB, MobilityB Domain (Earth), Combat Feats, Modified Spontaneous Casting
    9th Earth Dreamer 1 +6/+1 +6 +4 +10 Concentration 2 (11), Knowledge (Nature) 1 (6) Earth Friend
    10th Earth Dreamer 2 +7/+2 +7 +4 +11 Concentration 1 (12), Knowledge (Nature) 2 (8) Spring Attack Earth Dream
    11th Earth Dreamer 3 +7/+2 +7 +5 +11 Concentration 1 (13), Knowledge (Nature) 2 (10) Lesser Tremorsense
    12th Earth Dreamer 4 +8/+3 +8 +5 +11 Concentration 1 (14), Knowledge (Nature) 2 (12) Earth Sight
    13th Earth Dreamer 5 +8/+3 +8 +5 +11 Concentration 1 (15), Knowledge (Nature) 2 (14) Holy Warrior Earth Glide
    14th Ordained Champion of Beltar 2 +9/+4 +9 +5 +12 Concentration 1 (16), Knowledge (Religion) 2 (9) DiehardB Smite
    15th Ordained Champion of Beltar 3 +10/+5 +9 +6 +12 Concentration 1 (17), Knowledge (Religion) 2 (11) Channel Spell, Divine Bulwark
    16th Shaman 4 +11/+6/+1 +9 +6 +12 Concentration 1 (18), Spellcraft 4 (14) Minor Shapeshift, Improved Grapple B Spirit's Favor
    17th Shaman 5 +11/+6/+1 +9 +6 +12 Concentration 1 (19), Spellcraft 4 (18)
    18th Shaman 6 +12/+7/+2 +10 +7 +13 Concentration 1 (20), Knowledge (Religion) 2 (13), Spellcraft 2 (20)
    19th Shaman 7 +13/+8/+3 +10 +7 +13 Concentration 1 (21), Knowledge (Religion) 3 (16), Spellcraft 1 (21) Practiced Spellcaster (Shaman)
    20th Shaman 8 +14/+9/+4 +10 +7 +14 Concentration 1 (22), Knowledge (Religion) 2 (18), Spellcraft 1 (22) Earth's Embrace B
    Total Skill Ranks: Concentration 22, Knowledge (Religion) 18, Knowledge (Nature) 14, Spellcraft 22


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


    Spoiler: Level Breakdown
    Show
    Spoiler: 5th - The Mountain's Hunter
    Show
    The first level showcase is also probably Terrato's most challenging. His moderately low HP means that he needs to take advantage of his unconventional movement modes to isolate and defeat his enemies. His normal tactics include moving himself and his Medium Viper animal companion into a flanking position, biting his intended prey, and running off with them. He uses his climb and swim speeds to run off with his grappled enemy, and separate them from the rest of the party, before grappling them to death with his Constrict ability and a set of spiked armor. Due to the fact that he has already picked up Multigrab and Greater Multigrab, there is no reason for him to ever not make use of them, meaning he never has the disadvantages associated with grappling. His Large size and high strength are his greatest assets here.

    Spells of note:
    Obscuring Mist - This is a useful battlefield control spell for isolating prey and masking his presence. Fairly normal stuff.

    Weapon Bless - If given the opportunity to use it, this is a potent tool for securing the first hit of the fight, the most important hit as well. Giving him a +5 bonus to attack and damage on the first hit against a specified target fits very well with his method of combat.


    Spoiler: 10th - The Mountain's Dreamer
    Show
    Having hit his first level of Ordained Champion of Beltar, and his second level of Earth Dreamer, Terrato picks up the second vital component of his strategy: Spring Attack. With the ability to trade domain special abilities for Combat feats, he can pick up Dodge and Mobility at his first Ordained Champion level, and Spring Attack as his 9th level feat. He also now has \his second attack, and much better spellcasting, improving his combat capabilities. He also has a better animal companion in the Constrictor Snake. Now, on to the components:

    Ordained Champion:
    Combat Feats - Used to great effect to pick up the requirements for Spring Attack.

    Extra Domain - Actually makes use of the better part of it, seeing as he possesses the War domain. Uses it to pick up the thematically appropriate Earth domain.

    Continued Advancement - Has a turning level, so this actually does a thing. Also makes his smites very potent.

    Modified Spontaneous Casting - Doesn't do anything for Terrato, but on the other hand, doesn't do anything for anyone. Curse you non-inclusive wording! On the other hand, keeping spontaneous Inflict spells is probably better, as he can Channel them later.

    Earth Dreamer:
    Earth Friend - While a situational ability by nature, this does actually fill a purpose for Terrato: it makes up for getting rid of the Earth domain granted power.

    Earth Dream - This is a very useful ability, due to the nature of Divinations. Terrato uses it to find out where his prey is, coordinates it with an Augury of his own, and hunts them down. Very potent.

    Spells of note:
    Augury - Can use it to back up Earth Dream.

    Levitate - If he can't flee anywhere, grabbing someone and levitating up is an option.

    SNA III - This is where the SNA spells get more useful. He uses it mostly for the Thoqqua and Lion summons.


    Spoiler: 15th - The Mountain's Maw (Sweetspot)
    Show
    Oh man, here we go. In this range, he picks up the two other major components of his strategy: Earth Glide, and Channel Spell. Considering how this build has been going, you can probably figure out the logical conclusion here. He uses Improved Grab, Earth Glide, Earth Sight, and Channeled debuffs to surface from the ground, bite and grab people, and drag them into the depths of the earth, where he lets them suffocate. Because of this, he is at almost no risk while he swims around, buffs up, and picks his enemies off one by one. His buffing potential has increased vastly since the last check in, gaining Divine Power and Righteous Might. With Holy Warrior, his damage is up to par as well.

    Earth Dreamer:
    Lesser Tremorsense - This adds another option for Terrato's sensory skills, complementing his existing Scent and Darkvision.

    Earth Sight - Not much to say here. This facilitates his mole-like combat style, and because of his Darkvision he is able to make full use of it.

    Earth Glide - This ability is... weird. Earth Glide in general is very detail-light, but regardless of how it's run Terrato can make use of it. If the 'like a fish through water' line is taken to mean that you treat it as swimming, Terrato has a swim speed, so that's no issue. If it's just normal 3D movement, his movement is not impeded by his grappling at all, so he's fine.

    Ordained Champion:
    Smite - Unfortunately, the Shaman's turning level is not as high as a straight cleric, but he still can make use of it. Just... don't expect to be getting any bonuses to attack.

    Channel Spell - This is a very nice addition to Terrato's arsenal, allowing him to more efficiently use his offensive spells. He can prebuff with this and Smite, as well as many other buff spells due to his nigh-undetectability, and use Spring Attack to deliver the spells.

    Divine Bulwark - While not the most useful ability, Terrato can use this as a sort of panic button, sacrificing a utility spell to save his hide with a bit of DR.

    Spells of note:
    Divine Power - Buffing gold standard number one.

    Righteous Might - Buffing gold standard number two. Vitally important to his style, getting him up to huge size.

    Baleful Polymorph - Uses this to power Minor Shapeshift at 16, or to Channel.

    Slay Living - Great Channel fodder.

    Dream Walk - Excellent for scouting where there isn't earth to swim through.

    SNA V - Dire Lion and Giant Constrictor, for maximum grappling.


    Spoiler: 20th - The Mountain's Hand
    Show
    At this level, we get to the reason we sacrificed those last two Ordained Champion levels (aside from being useless): Giant Size. And all those other 8th level spells too, but mostly Giant Size. Because he picks up Practiced Spellcaster, he hits CL 19, meaning Giant Size brings him up to Colossal. I mean, it doesn't last long, but he won't need it to. This gives him enough strength, grapple mod, and size to grapple ANY CREATURE IN THE GAME. He has a +56 without any other buffs or items, and can get significantly higher with them. Minor Shapeshift also means that he's getting 19 temporary HP every round.

    Spells of note:
    Giant Size - Colossal size. Enough said.

    SNA VIII - He can summon a number of powerful monsters, including Rocs and Noble Salamanders.

    Greater Spirit Ally - With this, you can call a Faerunian Naga, which is a 24 HD, Colossal sized, epic spellcasting, grappling monstrosity. This gives him the versatility to do almost anything, if he needs to, by finding an appropriate spirit.

    Harm - Great for Channeling

    (Mass) Heal - Great for, well, healing.

    Antimagic Field - A giant snake in an antimagic field remains a giant snake.


    Spoiler: Sources
    Show
    Anthropomorphic Giant Constrictor Snake - Savage Species
    Shaman, Hero Domain, Assorted Shaman Spells, Earth's Embrace - Oriental Adventures
    Earth Sense, Earth Dreamer - Races of Stone
    Holy Warrior, Beltar - Complete Divine
    Minor Shapeshift - Complete Mage
    Ordained Champion - Complete Champion

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  5. - Top - End - #65
    Troll in the Playground
     
    WhamBamSam's Avatar

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric


    Image by Stefania Aquaro

    Vathoa Frostspeaker Kualavoaka
    CN Goliath Barbarian 4/Fighter 1/Disciple of Thyrm 4/Ordained Champion 5/Earth Dreamer 5

    Story
    Spoiler
    Show
    Of course they all laughed, the jotun, when Vathoanu Frostspeaker Kualavoaka came to them, claiming to hear the voice of Thrym. Why would their god speak to such a little woman, unable to stand more than chest-height to them even when enraged? But the jarl was canny, and though he called her his prisoner, he sent a scout to see the avalanche that she said killed the rest of her tribe, and the scout came back bearing two goliath bodies, all tumbled and blue. The jarl meant to horrify Vathoanu Frostspeaker Kualavoaka with them, to expose her lies, but her gaze on her dead tribesman was as cold as the avalanche.

    It is the will of Thrym, she said, just as by his will I survived.

