A Monster for Every Season: Summer 2
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  1. - Top - End - #61
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVI Swallow Whole!

    5: Tom

    Tom, the Taste of Magic
    Neutral Evil
    Balhannoth Totemist 6

    Spoiler: Stats
    Show

    Str ...15.....+18....+8....41
    Dex...13.....+06....-2.....17
    Con...14.....+12....+4....30
    Int.....10.....-08..... ......02
    Wis....12.....+02.... ......14
    Cha....08.....-02 .... ......06

    CR 13: +1 Str
    CR 14: +1 Str
    CR 16: +1 Str
    CR 20: +1 Dex


    Spoiler: Build Table
    Show

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Abilities
    10 Balhannoth (14 HD) +10/5 +4 +4 +9 Spellcraft 8.5 1st: Blind-Fight; 3rd: Multigrab; 6th: Shape Soulmeld (Shadow Mantle); 9th: Bonus Essentia; 12th: Open Lesser Chakra (Shoulders) Dweomersight; Dimensional Lock; Constrict; Improved Grab; Antimagic Grapple; Camouflage
    12 Add Special Ability (MM p.294) +10/5 +4 +4 +9 Spellcraft 8.5 -- (Augmented) Improved Grab; Swallow Whole
    13 +4 HD Aberration +13/8/3 +6 +6 +11 Spellcraft 10.5 15th: Greater Multigrab; 18th: Multiattack --
    14 +4 HD Aberration +16/11/6/1 +7 +7 +13 Hide 1; Spellcraft 12 21st: Damage Reduction Huge Size
    15 Totemist 1 +16/11/6/1 +9 +9 +13 Hide 1; Spellcraft 13 -- Wild Empathy; Illiteracy
    16 Totemist 2 +17/12/7/2 +10 +10 +13 Hide 1; Spellcraft 14 24th: Improved Multiattack Totem Chakra Bind (+1 capacity)
    17 Totemist 3 +18/13/8/3 +10 +10 +13 Hide 1; Spellcraft 15 -- --
    18 Totemist 4 +19/14/9/4 +11 +11 +13 Hide 1; Spellcraft 16 -- --
    19 Totemist 5 +19/14/9/4 +11 +11 +13 Hide 1; Spellcraft 17 27th: Expanded Soulmeld Capacity Chakra Binds (Crown/Feet/Hands)
    20 Totemist 6 +20/15/10/5 +12 +12 +14 Hide 1; Spellcraft 18 -- Totem Chakra Bind (+1 meldshaper level)


    Spoiler: CR 10-14 (The "racial" stuff)
    Show

    Tom is a Huge aberration with a taste for magic. He's blind and can't see enemies, but with Shadow Mantle on Tom's shoulders, they can't see him, either.
    Tom can hide in his darkness and use Dweomersight to find magic to gobble. Three attacks (slam/slam/bite) lead to Improved Grab which sets off Antimagic Grapple. Greater Multigrab keeps the grappled firmly in place while Tom uses Swallow Whole to deposit an enemy into his stomach. Once in his stomach, Tom's enemy will have to try to cut its way free through DR 15/magic (while Antimagic Grapple is still in effect) and DR 3/- (which actually stacks). With Dimensional Lock in effect as well, things end up not looking so good for the swallowed.



    Spoiler: CR 15-20 (Totemist)
    Show

    When Tom is really in the mood for lunch, he binds the Threefold Mask of the Chimera to his Totem chakra. This gives him a second bite attack, which should allow him to bite, grapple, and swallow two enemies simultaneously!


    Spoiler: Plot Hook
    Show

    The PCs have established a connection with a shop that sells (creates, even?) magic items. Probably, they've equiped themselves from that very shop. But now, prices are on the rise. Several shipments to other cities have disappeared! The PCs must investigate and defend the next shipment. (And, probably, watch as a guard or two gets eaten!) Smart PCs may very well run and regroup, only to come back to the scene more prepared than before. Will they be able to handle Tom...or will they be dinner?? (Dun, dun, Duhhhnnnn!)


    Spoiler: Books
    Show

    Balhannoth: Monster Manual IV (p.15)
    (Greater) Multigrab feats: Serpent Kingdoms (p.146)
    Shape Soulmeld feat: Magic of Incarnum (p.40)
    Bonus Essentia feat: Magic of Incarnum (p.35)
    Open Lesser Chakra feat: Magic of Incarnum (p.40)
    Damage Reduction feat: Complete Warrior (p.151)
    Totemist class: Magic of Incarnum (p.29)
    Improved Multiattack feat: Draconomicon (p.70)
    Expanded Soulmeld Capacity feat: Magic of Incarnum (p.38)
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  2. - Top - End - #62
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVI Swallow Whole!

    6:
    Antharyx, Emperor of Esmel



    Chaotic Evil Half-Red Dragon Banelar Focused Transmuter 5 / Spelldancer 1 / Wyrm Wizard 2 / Wu-Jen 1 / Spelldancer 3 / Focused Transmuter 1

    Spoiler: Intro
    Show
    The warrior woke up to the stench of rotting meat. Much to his surprise, he was not dead – although the wounds he'd accrued were serious, he was in no danger of succumbing to them. However, as he peered out into the dark, he noted grimly that he was the last of his companions. What remained of his friends was strewn about in bloody bones around the grotto.

    "Do you know why you are still alive?" The voice came from the darkness, soft and smooth. It rested slightly on the sibilant sounds, the way a reptile might. The warrior knew in that instant that he was speaking to his captor.

    "N-no… I don't. Know, I mean." His own words were scratchy by comparison, and inwardly he cursed how weak he sounded.

    "I have decided to spare you for a single purpose: when we have concluded our business here, you will return to Esmeltaran – that cramped hovel you call a home – and tell my story to the people who dwell there. A true dragon ought to be feared, so it's about time you learned my name." With a sudden surge of water, what the warrior had initially taken for an entire wall of the cavern began to move. Then it came into the light cast by the opening far above.

    Well over a hundred feet long from end to end, the great serpentine creature was covered in burnished scales of a crimson-amethyst. The monster had no back limbs to speak of, but it boasted a set of powerful looking arms tipped with hooked claws, and a pair of folded wings that looked large enough to actually carry its weight. In poor lighting, the creature could well pass for any wyrm of legend, except for its eyes: they were a solid yellow, not the trademark reptilian pupils of dragonkind.

    "I am Antharyx," the creature spoke again, and the warrior truly knew fear. "Listen well, for you may be the only mortal to hear this tale and live to tell it true."

    Spoiler: Stats and Build
    Show
    Spoiler: Ability Scores
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    Ability Score Array Banelar Half-Dragon 4 HD 8 HD 12 HD 16 HD 20 HD Final
    Strength 14 +16 +8 +1 +1 +1 +1 42
    Dexterity 12 +2 14
    Constitution 13 +10 +2 25
    Intelligence 15 +6 +2 +1 24
    Wisdom 8 +6 14
    Charisma 10 +6 +2 18

    This table does not include ability score bonuses from buffs (see the full-write ups for those).