    The jarl saw then that Thrym's magic was in her, though she was not of giantkind and thus below the notice even of ogres. She remained his prisoner, at least in word, but he accepted her council as a prophet of the glacial lord, and her connection to their shared patron grew like fingers of frost. From him she learned to throw boulders like a giant, and in the fullness of time she bore him a son, the jarl's only heir.

    If the jotun had been wary of her before, now they were enraged that some half-bred goliath might ever rule them, but it is a grave and irrevocable violation of the ordning to attack the jarl, who had proved himself by right of arms, or his child heir. That left Vathoanu Frostspeaker Kualavoaka, who possessed not a drop of giant's blood, as the only outlet for their rage. But when they fell upon her, she called streams of holy fire from the sky.

    Before the fimbulwinter, the world will burn, she said to them.

    The jotun who survived were made to accept her as one chosen by the gods, though an outsider could never rule them. Her son, though, was a giant by right of blood.

    Will my son become the jarl? she asked the mountains.

    And the mountains said, not yet.


    Ability Scores & Languages
    Spoiler
    Show
    Starting Ability Scores: Str 18, Dex 10, Con 16, Int 14, Wis 14, Cha 12
    Increase Wis at levels 5, 9, 13, and 17.

    Languages Known: Common, Dwarven, Giant, Gol-Kaa


    Build Table
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Goliath LA - - - - - - Powerful Build, Mountain Movement, Acclimated
    2nd Barbarian (Goliath Substitution Level) +1 +2 +0 +0 Intimidate 4, Handle Animal 4, Know (Nature) 4, Listen 4, Sense Motive 2, Survival 4 Power Attack Fast Movement, Mountain Rage 1/day, Illiteracy
    3rd Barbarian +2 +3 +0 +0 Intimidate 5, Handle Animal 5, Know (Nature) 4.5, Listen 5, Sense Motive 2.5, Survival 5 Uncanny Dodge
    4th Barbarian +3 +3 +1 +1 Intimidate 6, Know (Nature) 5, Listen 6, Ride 2, Survival 6 Cold Endurance Trap Killer
    5th Barbarian +4 +4 +1 +1 Intimidate 7, Listen 7, Ride 5, Survival 7 Mountain Rage 2/day
    6th Fighter +5 +6 +1 +1 Intimidate 8, Survival 8 Weapon Focus (Greataxe) (Bonus)
    7th Disciple of Thrym +6/+1 +6 +1 +3 Intimidate 8.5, Know (Religion) 2, Spellcraft 1 Earth Sense Detect Fire, Protection of Winter
    8th Disciple of Thrym +7/+2 +6 +1 +4 Intimidate 9, Know (Religion) 4, Spellcraft 2 Fire Resistance 5
    9th Disciple of Thrym +8/+3 +7 +2 +4 Intimidate 9.5, Know (Religion) 6, Spellcraft 3 Powerful Grip
    10th Disciple of Thrym +9/+4 +7 +2 +5 Intimidate 10, Know (Religion) 7, Spellcraft 5 Intimidating Rage Frost Greataxe
    11th Ordained Champion +10/+5 +9 +2 +7 Concentration 2, Intimidate 12, Spellcraft 6 War Domain, Turn Undead Advancement, Modified Spontaneous Casting
    12th Ordained Champion +11/+6/+1 +10 +2 +8 Concentration 4, Intimidate 14, Spellcraft 7 Diehard (Bonus) Smite
    13th Ordained Champion +12/+7/+2 +10 +3 +8 Concentration 6, Intimidate 16, Spellcraft 8 Rock Hurling Channel Spell, Divine Bulwark
    14th Ordained Champion +13/+8/+3 +11 +3 +9 Concentration 8, Intimidate 17, Spellcraft 9 Fist of the Gods, Rapid Spontaneous Casting
    15th Ordained Champion +14/+9/+4 +11 +3 +9 Concentration 10, Intimidate 18, Spellcraft 10 War Caster, Holy Warrior
    16th Earth Dreamer +14/+9/+4 +13 +3 +11 Intimidate 19, Never Outnumbered (ST) Reckless Rage Earth Friend
    17th Earth Dreamer +15/+10/+5 +14 +3 +12 Concentration 11, Intimidate 20, Listen 8 Earth Dream
    18th Earth Dreamer +15/+10/+5 +14 +4 +12 Concentration 12, Intimidate 21, Listen 9 Lesser Tremorsense
    19th Earth Dreamer +16/+11/+6/+1 +15 +4 +13 Concentration 13, Intimidate 22, Listen 10 Holy Warrior Earth Sight
    20th Earth Dreamer +16/+11/+6/+1 +15 +4 +13 Concentration 14, Intimidate 23, Listen 11 Earth Glide


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


    Highlights
    Spoiler
    Show
    Level 5: Vathoanu has to eat her racial LA, of course, so at 5th level, she's only a fourth-level barbarian, but that racial LA is probably worth it for mountain rage, which is superior to standard rage unless she needs to qualify as Medium for some reason. That substitution level also lets her get 4 ranks of Knowledge (Nature) at 1st level, to more easily qualify for Earth Dreamer. Feat-wise, Power Attack is standard 1st-level Barbarian stuff, and Cold Endurance is very situational, though she's intended for a Frostburn-y campaign.
    Also, yeah, goliath names are gibberish. Just go with it.

    Level 10: That Fighter dip is, unfortunately, necessary to get the feats required for Disciple of Thrym and get Power Attack right away. At least Weapon Focus is doing double-duty qualifying for Disciple of Thrym as well as Ordained Champion. Thrym is also one of the rare deities to have both War and Earth on his domain list, making him pretty perfect for this competition, not to mention sponsoring a full BAB spellcasting class that can be entered by a Barbarian/Fighter like Vathoanu. The fire abilities she gets from Disciple of Thrym are meh, but the extra weapon damage from Powerful Grip and Frost Greataxe are nice. Intimidating Rage is useful because her spell DCs aren't terribly high, so every extra -2 helps.

    Level 15: As a non-Cleric Ordained Champion who also cannot turn or rebuke undead, Vathoanu misses out on a lot of the features of this PrC. The stuff she can't use is crossed out on her build table. She does, however, get Channel Spell, plus a small selection of cold-based spells (including Shivering Touch!) to use it with. Additionally, since Channel Spell is a Su ability that expends a spell without officially "casting" it, she can use it while raging. This is strictly better than Fist of the Gods, except in cases where she's fighting someone immune to cold and ability damage. She grabs Rock Hurling mostly for flavor, as she’s supposed to be buddy-buddy with giants by now.

    Level 20: Earth Dreamer is pretty rough on the combat capabilities of what's otherwise a full-BAB build, but Vathoanu still squeaks up to four iterative attacks. She also casts as a 12th-level Disciple of Thrym, which means that she has the spells of a 10th-level DoT but a caster level of 12. She also picks up Flame Strike, the only channelable War spell she has access to, but it's a nasty surprise for a cold-based character to have in her back pocket. As for Earth Dreamer's class features, seeing through walls is cool, as is burrowing (and tremorsense and earth sight help with the burrowing), and Earth Friend is very situational. Earth Dream is the real coup, since Vathoanu (a) is in and around mountains 24/7, and (b) has a very limited spell list with no access to divination spells. The two feats she gets here are to shore up her various capabilities: Reckless Rage mimics improved rage abilities she missed by multiclassing, and Holy Warrior gives her a +5 bonus to damage as long as she has a Flame Strike prepared. In addition, she grabs the skill trick Never Outnumbered, so she can spread those Intimidating Rage penalties to everybody.


    Ordained Champion Adaptation
    Spoiler
    Show
    Adapting Ordained Champion from a worshiper of Hextor/Heironeous to Thrym requires only a couple changes.

    Requirements: Alignment CN, CE, or NE; must worship Thrym

    Divine Bulwark: Gain DR X/Lawful instead of X/Chaotic.


    Sources
    Spoiler
    Show
    Complete Champion: Ordained Champion, Holy Warrior
    Complete Warrior: Intimidating Rage
    Frostburn: Disciple of Thrym, Cold Endurance, Hurl Rocks
    Player's Handbook: Barbarian, Fighter, Power Attack, Weapon Focus, Diehard
    Races of Stone: Goliath, Goliath Barbarian sub level, Earth Dreamer, Earth Sense, Reckless Rage

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  6. - Top - End - #66
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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Spoiler: Background
    Show

    Car-Innul-Vulkan-Volk Penathan-Koldune-Zemlya
    Lawful Neutral Dream Dwarf, worshiper of Joramy

    Car-Innul, like his parents before him, lived under the slopes of Mount Krakatow, a dormant volcano. When the mountain awakened and spewed forth fire and smoke, the young Car-Innul awoke to the truth; The earth's most powerful manifestation was in the volcano. Feeling betrayed by the earth and turning to worship Joramy, the goddess of valcanoes he added Vulkan to his name. Wandering the desolate land in the aftermath of the eruption he took up the mantle of a druid, and the name Koldun to reflect his newfound abilities as a spellcaster.
    When he gained the ability to shape shift, he took the name Volk to reflect his preferred alternate form of wolf.
    Another eruption reminded him of the power of the earth, prompting a return to the teachings of his youth and renewing his connection to the earth. He added Zemlya to his name as he took up the earth dreamer's path.
    He found peace in a dwarven city, where he could ponder the serenity of the earth and enjoy the company of other dwarves. He married, and was full of joy. It was during this time that he was visited by Joramy, and forewarned of a great war to follow. He was granted the ability to cast spells no druid had yet cast; but it came at a price.
    Not a week later, the prophesy came true. The city was attacked by mind flayers; thousands were slaughtered and taken as slaves. Even with his newfound powers, Cal was unable to halt the onslaught. He hid in the mines, abandoning his friends and family to their fates.
    The next few years were spent in hiding. Finally, Cal grew less and less mentally stable, until he finally declared himself a heavenly avenger, taking up his staff to hunt down the creatures that destroyed his life.


    Spoiler: Stats
    Show

    Physical Stats at Point Buy: 14, 12, 12, 12, 16, 12
    After Racial Mods: 14, 10, 14, 12, 16, 12
    Increase Wisdom at levels 4, 8, 12, 16, 20 to to 21.


    Spoiler: Commentary
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    5th level
    At this point, Cal is mostly still an ordinary druid, casting Hieghtened spells such as Entangle to immobilize his opponents and picking them off one at a time.

    10th level
    Druid 8/ Earth Dreamer 2, but casts spells a 10th level druid. He maintains a special connection to the earth, and can wildshape into a variety of forms. He prefers to take the shape of wolves or burrowing animals. By burrowing under trails and camps, he can take his enemies by surprise, using hit-and-run tactics when outnumbered.

    15th level
    Casting spells as a 14th level druid, and being able to take on the form of stone itself, as well as moving through solid earth and rock, this is the high point of Car's career. While his power increases in future level, he won't gain many useful abilities, and his spellcasting falls behind further. What I like here is not necessarily the power, but the image of an enraged druid popping out of solid rock and using spells such as divine power and power word blind.

    20th level
    Cal would not reach this level unless XP penalties are ignored. If they are, he is a 20th level character casting as an 18th level druid. He can channel his spells through his weapon, or even sacrifice spell slots for extra damage. However, his main tactic is still to pop out of solid rock or stone, hit the opponents with a few choice spells, and fade back into the earth from whence he came.


    Spoiler: Crunch
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Druid 1 +0 +2 +0 +2 Concentration 4 ranks, Handle animal 4 ranks, Knowledge (nature) 4 ranks, Spellcraft 4 ranks, Survival 4 ranks Heighten Spell Animal Companion, nature sense, wild empathy
    2nd Druid 2 +1 +3 +0 +3 Concentration 5 ranks, Handle animal 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks, Survival 5 ranks - Woodland Stride
    3rd Druid 3 +2 +3 +1 +3 Concentration 6 ranks, Handle animal 5 ranks, Knowledge (nature) 6 ranks, Spellcraft 6 ranks, Survival 6 ranks, Knowledge (religion) 1 ranks Knowledge Devotion (add Knowledge (Religion)) Trackless Step
    4th Druid 4 +3 +4 +1 +4 Concentration 7 ranks, Handle animal 5 ranks, Knowledge (nature) 6 ranks, Spellcraft 7 ranks, Survival 6 ranks, Knowledge (religion) 4 ranks - Resist Nature's Lure
    5th Druid 5 +3 +4 +1 +4 Concentration 8 ranks, Handle animal 5 ranks, Knowledge (nature) 6 ranks, Spellcraft 7 ranks, Survival 6 ranks, Knowledge (religion) 8 ranks - Wild Shape (1/day)
    6th Druid 6 +4 +5 +2 +5 Concentration 9 ranks, Handle animal 5 ranks, Knowledge (nature) 7 ranks, Spellcraft 9 ranks, Survival 6 ranks, Knowledge (religion) 9 ranks Earth Sense Wild Shape (2/day)
    7th Druid 7 +5 +5 +2 +5 Concentration 10 ranks, Handle animal 6 ranks, Knowledge (nature) 10 ranks, Spellcraft 10 ranks, Survival 6 ranks, Knowledge (religion) 10 ranks - Wild Shape (3/day)
    8th Druid 8 +6/+1 +6 +2 +6 Concentration 11 ranks, Handle animal 7 ranks, Knowledge (nature) 11 ranks, Spellcraft 11 ranks, Survival 6 ranks, Knowledge (religion) 11 ranks - Wild Shape (Large)
    9th Earth Dreamer 1 +6/+1 +8 +2 +8 Concentration 12 ranks, Handle animal 7 ranks, Knowledge (nature) 11 ranks, Spellcraft 12 ranks, Survival 6 ranks, Knowledge (religion) 12 ranks Natural Spell Earth Friend, +1 level of Druid Spellcasting
    10th Earth Dreamer 2 +7/+2 +9 +2 +9 Concentration 13 ranks, Handle animal 7 ranks, Knowledge (nature) 11 ranks, Spellcraft 13 ranks, Survival 6 ranks, Knowledge (religion) 13 ranks - Earth Dream, +1 level of Druid Spellcasting
    11th Contemplative 1 +7/+2 +9 +2 +11 Concentration 14 ranks, Handle animal 7 ranks, Knowledge (nature) 11 ranks, Spellcraft 14 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks - Bonus Domain (war), divine health, +1 level of Druid Spellcasting
    12th Earth Dreamer 3 +7/+2 +9 +3 +11 Concentration 15 ranks, Handle animal 7 ranks, Knowledge (nature) 12 ranks, Spellcraft 15 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks Weapon Focus Lesser tremorsense, +1 level of Druid Spellcasting
    13th Earth Dreamer 4 +8/+3 +10 +3 +12 Concentration 16 ranks, Handle animal 7 ranks, Knowledge (nature) 13 ranks, Spellcraft 16 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks - Earth Sight, +1 level of Druid Spellcasting
    14th Earth Dreamer 5 +8/+3 +10 +3 +12 Concentration 17 ranks, Handle animal 7 ranks, Knowledge (nature) 14 ranks, Spellcraft 17 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks - Earth Glide, +1 level of Druid Spellcasting
    15th Ordained Champion 1 +9/+4 +12 +3 +14 Concentration 18 ranks, Handle animal 7 ranks, Knowledge (nature) 14 ranks, Spellcraft 17 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks, Knowledge (arcana) 1 rank, Knowledge (the planes) 1 rank - Stone Form
    16th Ordained Champion 2 +10/+5 +13 +3 +15 Concentration 18 ranks, Handle animal 7 ranks, Knowledge (nature) 14 ranks, Spellcraft 18 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks, Knowledge (arcana) 2 ranks, Knowledge (the planes) 2 ranks Diehard (bonus feat) +1 level of Druid Spellcasting
    17th Ordained Champion 3 +11/+6/+1 +13 +4 +15 Concentration 19 ranks, Handle animal 7 ranks, Knowledge (nature) 14 ranks, Spellcraft 18 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks, Knowledge (arcana) 3 ranks, Knowledge (the planes) 3 ranks - Channel Spell, Divine Bulwark, +1 level of Druid Spellcasting
    18th Ordained Champion 4 +12/+7/+2 +14 +4 +16 Concentration 19 ranks, Handle animal 7 ranks, Knowledge (nature) 14 ranks, Spellcraft 19 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks, Knowledge (arcana) 4 ranks, Knowledge (the planes) 4 ranks Earth Spell Fist of the Gods
    19th Ordained Champion 5 +13/+8/+3 +14 +4 +16 Concentration 20 ranks, Handle animal 7 ranks, Knowledge (nature) 14 ranks, Spellcraft 19 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks, Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks - War Caster
    20th Druid 9 +13/+8/+3 +14 +5 +16 Concentration 20 ranks, Handle animal 7 ranks, Knowledge (nature) 18 ranks, Spellcraft 20 ranks, Survival 6 ranks, Knowledge (religion) 14 ranks, Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks - Venom Immunity


    Spoiler: Sources
    Show
    This build uses Contemplative (Complete Divine), Earth Dwarf (Races of Stone), Knowledge Devotion (Complete Champion), Earth Sense (Races of Stone), Stone Form (Races of stone), Earth Spell (Races of Stone), Ordained Champion (Complete Champion)

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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  7. - Top - End - #67
    Troll in the Playground
     
    WhamBamSam's Avatar

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Garag "Sunsword" Ragnarsund
    Wasteland Dragoon, Champion of Re-Horakhty
    Spoiler: Build Stub
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    LG Dwarf Paladin 5/Ordained Champion of Re-Horakhty 5/Earth Dreamer 5/Ashworm Dragoon 5

    Spoiler: Background
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    As a young Dwarf just growing into his beard, Garag grew up in the mountains on the edge of the Burning Waste. Devoted to Re-Horakhty with a near zealous fervor, but with a strength of arm and build more suggestive of a fighter, Garag took up the khopesh in Re-Horakhty's name, and swore himself to the brotherhood of Paladins serving the kingdom. After serving as a squire and shield Dwarf for a few decades, Garag finally earned his spurs and became a notable member of the brotherhood, able to summon his own warmount and bring Re-Horakhty's favor into being with a small number of spells.

    He even earned the notice of his order's Ordained Champions, Dwarves dedicated wholeheartedly to Re-Horakhty and to bringing war to any that would threaten Dwarvenkind. Usually a caste of warrior-priests, any with a spark of divine spellcasting is able to dedicate themselves to the cause, so long as they can prove their worth with Re-Horakhty's favored weapon, the khopesh. And Garag was able to do that better than many. He took to the life of sword-swinging and foe-smiting with a near reckless abandon, but unfortunately for him, this abandon nearly brought about his downfall.

    While fighting in a cave deep underground against his homeland's most hated foes, the Dark Elves, Garag took a deep cut to his shoulder, nearly severing the artery running under his clavicle, and rendering his shield arm useless for the immediate future. While lying on the cavern floor, bleeding out from his near fatal wound, Garag found solace with the earth soaking up his life force. He took peace in the steady dreams that threatened to overwhelm him, and that was when he realized he could be more than just a sword swinging lout, that he could help guide his fellows with his new-found connection to the rock and earth that he had spent his entire life treading upon.