    Spoiler: Build Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    7 Half-Red Dragon Banelar +7 +12 +7 +7 Bluff +9, Concentration +17, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +12, Knowledge (Religion) +12, Listen +7, Perform (Dance) +9, Spellcraft +14, Spot +12, Swim +18 (+26 overcoming obstacles), Tumble +6, Use Magic Device +14 (+16 for scrolls) Combat CastingB, Snatch, Improved Snatch, Snatch and Swallow Darkvision 60 ft, Low-Light Vision, Spells, Poison (2d4 Con / Unconscious, DC 20), Fast Healing 2, Immunity to Acid, Fire, and Poison, Magic Items, Resist Petrification +3, Breath Weapon (30 ft Cone 1/day, 6d8 Fire, DC 20), Fly 60 ft (Average)
    8 Focused Transmuter 1 +7 +151 +101 +121 Bluff +9, Concentration +18, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +14, Knowledge (Religion) +14, Listen +7, Perform (Dance) +9, Spellcraft +16, Spot +12, Swim +18 (+26 overcoming obstacles), Tumble +6, Use Magic Device +14 (+16 for scrolls) Expeditious DodgeB School Specialization (Transmutation), Wizard of Sun and Moon, Poison (DC 21), Breath Weapon (DC 21)
    9 Focused Transmuter 2 +8 +15 +10 +13 Bluff +9, Concentration +19, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +16, Knowledge (Planes) +9, Knowledge (Religion) +14, Listen +7, Perform (Dance) +10, Spellcraft +18, Spot +12, Swim +18 (+26 overcoming obstacles), Tumble +6, Use Magic Device +15 (+17 for scrolls) Endurance
    -
    10 Focused Transmuter 3 +8 +16 +11 +13 Bluff +9, Concentration +20, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +18, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Religion) +14, Listen +7, Perform (Dance) +10, Spellcraft +20, Spot +12, Swim +18 (+26 overcoming obstacles), Tumble +6, Use Magic Device +15 (+17 for scrolls)
    -
    Poison (DC 22), Breath Weapon (DC 22)
    11 Focused Transmuter 4 +9 +16 +11 +14 Bluff +9, Concentration +21, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +20, Knowledge (Nature) +10, Knowledge (Planes) +10, Knowledge (Religion) +14, Listen +7, Perform (Dance) +11, Spellcraft +22, Spot +12, Swim +18 (+26 overcoming obstacles), Tumble +6, Use Magic Device +16 (+18 for scrolls)
    -
    -
    12 Focused Transmuter 5 +9 +192 +142 +172 Bluff +9, Concentration +22, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +22, Knowledge (Nature) +11, Knowledge (Planes) +11, Knowledge (Religion) +14, Listen +7, Perform (Dance) +11, Spellcraft +24, Spot +12, Swim +19 (+27 overcoming obstacles), Tumble +6, Use Magic Device +16 (+18 for scrolls) MobilityB, Extend Spell Poison (DC 23), Breath Weapon (DC 23)
    13 Spelldancer 1 +9 +19 +16 +19 Bluff +9, Concentration +23, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +22, Knowledge (Nature) +11, Knowledge (Planes) +11, Knowledge (Religion) +14, Listen +7, Perform (Dance) +20, Spellcraft +25, Spot +12, Swim +19 (+27 overcoming obstacles), Tumble +6, Use Magic Device +16 (+18 for scrolls)
    -
    Spelldance (8 rounds)
    14 Wyrm Wizard 1 +9 +19 +16 +21 Bluff +9, Concentration +24, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +24, Knowledge (Nature) +13, Knowledge (Planes) +13, Knowledge (Religion) +17, Listen +7, Perform (Dance) +20, Spellcraft +26, Spot +12, Swim +19 (+27 overcoming obstacles), Tumble +6, Use Magic Device +16 (+18 for scrolls)
    -
    Knowledge of the Wyrm, Poison (DC 24), Breath Weapon (DC 24)
    15 Wyrm Wizard 2 +10 +19 +16 +22 Bluff +9, Concentration +25, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +25, Knowledge (Nature) +16, Knowledge (Planes) +16, Knowledge (Religion) +19, Listen +7, Perform (Dance) +20, Spellcraft +27, Spot +12, Swim +19 (+27 overcoming obstacles), Tumble +6, Use Magic Device +16 (+18 for scrolls) Practiced Spellcaster (Wizard) Spell Research (giant size)
    16 Wu Jen 1 +10 +273 +16 +24 Bluff +9, Concentration +343, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +26, Knowledge (Nature) +18, Knowledge (Planes) +18, Knowledge (Religion) +21, Listen +7, Perform (Dance) +20, Spellcraft +28, Spot +12, Swim +342 (+42 overcoming obstacles), Tumble +6, Use Magic Device +16 (+18 for scrolls) Persistent SpellB Watchful Spirit, Taboo, Spelldance (16 rounds3), Poison (DC 333), Breath Weapon (DC 333)
    17 Spelldancer 2 +11 +27 +17 +25 Bluff +9, Concentration +35, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +27, Knowledge (Nature) +18, Knowledge (Planes) +18, Knowledge (Religion) +21, Listen +7, Perform (Dance) +25, Spellcraft +29, Spot +12, Swim +34 (+42 overcoming obstacles), Tumble +6, Use Magic Device +17 (+19 for scrolls)
    -
    Spelldance (17 rounds), Enthralling Dance (1/day, DC 16), Evasion
    18 Spelldancer 3 +11 +28 +17 +25 Bluff +9, Concentration +36, Diplomacy +17, Intimidate +17, Knowledge (Arcana) +28, Knowledge (Nature) +19, Knowledge (Planes) +19, Knowledge (Religion) +22, Listen +7, Perform (Dance) +25, Spellcraft +30, Spot +12, Swim +34 (+42 overcoming obstacles), Tumble +6, Use Magic Device +17 (+19 for scrolls) Gape of the Serpent Spelldance (18 rounds), Cooperative Dance, Poison (DC 34), Breath Weapon (DC 34)
    19 Spelldancer 4 +12 +28 +18 +26 Bluff +10, Concentration +37, Diplomacy +18, Intimidate +18, Knowledge (Arcana) +29, Knowledge (Nature) +19, Knowledge (Planes) +19, Knowledge (Religion) +22, Listen +7, Perform (Dance) +25, Spellcraft +31, Spot +12, Swim +34 (+42 overcoming obstacles), Tumble +6, Use Magic Device +18 (+20 for scrolls)
    -
    Spelldance (19 rounds), Sleep Dance, Enthralling Dance (2/day, DC 18)
    20 Focused Transmuter 6 +13 +314 +19 +27 Bluff +10, Concentration +404, Diplomacy +18, Intimidate +18, Knowledge (Arcana) +30, Knowledge (Nature) +21, Knowledge (Planes) +21, Knowledge (Religion) +24, Listen +7, Perform (Dance) +25, Spellcraft +32, Spot +12, Swim +394 (+47 overcoming obstacles), Tumble +6, Use Magic Device +18 (+20 for scrolls)
    -
    Poison (DC 374), Breath Weapon (DC 374), Spelldance (214 rounds)

    B: Bonus Feat
    1: +3 saves from greater resistance
    2: +6 saves from superior resistance
    3: +40 Strength, +16 Constitution from persisted giant size (Gargantuan) and persisted bite of the werebear
    4: +8 Strength, +4 Constitution from persisted giant size (Colossal)