    It was at that moment that Garag decided there was more to being a Dwarf than simply driving the blade into his foes. Being a Dwarf is about being one with the earth, embracing their stolid nature and unmoving stature, emulating the immovable mountain and the winding tunnels. Being a Dwarf was about being as solid as a rock, but as shifting as the sand. With this realization, Garag decided to leave his mountain home, and to travel across the great Waste, and to meet people other than his fellow Dwarves and the dignitaries that came to trade with his clan. It was time to see more of the earth.

    In his adventures across the Waste, Garag met Nomadic Humans, fierce Orcs, crafty Kobolds, and Wandering Elves. Some he fought with, some he fought against. All he learned from. When his trusty warsteed couldn't keep it's footing in the shifting sands, arrangements were made to procure other mounts. This was when Garag first rode an Ashworm. From then on, his fate was sealed. He would become one of the great Defenders of the Waste. He would become an Ashworm Dragoon.

    Trading in his khopesh (figuratively) for the lance, and undergoing the Consecration of the Shifting Sand ritual, Garag joined the ranks of Dragoons as one of their Paladin members, enjoying a few benefits at the expense of his Ashworm's poison sting. He now rides across the Burning Waste with his Dragoon brothers, combating the evils that arise within, and harassing those that threaten from without.

    Spoiler: Ability Scores
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    Attribute Base Racial From Level Total
    Strength 16 0 5 21
    Dexterity 12 0 0 12
    Constitution 12 +2 0 14
    Intelligence 12 0 0 12
    Wisdom 14 0 0 14
    Charisma 12 -2 0 10
    All increases from level go into Strength.

    Spoiler: Build Progression
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Paladin +1 +2 +0 +0 Knowledge (Nature) 2, Knowledge (Religion) 4, Spellcraft 2 Exotic Weapon Proficiency (Khopesh) Aura of Good, Detect Evil, Smite Evil 1/day
    2nd Paladin +2 +3 +0 +0 Knowledge (Nature) 2.5, Knowledge (Religion) 5, Spellcraft 2.5 - Divine Grace, Lay on Hands
    3rd Paladin +3 +3 +1 +1 Knowledge (Nature) 3, Knowledge (Religion) 6, Spellcraft 3 Weapon Focus (Khopesh) Aura of Courage, Divine Health
    4th Paladin +4 +4 +1 +1 Knowledge (Nature) 3.5, Knowledge (Religion) 7, Spellcraft 3.5 - Turn Undead
    5th Paladin +5 +4 +1 +1 Knowledge (Nature) 4, Ride 1, Spellcraft 4 - Smite Evil 2/day, Special Mount
    6th Ordained Champion +6/+1 +6 +1 +3 Knowledge (Nature) 4.5, Spellcraft 6 Mounted Combat Bonus Domain (War), Combat Feats (None), Continued Advancement (Turn Undead), Modified Spontaneous Casting
    8th Ordained Champion +8/+3 +7 +2 +4 Ride 2, Spellcraft 10 - Channel Spell, Divine Bulwark
    9th Ordained Champion +9/+4 +8 +2 +5 Handle Animal 1, Ride 4 Earth Sense Fist of the Gods, Rapid Spontaneous Casting
    10th Ordained Champion +10/+5 +8 +2 +5 Handle Animal 2, Ride 6 - Holy Warrior, War Caster
    11th Earth Dreamer +10/+5 +10 +2 +7 Handle Animal 2.5, Ride 7 - Earth Friend
    12th Earth Dreamer +11/+6/+1 +11 +2 +8 Handle Animal 3, Ride 8 Ride-by Attack Earth Dream
    13th Earth Dreamer +11/+6/+1 +11 +3 +8 Handle Animal 4, Listen 1 - Lesser Tremorsense
    14th Earth Dreamer +12/+7/+2 +12 +3 +9 Listen 4 - Earth Sight
    15th Earth Dreamer +12/+7/+2 +12 +3 +9 Listen 7 Spirited Charge Earth Glide
    16th Ashworm Dragoon +13/+8/+3 +14 +3 +9 Handle Animal 6, Ride 9 - Ashworm Mount, Saddle Bonus
    17th Ashworm Dragoon +14/+9/+4 +15 +3 +9 Handle Animal 8, Ride 10 Trample Bonus Feat
    18th Ashworm Dragoon +15/+10/+5 +15 +4 +10 Handle Animal 10, Ride 11 Tremondous Charge Heightened Sting
    19th Ashworm Dragoon +16/+11/+6/+1 +16 +4 +10 Ride 14 - Relentless Shield
    20th Ashworm Dragoon +17/+12/+7/+2 +16 +4 +10 Ride 17 - Stamp into the Sand
    Spoiler: Spells
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    Spells per Day
    Level 1st 2nd 3rd
    1st - - -
    2nd - - -
    3rd - - -
    4th 1 - -
    5th 1 - -
    6th 1 - -
    7th 2 - -
    8th 2 - -
    9th 2 - -
    10th 2 1 -
    11th 2 1 -
    12th 2 2 -
    13th 2 2 0
    14th 2 2 1
    15th 2 2 1
    16th 2 2 1
    17th 2 2 1
    18th 2 2 1
    19th 2 2 1
    20th 2 2 1


    Spoiler: Level Breakdown
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    • Levels 1-5: Starting early, Garag plays as a standard sword & board Paladin. Even without the Improved Trip feat, he can still use the unique shape of his khopesh to make trip attempts, helping out his allies with a little battlefield control. He doesn't really gain much from his Divine Grace ability, without the use of a + Charisma item at least, but he still manages to dish out the melee damage, while keeping a healthy dose of AC and HP on hand. He should upgrade his starting Scale Mail with some Fullplate at his earliest convenience, and later have a suit made out of Mithral in order to take advantage of any + Dexterity items he should find himself acquiring, although it is hardly necessary. By level 5, he should be able to cast Magic Weapon, giving him access to Ordained Champion at level 6.
    • Levels 6-10: During this time, he is progressing through the levels of Ordained Champion, still focusing mostly on melee combat, since he doesn't really have that many spells, only 2 first level spells and 1 second level spell by level 10. Spiritual Weapon becomes a relatively useful spell from the War Domain for him to cast, putting another blade on the field to help even out the odds. He has Mounted Combat at this point, and his Paladin Special Mount, so riding in and swinging his sword isn't a bad tactic, and Heavy Warhorses have a hoof attack as well. If terrain favors, he can also charge with a lance to deal some extra damage.
    • Levels 11-15: By this point, his Earth Dreamer abilities start coming online. He gains a few nifty abilities, including the ability to divine the answer to some specific questions, but notably is the Earth Dreamer capstone, Earth Glide, giving him a unique mode of movement, and the ability to make some rather interesting ambush attacks.
    • Levels 16-20: Focusing on mounted combat more now than ever before, Garag also stalls out on his casting abilities. He caps out with 3rd level Paladin and War Domain spells, but cranks his physical damage up a few notches while riding his Ashworm. With Spirited Charge, a pair of Riding Boots, and the Valorous enchantment on his lance, Garag is looking at a x5 modifier to damage with a bonus +2d6 when charging. The best part is, he can trample foes underneath his Ashworm. This gets better at level 20, at which point Stamp into the Sand makes a trampled foe take a full round action to stand back up, taking them out of the fight for a round at a time. Even though the ritual he undertook sacrificed the poison sting abilities of his Ashworm, it is now his Paladin Special Mount.


    Spoiler: Gear
    Show

    Like any adventurer, some gear is needed, unless you are playing a VoP character. And Garag is definitely not a VoP character. They say a character should not be dependent upon items to be effective, but unless you make a Wizard or a Sorcerer, you'll never really hit that mark. However, Garag can make do with a minimal number of items. All he really needs is a special saddle (70g) to ride his Ashworm, a khopesh (16g), full-plate armor (1500g), and a heavy steel shield (20g) for melee combat, a lance (10g) for mounted combat, and maybe a light crossbow (35g) or a composite longbow (400g for a +3 Stregth rating) for ranged combat.

    Now, does he get better with magic items? Of course he does! Riding Boots and a Battle Bridle top the list of items he should buy, as does getting his lance enchanted with Valorous. I would recommend something like Ghost Touch or Brilliant Energy for his khopesh, but that's just me. Soulfire (BoED) is always popular for armor enchantments, negating death effects. Strength and Constitution tomes are usually good investments, and the Belt of Magnificence (MHB) is hard to beat, if you want bonuses to all your stats (will boost attack bonus and damage from Str, AC, Reflex saves, Ride checks, and Initiative from Dex, HP, Fortitude saves, and Earth Glide duration from Con, Will saves and bonus spells from Wis, and all saves plus more turn checks from Cha. Standard defensive items also help out, along with a mode of flight (just in case).

    Spoiler: Sources
    Show

    Player's Handbook - Dwarf, Paladin, feats, weapons/armor
    Complete Divine - Ordained Champion
    Races of Stone - Earth Dreamer, Earth Sense
    Sandstorm - Ashworm Dragoon, Khopesh, Re-Horakhty (LG Deity, has War Domain)
    Forgotten Realms: Unapproachable East - Valorous Weapon Enchantment
    Miniatures Handbook - Belt of Magnificence
    Magic Item Compendium - Riding Boots, Battle Bridle
    Book of Exalted Deeds - Soulfire Armor enchantment
    Dungeon Master's Guide - Assorted other magical goodies
    DragonLance Campaign Setting - Tremendous Charge
    Image - Google Search for Dwarf Fighter, chose this one, all credit goes to Kodiakcarl, or to whoever he pulled it from. I'm not good at tracing image sources.
    Last edited by WhamBamSam; 2015-02-15 at 02:59 PM.

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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  8. - Top - End - #68
    Troll in the Playground
     
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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Spoiler: Commentary
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    level 5: Here, Pyotr can cast a small assortment of spells, but with power attack, knowledge devotion, and weapon focus, he can hold his own against many, but not all, foes.

    level 10: More spells, more spell slots, and heightening spells in combination with Earth Spell make Pyotr a force to be reckoned with.

    level 15: Pyotr uses extended spells for buffing before combat, reserving a high spell slot to power the extra attack and damage for the holy warrior feat.

    level 20: At this point, very little can pose a barrier to Pyotr. Not only can he pass through solid rock, but he can cast heightened, extended spells as standard actions, with swift action war domain spells. Piling on knowledge devotion, extended divine power, fist of the gods, and war domain spells as swift actions, he can lay down full melee attacks while throwing around war-domain spells.

    The sweet spot is probably level 17, when Pyotr gets rapid spontaneous casting. Since all of his spells are spontaneous, it helps his entire repertiore.

    Notes: Favored Soul works well for this build because it gives Weapon Focus as a bonus feat; not having Know (Religion) or (Nature) is only a minor inconvenience, remedied in part by using Knowedge Devotion. The Chairman hinted at synergy between Earth Dreamer and Ordained Champion. I think that synergy is found in the rapid spontaneous casting of the OC and the Earth Sense prerequisite of the ED. Earth Sense is a prerequisite for Earth Spell, which can combine with RSC to raise spell levels. For a caster with a limited spell list, this lets his spell selection be more versatile.


    Spoiler: backstory
    Show

    Pyotr Bloodfist was abandoned as a child in the woods and raised by a passing tribe of orcs.

    As he grew, he realized that he could never compete physically with his larger, fiercer brethren. But when his divine powers manifested he gradually garnered the respect of the tribe for his prowess, albiet unconventional, in combat.

    Pyotr soon realized the injustice thrust upon the orcs by the cruel humans, and when the tribe bowed to his wisdom and accepted him as leader, he promised to bring the orcs out of obscurity to become one of the ruling races.

    This decision would guide the rest of his life. He became a champion of Gruumsh, and thereafter became a nearly unstoppable force for the rise of the orcs.

    During one foray against the dwarves, Pyotr was trapped in a caved-in mine. He remained there a week with little to do but contemplate his fate. Then a vision from Gruumsh told him the rocks to displace that would lead the way out without causing another cave in.

    Respecting the power of the earth, Pyotr emerged from his rocky tomb to incorporate his powers over the earth in battle, defeating the dwarves and gnomes, driving them from their lands in bloody victory.


    Spoiler: Crunch
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    Race:
    Human
    Neutral Evil
    Worships Gruumsh (Born in wilderness, adopted by orc tribe - becomes leader by dint of will and wiles).
    Wields a spear.

    Ability Scores:
    Str: 14
    Dex: 14
    Con: 14
    Int: 12
    Wis: 16
    Cha: 14 (increase at 4, 8, 12, 16, 20) to 19

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Favored Soul 1 +0 +2 +2 +2 Concentration(4), Spellcraft(4), Know (Arcana)(4), Know (nature)(2) Power Attack, Heighten Spell -
    2nd Favored Soul 2 +1 +3 +3 +3 Concentration(5), Spellcraft(5), Know (Arcana)(5), Know (nature)(2.5) - -
    3rd Favored Soul 3 +2 +3 +3 +3 Concentration(6), Spellcraft(6), Know (Arcana)(6), Know (nature)(3) Knowledge Devotion (Knowledge (Religion) becomes class skill)(Complete Champion) Deity's Weapon Focus (Spear)
    4th Favored Soul 4 +3 +4 +4 +4 Concentration(7), Spellcraft(7), Know (Arcana)(6), Know (nature)(3.5) Know (Religion)(1) Feats New Class Abilities
    5th Favored Soul 5 +3 +4 +4 +4 Concentration(8), Spellcraft(8), Know (Arcana)(6), Know (nature)(4) Know (Religion)(2) Feats Energy Resistance (Fire)
    6th Favored Soul 6 +4 +5 +5 +5 Concentration(9), Spellcraft(9), Know (Arcana)(6), Know (nature)(4.5) Know (Religion)(3) Earth Sense (Races of Stone) -
    7th Favored Soul 7 +5 +5 +5 +5 Concentration(10), Spellcraft(10), Know (Arcana)(6), Know (nature)(5) Know (Religion)(4) - -
    8th Favored Soul 8 +6/+1 +6 +6 +6 Concentration(11), Spellcraft(11), Know (Arcana)(6), Know (nature)(5) Know (Religion)(6) - -
    9th Favored Soul 9 +6/+1 +6 +6 +6 Concentration(12), Spellcraft(12), Know (Arcana)(7), Know (nature)(5) Know (Religion)(7) Earth Spell (Races of Stone) -
    10th Favored Soul 10 +7/+2 +7 +7 +7 Concentration(13), Spellcraft(13), Know (Arcana)(8), Know (nature)(5) Know (Religion)(8) - Energy Resistance (Cold)
    11th Ordained Champion 1 +8/+3 +9 +7 +9 Concentration(14), Spellcraft(14), Know (Arcana)(8), Know (nature)(5) Know (Religion)(8) Know (the planes)(2) - Access to war domain
    12th Ordained Champion 2 +9/+4 +10 +7 +10 Concentration(15), Spellcraft(15), Know (Arcana)(8), Know (nature)(5) Know (Religion)(8) Know (the planes)(4) Diehard (bonus), Holy Warrior (Complete Champion) +1 level FS spellcasting
    13th Earth Dreamer 1 +9/+4 +12 +7 +12 Concentration(16), Spellcraft(16), Know (Arcana)(8), Know (nature)(5), Know (Religion)(8), Know (the planes)(4), Know (dungeoneering)(2) - Earth Friend, +1 level FS spellcasting
    14th Earth Dreamer 2 +10/+5 +13 +7 +13 Concentration(17), Spellcraft(17), Know (Arcana)(8), Know (nature)(5), Know (Religion)(8), Know (the planes)(4), Know (dungeoneering)(4) - Earth Dream, +1 level FS spellcasting
    15th Ordained Champion 3 +11/+6/+1 +14 +7 +14 Concentration(18), Spellcraft(18), Know (Arcana)(8), Know (nature)(5), Know (Religion)(8), Know (the planes)(6), Know (dungeoneering)(4) Extend Spell Channel Spell, Divine Bulwark, +1 level FS spellcasting
    16th Earth Dreamer 3 +11/+6/+1 +14 +8 +14 Concentration(19), Spellcraft(19), Know (Arcana)(8), Know (nature)(5), Know (Religion)(8), Know (the planes)(6), Know (dungeoneering)(6) - Lesser Tremorsense, +1 level FS spellcasting
    17th Ordained Champion 4 +12/+7/+2 +15 +8 +15 Concentration(20), Spellcraft(20), Know (Arcana)(8), Know (nature)(5), Know (Religion)(8), Know (the planes)(8), Know (dungeoneering)(6) - Fist of the Gods, rapid spontaneous casting
    18th Earth Dreamer 4 +13/+8/+3 +16 +8 +16 Concentration(21), Spellcraft(21), Know (Arcana)(8), Know (nature)(7), Know (Religion)(8), Know (the planes)(8), Know (dungeoneering)(6) Persistent Spell Earth Sight, +1 level FS spellcasting
    19th Ordained Champion 5 +14/+9/+4 +16 +8 +16 Concentration(22), Spellcraft(22), Know (Arcana)(9), Know (nature)(7), Know (Religion)(8), Know (the planes)(9), Know (dungeoneering)(6) - War caster, +1 level FS spellcasting
    20th Earth Dreamer 5 +14/+9/+4 +16 +8 +16 Concentration(23), Spellcraft(23), Know (Arcana)(9), Know (nature)(7), Know (Religion)(8), Know (the planes)(9), Know (dungeoneering)(8) - Earth Glide, +1 level FS spellcasting;

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

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Alright, I think that's the lot of them. Have at it, judges.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Yaaaaaay, someone used Disciple of Thrym! I really wanted to use it, but ran into issues with another part of my build, so I had to completely change it. I'm glad to see it put to good use, and it's better than my attempt as well.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    I'll judge this round.

    Spoiler: Judging Criteria
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    Illegal Build Elements
    If your build has illegal parts (feats or prestige classes for which the character doesn't qualify, for example) I'll proceed to judge the entry as if the offending material were not included, as specified in the contest FAQ post. (I'm not going to fix your build and then judge my own work.) If your build ends up with only 8 legal levels, that 8 level build will be compared to the 20 level builds of your competitors. Obviously a broken build is going to hurt your score in every category, so check your entry before submitting to avoid embarrassment.

    Originality
    Half your score here will be determined by how you stand out from the crowd, so dropping hints that would lead to similar builds is a very bad idea. The other half of your score will be subjective: you need to surprise me. Your character's story should concentrate on how the necessary components combine in your build. Excess story means your components don't combine naturally, and Originality will be downgraded based on the degree to which you're over-compensating. Adaptation of Ordained Champion to other deities is allowed, but picking one of those alternate deities won't by itself boost your Originality score; all contest-legal deities are considered equal.

    Power
    Power should be in line with what's required for the necessary components. Power either significantly below or above this level will result in a lower score.

    Elegance
    Use as many (legal) sources as you like. Dips that work organically with the build are fine; those that don't fit will be penalized. Level adjustments and LA buyoff are perfectly fine as long as you follow the rules. Follow the presentation rules. Make the skill costs and skill totals clear. Cite your sources, with page numbers; if a source is available on the web, link it. List any necessary equipment. Use of Bloodlines or feat swaps (Psychic Reformation, Dark Chaos Shuffle) will result in a minimum score.

    Use of Components
    The better you use the required components, the higher the score. The more your build feels like the forbidden component, the lower the score.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Thanks, Curmudgeon! I'm glad we won't have a repeat of last round's...judging difficulties, let's say.