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

    Typical Wizard Spells Prepared:
    0th level - arcane mark, detect magic, mage hand, message, prestidigitation, stick
    1st level - babau slime, blood wind, ebon eyes, hoard gullet, nerveskitter, ray of clumsiness, shield
    2nd level - balor nimbus, fearsome grapple, increase virulence, scintillating scales, snake's swiftness, wraithstrike
    3rd level - alter fortune, anticipate teleportation, girallon's blessing, greater mage armor, haste
    4th level - blinding breath, dimension door, greater mirror image, greater resistance, mnemonic enhancer, stone shape
    5th level - baleful polymorph, greater blink, superior magic fang, transmute mud to rock
    6th level - acid fog, brilliant blade, control water, superior resistance, true seeing
    7th level - bite of the werebear (Persisted), energy transformation field, ethereal jaunt, giant size (Persisted), plane shift, reverse gravity
    8th level - antimagic field, greater stunning breath, mind blank, superior invisibility, wall of greater dispel magic
    9th level - foresight, time stop

    While it's not a full list, these are all spells that Antharyx would likely prepare at least once on a given adventuring day. Many of the stronger buffs would be prepped twice, in case of enemy dispelling. His forbidden schools are Enchantment, Evocation, and Necromancy. I didn't list the Sun and Moon spells because of space, but Antharyx is able to split his slots if he so wishes.

    Spoiler: Cleric Spells
    Show
    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    7th 5 4+1 4+1 2+1 - - - - - -

    Typical Cleric Spells Prepared:
    0th level - amanuensis, detect magic, guidance, mending, read magic
    1st level - conviction, divine favor, entropic shield, obscuring mistD, sign
    2nd level - body ward, divine insight, fog cloudD, soul ward, tyche's touch
    3rd level - magic circle against goodD, spark of life, vision of the omniscient eye

    D: Domain spell. Antharyx can use the Evil, Magic, and Water Domains.

    Spoiler: Wu Jen Spells
    Show
    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    16th 3 3 - - - - - - - -

    Spoiler: A Villain's Journey
    Show
    Spoiler: CR 7
    Show
    "As all good things must, let us start at the beginning. I was born a worm - much like yourself, only more grandiose in every way. My mother was one of the banelar, the serpent priests of Cyric. She is of little importance. My father, on the other hand, was none other than Balegos, one of the direst dragons of this age. I did not know, in my first years, what compelled a true dragon to debase himself with a lowly serpent. Eventually, I learned that he was trying to preserve his legacy. When I finally wrested that secret forth from the treacherous banelar, I knew that I wanted to be more than a mere creature. I sought to become a dragon myself, a ravenous king with nothing but subjects. Thankfully, I was born with magical gifts, even if I did not yet possess the strength of my father. Therefore, I resolved to use the former to attain the latter."

    Before taking any class levels, Antharyx is still a potent foe to a group of 7th level PCs. As a Half-Red Dragon Banelar, he is quite tough in a close quarters: he has nearly 90 hp, a few energy immunities, an AC of 30 after buffs, and a Strength score of 38 with 4 natural attacks. On top of having nearly full arcane and divine casting, Antharyx can swallow Medium creatures with ease (25 damage to escape). With Improved Snatch and Snatch and Swallow, he can grapple anyone he attacks as a free action with no AoO, and swallow them on his next turn. His grapple modifier is +33 with fearsome grapple, and he can also cast one spell per turn as a free action while grappling. Balor nimbus and babau slime will help with consistent damage output in grapples (and apply to swallowed creatures). He can also cast snake's swiftness as a free action to make an additional attack to make sure that his grapples are successful.

    Spoiler: CR 16
    Show
    "To adapt, to evolve and advance: these are urges you no doubt understand, despite your fragile mortal mind. These thoughts drove me far afield in search of power. The dragons of Faerun guarded their secrets jealously, so I traveled east. Beyond Thesk, beyond Thay, lie the lands of T'u Lung. There, I learned the true meaning of enlightenment. The people there respected me for what I was: a petitioner, seeking arcane knowledge. The secrets of magic I had sought were there, but it was not enough on its own. The Lung dragons are spiritual creatures, but they have no concept of what it means to defeat and devour an enemy. To be a dragon like Balegos, to apply one's intellect and savagery to a singular end, was anathema to them. So I snuck into their temples and stole the secret of one of their most powerful spells. What I wanted was finally within my reach."