    And I'm impressed that nobody doubled up on gods--or classes beyond the SI, for that matter. Or, heck, alignments! Here's a quick list:

    Terrato, The Abyssal Maw: CE Anthropomorphic Giant Constrictor Snake Shaman 8/Earth Dreamer 5/Ordained Champion of Beltar 3
    Vathoa Frostspeaker Kualavoaka: CN Goliath Barbarian 4/Fighter 1/Disciple of Thrym 4/Ordained Champion of Thrym 5/Earth Dreamer 5
    Car-Innul-Vulkan-Volk Penathan-Koldune-Zemlya: LN Dream Dwarf Druid 9/Earth Dreamer 5/Contemplative 1/Ordained Champion of Joramy 5
    Garag "Sunsword" Ragnarsund: LG Paladin 5/Ordained Champion of Re-Horakhty 5/Earth Dreamer 5/Ashworm Dragoon 5
    Pyotr Bloodfist: NE Human Favored Soul 10/Ordained Champion of Gruumsh 5/Earth Dreamer 5
    Contest Medals
    Spoiler
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    Ayesha: Gold, Junkyard Wars I
    The Last Warder: Silver, Junkyard Wars IV
    Princess Pufflebutt: Silver, Junkyard Wars VII
    Gren Beastclaws: Silver, Junkyard Wars VIII
    Mother Halfbreed: Silver, Iron Chef Home Cooking I

    Vathoa Frostspeaker Kualavoaka: Gold, Junkyard Wars IX
    Sanna Blackfish: Bronze, Villainous Competition II
    Annabelle: Gold, Villainous Competition IV
    Nulara of the Evil Eye: Gold, Villainous Competition IX

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Heck, nobody doubled up on class (aside from the required components) or race either. Well, Dwarf and Dream Dwarf I suppose, but it's still a very diverse set of contestants.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    What 'ya know... Thraincaxhe's Mirrored Twin is around.

    The stub i had in mind were a Azurin Shaman 5 / Human Paragon 3 / Earth Dreamer 5 / Ordained Champion 5 / Mystic Wanderer 1 / Spelldancer 1, depending on Shaped Soulmeld (Strongheart Shirt) (and the racial essensia) for ignoring the ability damage from spelldancing, but beyond not quite having the time, i kept feeling that it would be rather bland.

    Also considered playing around with a Fire (or Earth) Shugenja, focusing on selfbuffs and channeled damage spells, but couldn't get around figuring out a good build
    Last edited by Sian; 2015-02-15 at 04:16 AM.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by Terrato
    ...surface from the ground, bite and grab people, and drag them into the depths of the earth, where he lets them suffocate. Because of this, he is at almost no risk while he swims around, buffs up, and picks his enemies off one by one.
    This is terrifying.

    I might have nightmares about this.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    I received a PM from Garag about a formatting error in his ability scores table. As the table information can still be interpreted despite the error, and it seems unlikely to influence scores one way or the other, I figure I'll save a few seconds for our esteemed judges on the entry and make the edit, unless people have serious issues with me doing so and a good case for why I shouldn't.

    Please preview your entries before you send them off in the future though kids. It's just general good practice and I'd like to avoid having to make judgment calls on what is or is not an appropriate edit to allow in the future.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by WhamBamSam View Post
    I received a PM from Garag about a formatting error in his ability scores table. As the table information can still be interpreted despite the error, and it seems unlikely to influence scores one way or the other, I figure I'll save a few seconds for our esteemed judges on the entry and make the edit, unless people have serious issues with me doing so and a good case for why I shouldn't.
    Not a problem. I noted the error under Elegance, but it wasn't significant enough by itself to merit a deduction.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Crap. Son of a

    I missed the deadline.

    I'm not going to beg to be included, that would just embarrass me, but after the winner is decided, can I post mine to get a critique? It's kind of similar to Wham's (she starts as a Spirit Shaman, but she has to hop through similar hoops to qualify for Ordained Champion (of Odin, in this case)), but she ends up a lot more tricky (literally, "uncanny trickster" is in the build-mix). I'm sort of proud of her, and I'd like people to see her, even if she can't take a prize.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by The_Rippy_One View Post
    Crap. Son of a

    I missed the deadline.

    I'm not going to beg to be included, that would just embarrass me, but after the winner is decided, can I post mine to get a critique? It's kind of similar to Wham's (she starts as a Spirit Shaman, but she has to hop through similar hoops to qualify for Ordained Champion (of Odin, in this case)), but she ends up a lot more tricky (literally, "uncanny trickster" is in the build-mix). I'm sort of proud of her, and I'd like people to see her, even if she can't take a prize.
    Just to be clear, none of those builds are mine. I just post what the contestants send in to me to preserve anonymity.

    Feel free to post your build if you'd like. It happens from time to time in Iron Chef that someone will post an unsubmitted idea after the reveal, just for people to look at and comment on. If you feel more comfortable waiting until after the final reveal, that's fine too.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    As I suspected I was not going to get to enter my idea. It was a dwarven Paladin of Moradin/Earth Dreamer/Ordained Champion/Hammer of Moradin.

    It did not really get past the planning stages though.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by WhamBamSam View Post
    Just to be clear, none of those builds are mine. I just post what the contestants send in to me to preserve anonymity.

    Feel free to post your build if you'd like. It happens from time to time in Iron Chef that someone will post an unsubmitted idea after the reveal, just for people to look at and comment on. If you feel more comfortable waiting until after the final reveal, that's fine too.
    Oh. um, right. that makes sense. I meant the entry that starts as a Druid-> Know Devotion to get know(religion)->Contemplative (bonus domain War) to get the weapon focus and Magic Weapon requirements for Ordained Champion. Spirit Shaman, which runs similar skills and spells to Druid, more or less has to do the same to meet the pre-reqs. But I took her in a different direction, and I thought the results were kinda cute.

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    AssassinGuy

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    Default Scores

    General Notes

    It seems this round's required components were hard to synergize. Most entries didn't get much more out of those components than their "+1 level of existing divine spellcasting class", and made up stories to compensate for their lack of rational integration. (A story should explain how the necessary components combine in the build, not craft a fable that attempts to paper over the build's missing cohesion.) Using Knowledge Devotion as a way to pick up Knowledge (religion), and then failing to leverage that feat's primary benefit, seemed to be a theme. I had hoped to see more deities with both Earth and War in their portfolios (Beltar in regular Greyhawk, Moradin in the Living Greyhawk set, Laduguer in Forgotten Realms, the Sovereign Host in Eberron, maybe even Taiia with a way to integrate her Destroyer and Creator aspects). It states plainly in the contest rules to include the "sweet spot" in the Presentation, and nobody included a separate "sweet spot" Presentation, while everybody included snapshots at all of levels 5, 10, 15, and 20 (even the two builds without a level 20) where only one of those is required. A section explicitly presenting how your character achieved this Junkyard Wars round's objectives might have benefitted your scores, where vague allusions in the character's story did nothing to help you. Most of the characters failed to include at least one of the required components due to failures to follow the rules. Overall, pretty slapdash work, folks.


    Spoiler: Car-Innul-Vulkan-Volk Penathan-Koldune-Zemlya 6
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    Car-Innul-Vulkan-Volk Penathan-Koldune-Zemlya

    This build looks like it was thrown together without sufficient time to check it and correct mistakes and omissions. The spells per day table is missing. The story is as confusing as the ridiculous name. What game mechanism had him "visited by Joramy" (the Special entry requirement for Contemplative)? Some attempt at rationalizing that would have been helpful. No gear is specified. It looks like you didn't even have time to look up what Joramy's favored weapon was (see Complete Divine on page 121), and just left that as TBD. ("He can channel his spells through his weapon".) Without filling in the necessary "Weapon Focus with deity’s favored weapon" entry requirement for Ordained Champion those levels are not included, and you end up with a build of at most 15 levels.

    Originality 2
    Dream Dwarf is the expected race for entry into Earth Dreamer, according to Races of Stone (page 88), and you're not the only Dwarf this round. Dream Dwarves tend to Neutral Good alignment. Joramy is a Greyhawk deity, and her followers tend to be Neutral or Neutral Good, according to the Living Greyhawk deities document available here, so Neutral Good is the expected alignment for your character on two counts. Lawful Neutral alignment is different here, but I can't see any reason for it, nor do you include any explanation. (Your character story reads much more as Chaotic than anything else.) Knowledge Devotion just to pick up Knowledge (religion) as a class skill was a waste; you could have done so much more with that feat. Contemplative was an interesting way to pick up Magic Weapon, though it was necessarily very late in the build for this Ordained Champion requirement.

    Power 2
    Earth Dreamer requires only 1st level spellcasting. Ordained Champion requires but a single 1st-level spell. You've got 8 levels of full Tier 1 spellcasting, with a bonus to 4th level spells, before you start with either of the required components. You have raw power well above what's in line with these prestige classes, but nothing of the power specific to either component until halfway through your build. The only thing that brings the character's power closer to what's appropriate to those components is the build having only 15 legal levels, and that was by error/insufficient time.

    Elegance 1 (minimum score)
    • Is the name Car, Cal, or what? It keeps changing. Is it Koldun or Koldune?
    • Ability scores aren't declared by name.
    • Skill points spent per round aren't clear (only totals listed).
    • The sweet spot isn't clearly identified, unless that's what you mean by "high point" @ 15.
    • Lots of typos ("Hieghtened") and formatting problems.
    • Required Spells per Day table is missing.
    • No specification of animal companion, so that's not included in the build.
    • @12 Weapon Focus is meaningless without a weapon specification. If you'd listed weapons in your character's equipment, including a quarterstaff, I'd give this to you. However, you didn't list any gear at all, so the build fails to meet the "Weapon Focus with deity’s favored weapon" entry requirement for Ordained Champion.
    • @15 there's a formatting error whereby no feat is listed; Stone Form appears as a class feature, but no actual class features show up.
    • @20 "Cal would not reach this level unless XP penalties are ignored." What are you referring to? You've got only a single base class, so there's no chance of multiclassing XP penalties.

    Use of Components 1 (minimum score)
    As detailed above, you fail to meet the entry criteria for Ordained Champion, so that required component is not included.

    The story mentions using burrowing Animal forms to take enemies by surprise @ level 10, with no further details. Now maybe that's what you're using Earth Sense (required for Earth Dreamer) for, but it doesn't seem likely since the feat gives no help in pinpointing and you don't detail a scheme like burrowing at half speed and using a move action to sense what's within 20' of you to see if any creatures have popped up or dropped off your Earth Sense net. Failing that, you're just burrowing around without a clue. I don't see any other specification of use for this required feat, nor for lesser tremorsense, or pretty much any class ability other than wild shape.

    You had a perfect opportunity to develop some synergy between Druid wild empathy and Earth Dreamer earth friend, but you didn't ever improve your Charisma score for wild empathy, or even mention how these class abilities could dovetail.

    With Ordained Champion not included, and Earth Dreamer just plugged in as required, you get a minimum score here.


    Spoiler: Garag Ragnarsund 8
    Show

    Garag "Sunsword" Ragnarsund

    This was a mostly solid build; it at least qualified for the required components, and you thereby favorably distinguished yourself from some of your competitors. It was also a build that focused on everything but those required components: the character is a Paladin/Ashworm Dragoon with some other stuff as filler.

    Originality 3
    You're one of two Dwarf characters. Dwarf was also my guess as to the most likely race, so no originality points there. I was expecting Paladin as a way to gain access to both Magic Weapon as a divine spell and undead turning. Your feat choices are very run of the mill. Because no other contestant had Paladin levels, and Ashworm Dragoon is a definite surprise, I'm going to be generous here and boost your score up to the next point.

    Power 2
    "By level 5, he should be able to cast Magic Weapon, giving him access to Ordained Champion at level 6." You could have entered Ordained Champion at level 5, which would have favorably improved your presentation at that level (and your Power score). Paladin 4 and Paladin 5 have identical Spells per Day; your starting Wisdom of 14 grants the necessary bonus spell to give you a 1st-level spell; and Magic Weapon is a 1st-level spell for a Paladin. I don't see any advantage to waiting until after Paladin 5. You pick up your special mount then, but with only 1 rank in Ride it's nothing to shout about.

    Your spellcasting is very much sub-par. Being able to cast nothing greater than 3rd-level spells, despite +8 levels of spellcasting from the required components, is underwhelming. You missed an opportunity to make your Paladin spells compatible with your mounted charge attacks by neglecting Battle Blessing (Complete Champion, page 55) for swift action casting. That feat would have helped compensate for Ordained Champion Rapid Spontaneous Casting not being beneficial to the character.

    You make some use of Listen as an Earth Dreamer class skill but fail to pick up a single rank of Spot despite having it as an Ashworm Dragoon class skill, so your character is the next thing to blind.

    Your Strength ends up (before gear) at 21, while your Ashworm mount starts at Strength 21 and ends up at Strength 23 due to your Dragoon levels. That's only a +1 improvement even if you never boosted your Strength, so Tremendous Charge is a low-value feat choice. Since you would boost your Strength, it's just a bad feat for the character.

    Elegance 2
    You've listed all your necessary gear, which is a definite plus. You've got all the presentation points, though I didn't see any indication of the required build sweet spot. There were quite a few build table problems. Noticeably, you list levels as "Paladin, Paladin, Paladin", not "Paladin 1, Paladin 2, Paladin 3". Perhaps if you had listed the numbers you'd have noticed that Ordained Champion 2 isn't there: the table omits 7th level entirely. Your skill points spent per round aren't clearly identified (only totals are listed). Several listed abilities don't apply to you:
    • Modified Spontaneous Casting due to no levels in the forbidden component
    • Rapid Spontaneous Casting due to no ability to spontaneously cast War domain spells
    • Heightened Sting due to Consecration of the Sifting Sand
    • Stamp into the Sand because the Ashworm Mount only makes sting attacks instead of normal Trample hoof attacks, and due to Consecration of the Sifting Sand it has no sting

    Use of Components 1 (minimum score)
    By building up Strength over Wisdom you've made your Ordained Champion Holy Warrior class ability useless.

    You obtain access to the War domain spells with Ordained Champion. Each domain includes 9 spells, but you only get to take advantage of 2 of them. (You already have Magic Weapon as a Paladin, and only progress to 3rd-level spells.) Being limited to low-level spells weakens most of your Ordained Champion abilities.

    You don't get to use Ordained Champion Rapid Spontaneous Casting because you didn't obtain any ability to spontaneously cast War domain spells. You could have taken Domain Spontaneity (Complete Divine, page 80) to make use of this component feature, for instance.

    Your build similarly fails to leverage Earth Dreamer capabilities. The required Earth Sense entry feat can't be used while mounted, and your build emphasizes riding. Earth Dream is only useful for information about mountains, yet as an Ashworm Dragoon you ride across the wastes and avoid the mountains. With Earth Glide you can move through the earth, but your Ashworm Mount never tries to submerge in open sand.


    Spoiler: Pyotr Bloodfist 6
    Show

    Pyotr Bloodfist

    This build seemed designed to feel as much like the forbidden component as possible, with the required components padding out the last levels seemingly as an afterthought. It distinguished itself from the competition by a "stealth" (undeclared) higher point buy than specified in the contest rules.

    Originality 2
    You picked the most obvious choice for racial power, and the most obvious choice for class power that wasn't the forbidden component. Your "abandoned in the woods, only to become a great leader" story is an obvious knockoff of Romulus, with feral Orcs replacing feral Wolves. Even delaying the required components until late in your build wasn't original in this Junkyard Wars round. I guess using 38 point buy instead of the standard 32 specified for the competion, and failing to make your case for its necessity in your entry, was original, but definitely not in a good way. The only thing keeping you from a minimum score is your competitors not matching either your race or base class.

    Power 1 (minimum score)
    Earth Dreamer requires only 1st level spellcasting. Ordained Champion requires but a single 1st-level spell. You're fully halfway through the 20 level build, casting 5th level spells, before you start even the first required component. You have raw power well above what's in line with these prestige classes, but nothing of the power specific to either component until very late in your build. To balance out this great spellcasting power you're essentially deaf, blind, and clueless: not a single rank in Listen, Spot, or Sense Motive despite two of those three skills being class skills for you at some point. You're also using a higher point buy than standard for the competition, which you apparently felt was necessary to crank up both Favored Soul spellcasting stats (Wisdom and Charisma).

    Elegance 1 (minimum score)
    Your build table was hard to read. Skill points spent per round aren't clear (totals are listed redundantly every single level, even when you don't add any ranks to those skills). Also, it bugs me that you spelled out Concentration (13 letters) and Spellcraft (10 letters) but for some reason felt compelled to truncate Knowledge (9 letters). Also, why did you put the rank totals in parentheses, and separate some (but not all) skills by commas? You did list the level number of each class for clarity, which I appreciate. The build table shows "Access to war domain", but that's inaccurate; you only gain access to War domain spells, not the domain granted power — and really, only those domain spells at levels 7-9. Lastly, what's with the multiple "Feats" and "New Class Abilities" placeholders in your build table? Didn't you bother to read it before submitting?

    Sources are inadequately specified. Now, I know that Favored Soul is in Complete Divine on pages 6-10, Ordained Champion is in Complete Champion on pages 90-94, Earth Dreamer is in Races of Stone on pages 110-112, Power Attack is in Player's Handbook on page 98 and also linkable (as I did), ... but you failed to document any of these things for other folks looking at your build.

    You're not required to write up a presentation at all four points, and considering you have absolutely nothing of the required components at the first two, you would have been better off skipping those.

    Using 38 point buy, and trying to sneak it by without making your case for its necessity in your entry as required by the Creation rules, drops you down to the minimum score for an otherwise legal build.

    Use of Components 2
    There's little in your build that ties anything else to the required components; the Earth Spell feat and a spontaneous casting base class for Rapid Spontaneous Casting (which you don't get until level 17, but that shouldn't cause a penalty in this category) are the only exceptions I could see, so you don't merit much on the positive side. On the negative side, half your build uses a class which feels very much like the forbidden component, and that causes a serious reduction. (Edit: +1 to this score.)


    Spoiler: Terrato 4
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    Terrato, The Abyssal Maw

    The build falls apart at the very first class level, leaving (at best) Monstrous Humanoid 3/Shaman 8. There's an illegal number of skill points @ Shaman 1 (14 used out of only 5 available); this appears to rely on a house rule whereby "unused" skill points accumulate for later use. Because there aren't enough (legal) skill points to obtain the skill ranks requirement for Ordained Champion, no Ordained Champion levels are included. Because Ordained Champion levels are where the skill ranks required for Earth Dreamer are ostensibly (illegally again, for what it's worth) obtained, the Earth Dreamer levels are also not included in the build.

    Oriental Adventures is a 3.0 source. The 3.5 update (in Dragon # 318) is disallowed for this competition, but even that long article doesn't include a full revision to comply with all 3.5 rules changes. Ultimately, your individual DM would have to make some adjustments before this 3.0 content could be used in their 3.5 game. Regrettably, I have to judge your build without those DM-specific adjustments.

    The bonus feat from the Shaman War domain granted power ([I]Weapon Focus (spiked gauntlet)][I]) is an illegal choice. "Weapon Focus with a Small or Medium-size simple or martial melee weapon of your choice" refers to the 3.0 weapon size system. Under that system, a spiked gauntlet is Tiny, not Small or Medium (see 3.0 Player's Handbook, page 98). It's also an illegal choice even using the 3.5 weapon size system, because a Small or Medium spiked gauntlet will not be usable by Terrato, a Large creature. (A spiked gauntlet of appropriate size for a creature is a Light weapon. Starting from the basis of a Light weapon suitable to this Large creature, one size reduction to Medium drops the weapon category outside of the {light, one-handed, two-handed} allowable weapon categories.)