    This is the 'sweet spot' of the build: having traveled abroad and learned many secrets of magic, Antharyx can cast persisted bite of the werebear and persisted giant size every day without a problem. I tried not to go overboard with Spelldancer, since actively ignoring the limitations takes this build to Priya levels. At Gargantuan size with 80 Strength, Antharyx can handily grapple and swallow creatures up to Large size (35 damage to escape). Beyond the fact that he can cast 7th level Wizard spells, he can also sting people with a fairly potent poison that knocks people unconscious (allowing him to take his time swallowing and digesting his enemies). With snake's swiftness, he can sting 2 PCs per turn. If need be, he can cast increased virulence and spark of life to help out his poison, or just hammer away with spells and attacks before eating the unconscious PCs. Most of the tactics from lower levels are still viable here, although energy and poison resistant PCs mean that he'll need to get a bit more creative.

    Spoiler: CR 20
    Show
    "After many long years abroad, I eventually returned home to Amn, to Lake Esmel. Here, I finally put all of my power to use. In the form you see here, I lay in wait for my father Balegos. His strength and wit were no match for mine, but he managed to put up a true and vigorous fight. In the end, I struck him down and got to work. It took me three days to fully digest his body, but I assure you there is nothing left. What you see before you is nothing less than a being whose purpose has been truly realized, mortal. Now that I have proven myself to the dragons of Faerun, I expect many will come swear fealty to me… starting with the meager humans of this kingdom. Go now, warrior. Tell your people to come and kneel before Antharyx, the new Emperor of Esmel!"

    Enter the Emperor! At 20th level, Antharyx spends all day in Colossal size. His Strength is a nice round 90, and with a grapple modifier of +82, he's capable of grappling any creature in the game. Antharyx has 9th level spellcasting now, which doesn't change all that much beyond giving him three time stops to play with. His strategy when fighting PCs will probably be less reliant on poison now since immunities are so common at high levels, and more about using his incredible strength to just devour his enemies. With enough high level buffs up. it should be easy for him to knock out and eat PCs before their allies have a chance to save them. Oh, and thanks to Gape of the Serpent, Antharyx can even swallow another Colossal creature (50 damage to escape). That's right: if he managed to knock it out, he could eat the Tarrasque!

    Spoiler: Notes and Revisions
    Show
    Most of my notes have to do with Elegance and Power. First is the use of Spelldancer: while using Persistent Spell this way is incredibly cheesy, note that I am not including any ways to do this infinitely. Antharyx will absolutely cast persistent giant size and persistent bite of the werebear every day, but he can only afford 1-2 more buffs. DMs who want to increase or decrease Antharyx's power level can swap out Spelldancer or actively find ways of negating the Con damage and fatigue from using that spell to give him infinite Persisted buffs.

    The other notes have to do with the requirements of the contest. In a game with Flaws, I wouldn't have dipped Wu Jen. Instead, I would have picked up Persistent Spell and probably Arcane Thesis (giant size) instead of Practiced Spellcaster. Furthermore, I used the 3.0 version of the Banelar from Monsters of Faerun without applying the 3.5 errata to it. I did this because the errata might eliminate the innate Wizard progression (the layout is confusing, not listing any spells but not outright saying to remove the casting). Therefore, I elected to ignore it and risk an Elegance deduction for a more powerful and flavorful build.

    Oh, and I didn't list the Wu Jen spells because of space.

    Spoiler: Sources Used
    Show
    Complete Arcane - Wu Jen, Spells
    Complete Mage - Focused Specialist
    Draconomicon - Improved Snatch, Snatch and Swallow
    Dragon Magic - Wyrm Wizard
    Dungeonscape - Wizard of Sun and Moon
    Magic of Faerun - Spelldancer
    Monsters of Faerun - Banelar
    Serpent Kingdoms - Gape of the Serpent
    SRD - Combat Wizard
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  3. - Top - End - #63
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVI Swallow Whole!

    7:

    The Virus


    Quote Originally Posted by jdizzlean View Post
    as long as a thing, ends up inside another thing, and the way it ended up there was through it's mouth, (a cube doesn't really have a mouth, so that would count), I'd say any words/action used that basically mean the same thing as swallowed whole would count.
    > No specification of which thing has to end up in which other thing.

    Game on.

    Spoiler: A strange potion...
    Show
    The party stepped over the bodies of their fallen enemies and, as was a time-honoured tradition, began to loot the corpses.

    "You find 10 gold, 6 silver, the clubs they were wielding, the boss's greataxe and studded leather, the shaman's staff, and a potion in the shaman's bag," spake the great Dee Emm. And the party listened, for the Dee Em was vengeful and liable to drop rocks on people he didn't like.

    "Aaron will cast identify on the potion," spake the great and noble Dave, and the Dee Em spake unto Dave, "Aaron casts his spell, and finds the potion to be a potion of Cure Moderate Wounds."

    "Meh," spake the wise and glorious Jeff. "I nick the axe and studded leather. Save the potion for later."




    "Later," as was foretold by Jeff, came to pass, as the psion Amelia, known to all as the Dee Em Pea Cee, was lying down unconscious.

    "On a scale of minus ten to fourteen," asked Jeff, "How healthy is Amelia looking?"
    "She is looking at a solid minus eight right now," replied the Dee Em solemnly.
    "Ah, damn. Better use the potion then," spake Dave. And lo, Aaron the wizard did mightily pour the potion down the throat of Amelia, who swallowed the whole potion. And Dave took up the mighty Dee Eyte, and cast it twice with great aplomb. And so, Amelia was saved from certain death...

    ...but at what price?
    Spoiler: Build Stub
    Show
    Lawful evil puppeteer telepath psion 20

    Ability scores from elite array: STR 8 DEX 13 CON 14 INT 15 WIS 12 CHA 10
    Ability scores after racial adjustment: STR 1 DEX 17 CON 14 INT 19 WIS 18 CHA 14
    Spoiler: Build Table
    Show
    Save bonuses listed are base save bonuses. Skill ranks listed are ranks, not total bonuses. Because psion has literally no class features other than bonus feats and powers, the class features column has here been replaced with a powers learned column.

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Powers Learned
    1 Telepath 1 +0 +0 +0 +2 Bluff 4, Concentration 4, Diplomacy 4, Knowledge (Local) 4, Knowledge (Psionics) 4, Sense Motive 4 Mindsight (LoM), Psionic Endowment Charm, Mindlink, Sense Link
    2 Telepath 2 +1 +0 +0 +3 Bluff 5, Concentration 5, Diplomacy 5, Knowledge (Local) 5, Knowledge (Psionics) 5, Sense Motive 5 - Attraction, Create Sound
    3 Telepath 3 +1 +1 +1 +3 Bluff 6, Concentration 6, Diplomacy 6, Knowledge (Local) 6, Knowledge (Psionics) 6, Sense Motive 6 Greater Psionic Endowment Share Pain, Specified Energy Adaptation
    4 Telepath 4 +2 +1 +1 +4 Bluff 7, Concentration 7, Diplomacy 7, Knowledge (Local) 7, Knowledge (Psionics) 7, Knowledge (Religion) 1, Sense Motive 7 - Read Thoughts, Suggestion
    5 Telepath 5 +2 +1 +1 +4 Bluff 8, Concentration 8, Diplomacy 8, Knowledge (Local) 8, Knowledge (Psionics) 8, Knowledge (Religion) 2, Sense Motive 8 Psionic Body Energy Burst, Hostile Empathic Transfer
    6 Telepath 6 +3 +2 +2 +5 Bluff 9, Concentration 9, Diplomacy 9, Knowledge (Local) 9, Knowledge (Psionics) 9, Knowledge (Religion) 3, Sense Motive 9 Expanded Knowledge (Clairvoyant Sense) Clairvoyant Sense, Dispel Psionics, Time Hop
    7 Telepath 7 +3 +2 +2 +5 Bluff 1, Concentration 10, Diplomacy 10, Knowledge (Local) 10, Knowledge (Psionics) 10, Knowledge (Religion) 4, Sense Motive 10 - Divination, Dominate
    8 Telepath 8 +4 +2 +2 +6 Bluff 11, Concentration 11, Diplomacy 11, Knowledge (Local) 11, Knowledge (Psionics) 11, Knowledge (Religion) 5, Sense Motive 11 - Dimension Door, Modifiy Memory
    9 Telepath 9 +4 +3 +3 +6 Bluff 12, Concentration 12, Diplomacy 12, Knowledge (Local) 12, Knowledge (Psionics) 12, Knowledge (Religion) 5, Sense Motive 11, Swift Concentration (CSco) Psionic Meditation Crystal Body (DrM), Metaconcert
    10 Telepath 10 +5 +3 +3 +7 Bluff 13, Concentration 13, Diplomacy 13, Knowledge (Local) 13, Knowledge (Psionics) 13, Knowledge (Religion) 5, Sense Motive 13, Swift Concentration (CSco) Psymbiot (CPsi) Mind Probe, Plane Shift
    11 Telepath 11 +5 +3 +3 +7 Bluff 14, Concentration 14, Diplomacy 14, Knowledge (Local) 14, Knowledge (Psionics) 14, Knowledge (Religion) 6, Sense Motive 14, Swift Concentration (CSco) - Energy Barrage (CPsi)
    12 Telepath 12 +6 +4 +4 +8 Bluff 15, Concentration 15, Diplomacy 15, Knowledge (Local) 15, Knowledge (Psionics) 15, Knowledge (Religion) 8, Sense Motive 15, Swift Concentration (CSco) Expanded Knowledge (Metamorphosis) Anticipatory Strike, Mass Cloud Mind, Metamorphosis
    13 Telepath 13 +6 +4 +4 +8 Bluff 16, Concentration 16, Diplomacy 16, Knowledge (Local) 16, Knowledge (Psionics) 16, Knowledge (Religion) 10, Sense Motive 16, Swift Concentration (CSco) - Control Weather (SoS)
    14 Telepath 14 +7 +4 +4 +9 Bluff 17, Concentration 17, Diplomacy 17, Knowledge (Local) 17, Knowledge (Psionics) 17, Knowledge (Religion) 12, Sense Motive 17, Swift Concentration (CSco) - Insanity, Personal Mind Blank
    15 Telepath 15 +7 +5 +5 +9 Bluff 18, Concentration 18, Diplomacy 18, Knowledge (Local) 18, Knowledge (Psionics) 18, Knowledge (Religion) 14, Sense Motive 18, Swift Concentration (CSco) Metamorphic Transfer, Improved Initiative Mind Seed
    16 Telepath 16 +8 +5 +5 +10 Bluff 19, Concentration 19, Diplomacy 19, Knowledge (Local) 19, Knowledge (Psionics) 19, Knowledge (Religion) 16, Sense Motive 19, Swift Concentration (CSco) - Greater Teleport, True Metabolism
    17 Telepath 17 +8 +5 +5 +10 Bluff 20, Concentration 20, Diplomacy 20, Knowledge (Local) 20, Knowledge (Psionics) 20, Knowledge (Religion) 18, Sense Motive 20, Swift Concentration (CSco) - Assimilate
    18 Telepath 18 +9 +6 +6 +11 Bluff 21, Concentration 21, Diplomacy 21, Knowledge (Local) 21, Knowledge (Psionics) 21, Knowledge (Religion) 20, Sense Motive 21, Swift Concentration (CSco) Expanded Knowledge (Stygian Ward) Affinity Field, Stygian Conflagration (CPsi), Stygian Ward (CPsi)
    19 Telepath 19 +9 +6 +6 +11 Bluff 22, Concentration 22, Diplomacy 22, Knowledge (Local) 22, Knowledge (Psionics) 22, Knowledge (Religion) 22, Sense Motive 22, Swift Concentration (CSco) - Timeless Body
    20 Telepath 20 +10 +6 +6 +12 Bluff 23, Concentration 23, Diplomacy 23, Knowledge (Local) 23, Knowledge (Psionics) 23, Knowledge (Religion) 23, Knowledge (The Planes) 3, Sense Motive 23, Swift Concentration (CSco) Inquisitor Etherealness, Reality Revision
    Spoiler: CR 5
    Show
    A basic puppeteer is pretty nasty for its CR 1, capable of wrecking a party many levels higher with a little luck. The main weakness is that it only has one hit point, so if the party sees it, and aims literally any blasting spell at it, then it dies.