    The Shaman animal companion class feature is dependent on use of the Animal Friendship spell, which does not exist in D&D 3.5.

    I'm not sure from the Junkyard FAQ post whether an illegal character merits a 0 in multiple categories or just in Elegance, but a build of 8 class levels is probably worth some score. I stopped looking for errors in the build when any category except Elegance dropped down to the minimum score of 1.

    Originality 2
    The build's reliance on a house rule to save up unused skill points was certainly original, but in a way that hurt your score enormously. Failing to qualify for either of the required components because of that illegal skill usage was equally original, alas. Your racial choice was cheesy but novel. You also choose a deity offering both Earth and War domains, which was a nice touch. If not for the negatives you might have had a notable score here.

    Power 1 1 (minimum score)
    The Power is that of a build of at most 11 HD (except various skills, feats, and class features removed for illegality), with only 2 attacks per full attack.

    Elegance 0 (illegal build)
    There are other Elegance problems, but it would just be salt in the wound to mention them.

    Use of Components 1 (minimum score)
    The required components are not included. Even if you'd constructed the build legally you'd be short on the Ordained Champion required component.


    Spoiler: Vathoa Frostspeaker Kualavoaka 11
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    Vathoa Frostspeaker Kualavoaka

    Your race is Goliath, a Monstrous Humanoid. The 1 racial HD exchange rule for the first class level appears in three places in Monster Manual:
    • Humanoids and Class Levels in Improving Monsters (page 290)
    • Humanoid section in Making Monsters (page 295)
    • Humanoid Type definition in Glossary (page 310)

    Monstrous Humanoids do not qualify under this rule, and I stick to the actual rules rather than examples. Consequently your first level must be 1 hit die of Monstrous Humanoid, and the x4 skill points multiplier applies to Monstrous Humanoid skills (2 + INT mod), not Barbarian skills (4 + INT mod). This makes your starting skill ranks illegal and thus not included. Because of this exclusion you do not legally obtain the Knowledge (nature) ranks requirement for entry to Earth Dreamer, and those levels are not included.

    Originality 4

    Goliath was an unexpected race. Thrym, a deity offering both Earth and War domains, was a pleasant surprise. Disciple of Thrym, though you only used 4 levels of that 10-level PrC, was quite novel. Your feats were rather less exciting, and of course you failed to pick up Holy Warrior. Still, an excellent showing here.

    Power 3

    Your Power score suffers by having only 14 legal class levels (15 HD; ECL 16) in the build. You miss out on the feats, skill points, saves, and BAB improvement you would have normally gotten from those class levels. You get a little bit from the 1 HD of Monstrous Humanoid you should have included, but still fall short of the maximum full attack with +15 BAB. Your biggest detriment from the non-included Earth Dreamer levels is that your spellcasting, which starts fairly late, also ends early with 5 fewer levels than you had specified. You get 4th level casting rather than the 5th level casting which would have been a more harmonious match with the required components; still, you're not too far off the mark.

    Being able to use Channel Spell while raging boosts your score here.

    Elegance 2

    You've included racial adjustments in your starting ability scores rather than making the 32 point buy numbers distinct. It's legal, just unclear.

    Level adjustment is never a first level; it's always added on top (and removed from the top, not bottom, with LA buyoff). This formatting problem makes your feats appear to come in at levels 2, 4, 7, ... which of course is not by the rules. Skill points spent per round aren't clear (only totals are listed). The build table has Barbarian, Barbarian, Barbarian; not Barbarian 1, Barbarian 2, Barbarian 3. Coupled with your "off by one" presentation problem and the skill ranks issue, you've made this somewhat tedious to read and judge. By contrast, striking out class features which don't apply to the character (Modified Spontaneous Casting, for instance) significantly improved those items from the standpoint of clarity.

    With Barbarian as the Goliath favored class, one extra base class doesn't cause multiclassing issues. The Fighter dip was in keeping with a desire for more martial proficiency (lacking class features, Fighter is basically "flavorless" and doesn't conflict with much) so it doesn't hurt your Elegance score.

    I didn't see any rationale for the character being Chaotic Neutral rather than Chaotic Evil to match Thrym's alignment.

    Your build's sweet spot was not identified as required in the Presentation rules.

    Sources were incomplete. You don't specify any page numbers or link to web-available content. You fail to list the Trapkiller ACF (Dungeonscape, page 8) and Never Outnumbered skill trick (Complete Scoundrel, page 87) sources, for examples.

    "Additionally, since Channel Spell is a Su ability that expends a spell without officially "casting" it, she can use it while raging." You get credit for cleverness and reading the errata, which is enough of a boost to keep you above a minimum score in this category despite the many Elegance issues.

    Use of Components 2

    Even if you had qualified for both required components, you've neglected them entirely for the first half of your build.

    Doubling up on the Weapon Focus benefit for both Disciple of Thrym and Ordained Champion exhibits good synergy between the required components and the rest of your build. Figuring out you could make Ordained Champion Channel Spell work with your Barbarian base class's rage shows a creative combination of disparate rules.

    You do not qualify for Earth Dreamer entry, so that required component is not included. Even if you had managed the entry reuirement, because your build would have had 18 legal class levels (rather than the 19 you indicate) you would have only had 4/5 of the required component. Your choice of Thrym, a deity with both Earth and War domains, would have benefitted you here if you had included both required components, but in the end does not.
    Last edited by Curmudgeon; 2015-02-20 at 04:48 PM. Reason: Pyotr Bloodfist: +1 Use of Components

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Curmudgeon, about Vathoa.

    Where in Races of Stone does it say Goliath has a RHD? Have you even looked at the book at page 56?
    It very clearly says it only has a LA of +1, no RHD.

  24. - Top - End - #84
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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by Wacky89 View Post
    Curmudgeon, about Vathoa.

    Where in Races of Stone does it say Goliath has a RHD? Have you even looked at the book at page 56?
    It very clearly says it only has a LA of +1, no RHD.
    Of course I've looked at the Goliath racial description. It declares the level adjustment, but makes no mention of special treatment regarding racial hit dice. Thus we're left with the default rule for any non-Humanoid race.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by Curmudgeon View Post
    Of course I've looked at the Goliath racial description. It declares the level adjustment, but makes no mention of special treatment regarding racial hit dice. Thus we're left with the default rule for any non-Humanoid race.
    I guess that's one interpretation of the rules ANY non-humanoid race has a built in RHD of 1.
    Good thing I never have to experience you as a GM.

  26. - Top - End - #86
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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    You are wrong about Goliaths and RHD, Curmudgeon. The text of the rule on page 290 is:
    "Humanoids and Class Levels: Creatures with 1 or less HD replace their monster levels with their character levels. For example, a goblin sorcerer loses its humanoid attack bonus, saving throw bonuses, skills, and feats, and gains the attack bonus, save bonuses, skills, feats, and other class abilities of a 1st-level sorcerer"

    Emphasis mine. That the rules otherwise don't mention non-humanoids is irrelevant. In addition, the example goliath, for example in the prestige class section, in Races of Stone, do not have any racial hit dice.

    Edit: Incidentally, Savage Species has the following in the section on antropomorphic animals:
    "Small anthropomorphic animal has 1 Hit Die. A Medium-size one has 2 Hit Dice, and a Large one has 3 Hit Dice. Anthropomorphic animals use d8s for Hit Dice. Only Small anthropomorphic animals lose their monster Hit Dice when they take class levels."
    As it happens, antropomorhpic animals are all monstrous humanoids.


    As for Terrato's weapon focus, you are either wrong, or deliberately trying to sabotage a build you don't like. The War domain was updated to 3.5, and it allows you to pick up weapon focus with your deity's favoured weapon. Beltar's favoured weapon is, in fact, a spiked gauntlet. That it's not called a 'shaman domain' is something no reasonable DM would care about.
    Last edited by ExLibrisMortis; 2015-02-19 at 09:44 AM.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by ExLibrisMortis View Post
    You are wrong about Goliaths and RHD, Curmudgeon. The text of the rule on page 290 is:
    "Humanoids and Class Levels: Creatures with 1 or less HD replace their monster levels with their character levels. For example, a goblin sorcerer loses its humanoid attack bonus, saving throw bonuses, skills, and feats, and gains the attack bonus, save bonuses, skills, feats, and other class abilities of a 1st-level sorcerer"

    Emphasis mine. That the rules otherwise don't mention non-humanoids is irrelevant. In addition, the example goliath, for example in the prestige class section, in Races of Stone, do not have any racial hit dice.
    I added some extra emphasis to your quote. The header sets the context for what follows: Humanoid creatures. As I noted in the judging, this 1 HD exchange rule appears in three places, and every one of them refers to Humanoids. This is the only one of the three where there's even the possibility of reading the rule any other way. And, obviously, I don't.

    I've explained the rules clearly, and I'm done arguing this point here. If you want to volunteer to judge all the entries, and do so in a consistent fashion using different criteria than mine, go ahead.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Thanks for judging Curmudgeon!

    I'm a little disappointed in how my build stacked up, but you've explained clearly why, and I'll take your comments into consideration in my next entry.
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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Sorry, wait, where does it say Goliaths have racial hit dice? Goliaths don't have racial hit dice.

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    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Quote Originally Posted by Troacctid View Post
    Sorry, wait, where does it say Goliaths have racial hit dice? Goliaths don't have racial hit dice.
    It's because Curmudgeon interpretation of the rules is that if it doesn't say it has RHD, they have 1RHD because they aren't humanoid.
    Since their first RHD normally would get changed out with a class level, but apparently it is only for humanoids :)

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