    The immediate advantage that the virus has, then, is that even at first level, it has more hit points, and by 5th, it has 28, which isn't bad for something with 21 AC. But really, it shouldn't need those hit points, because it's going straight inside the nearest creature the moment it gets a chance. If the party somehow end up fighting it conventionally, it can absolutely spam Energy Burst and use its mental barrier PLA to defend itself against any weapon attacks with a cat in hell's chance of hitting it. If it does get damaged, it can hardly miss with Hostile Empathic Transfer which will heal it while also dishing out more pain.

    The real thing it does, though, is get swallowed whole. That's the entire point of everything we're doing here, right? Once inside, it has a bit of a problem: it has no line of effect out of the creature hosting it. That's gotta be a major problem, right? Just kidding, it's mostly fine. Actually helpful in a lot of ways, because barely anything can hit it while it's inside the host (it should, on the other hand, be able to survive any hits it takes from errant flame strikes, which really aren't affected by barriers - though "A puppeteer in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the puppeteer is specifically targeted" and "A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save" makes it hard to damage the puppeteer). Meanwhile, it can charm its host and, because it's touching the host (from the inside), the host acts as though dominated. As a kind, caring DM, you should probably do this to a DMPC at least initially, rather than commandeering a PC.

    What do you do then? Well, there's a couple of funny things: you can read the PCs' thoughts (because read thoughts bypasses barriers), you can speak telepathically to the PCs and maybe set them against each other, and you can create sounds to mislead the party. If you ever get bored of your host, you can blow them apart from the inside because you're nice like that.
    Spoiler: CR 10
    Show
    At this level you can dominate someone normally, so if you dominate them, command them to make out with another PC, and crawl inside that PC's mouth, you can get inside someone else and the first person (who you're telepathically connected to) is still dominated. You can then work your magi... uh, psionics on the new host.

    You also have metaconcert, which allows you to manifest powers with the help of your host, which is useful for obvious reasons, especially since you can designate them as the concert leader, they're dominated, they know all your powers, and therefore you can, say, manifest energy burst from their location, hitting their entire party, and not hitting you because the burst emanates outwards from them. At +1 manifester level. Using the enemy's power points. Not that that's useful or anything. Or, I dunno, they could always dominate someone else. Yeah, metaconcert is pretty dope.

    I'm almost tempted to say that CR 9 is the sweet spot of this build just because metaconcert is hilarious if your host is psionic. CR 10 doesn't change much but let's be fair, dominating someone, dumping them on the plane of fire and then just leaving them there is a nice way of getting rid of them.
    Spoiler: CR 15
    Show
    Energy barrage is funny combined with specified energy adaptation because it's a spread, meaning that it can turn corners - essentially, if you blast yourself with it while inside your host, you'll resist most of the damage and the host's eyes, ears, nose, mouth, and look-you-figure-it-out will explode with energy, catching anyone nearby in the blast, which is apart from anything else an awesome mental image. 15d6 damage at level 11 is nothing to sniff at, and 18d6 at level 15 is pretty dope too.

    Control weather works from inside the host, because you only have to be able to hit the centre of the effect's origin, which can totally be inside them. Aww yiss.

    Personal mind blank is an upgrade to your standard detection-blocking that you get as a puppeteer.

    If you need to abandon ship, by the way, consider dropping an insanity, followed by anticipatory strike and then plane shift - in one round, the host is permanently confused and you're having a grand old time in Mechanus.

    Also, Mind Seed is great if no-one works out what's going on - you can be just like a real virus, well sort of!
    Spoiler: CR 18
    Show
    Some things to get out of the way: greater teleport is useful, true metabolism makes you really hard to kill, assimilate is hilarious. Great, onto what makes CR 18 special:

    Factor 1: Stygian Ward works as Death Ward except as noted in the power, which is basically that it's a power and not a spell.
    Factor 2: Stygian Conflagration deals negative levels, to which Stygian Ward makes you immune.
    Factor 3: Stygian Conflagration is a cylinder effect.
    Factor 4: Psionics-Magic Transparency
    Factor 5: "A cylinder-shaped spell ignores any obstructions within its area."

    Conclusion: You can inflict no-save negative levels on the enemy from inside a creature.

    The other thing you can do is that if someone tries to smash up your host, you can manifest true metabolism, anticipatory strike, affinity field. Immediately, they start healing hit points as you do, which is at the rate of 10 per round.
    Spoiler: CR 20
    Show
    If you can't find a use for reality revision, that's on you. The previous tricks still work and are still effective.
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  4. - Top - End - #64
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVI Swallow Whole!

    8:

    The Nightstalker

    Half Elven Ghoul-Lich 2/Druid 5/Emancipated Spawn 2/Planar Shepherd 9/Contemplative 1
    Spoiler: Stats
    Show

    Strength: 15 Level up at level 4
    Dexterity: 16
    Constitution: -
    Intelligence: 12
    Wisdom: 19 Level ups at Level 8 12 and 16
    Charisma: 16


    Spoiler: The Build
    Show


    CR
    Class
    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Skills
    Feats
    Class Features
    1 Ghoul (2 HD) +1 +0 +0 +3 Hide +5, Move Silently +5, Spot +5, Knowledge Religion +2, Knowledge Nature +2, Knowledge The Planes +1 Improved Paralysis Ghoul Stuff
    2 Druid (3 HD) +1 +2 +0 +5 Hide +5, Move Silently +5, Spot +6, Knowledge Religion +2, Knowledge Nature +6, Knowledge The Planes +1 Ability Focus Paralysis Wild Empathy, Animal Companion, Nature Sense
    3 Druid (4 HD) +2 +3 +0 +6 Hide +5, Move Silently +5, Spot +7, Knowledge Religion +2, Knowledge Nature +7, Knowledge The Planes +2.5 Woodland Stride
    4 Druid (5 HD) +3 +3 +1 +6 Hide +5, Move Silently +5, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +3 Trackless Step
    5 Emancipated Spawn (6 HD) +3 +3 +1 +8 Hide +6, Move Silently +6, Spot +8, Listen +3, Knowledge Nature +8, Knowledge The Planes +3.5 Contagious Paralysis
    Recalled Feat: Education
    Recalled Feat: Favored In House
    +2 Turn Resistance
    6 Emancipated Spawn (7 HD) +4 +3 +1 +9 Hide +7, Move Silently +7, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +4 +2 Turn Resistance, Recall Class Abilities
    6 Half Elf Paragon (class features) +4 +3 +1 +9 Hide +7, Move Silently +7, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +4 Half Elf Bonus Feat: Human Heritage Divided Ancestry, Elven Vision
    6 Human Paragon (class features) +4 +3 +1 +9 Hide +7, Move Silently +7, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +4 Adaptive Learning
    6 Human Paragon (class features) +4 +3 +1 +9 Hide +7, Move Silently +7, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +4 Human Paragon BF: Nightbringer Initiate +1 CL on Druid
    7 Druid (8 HD) +5 +4 +1 +10 Hide +8, Move Silently +8, Spot +8, Knowledge Religion +5, Knowledge Nature +8, Knowledge The Planes +5 Resist Nature’s Lure
    8 Druid (9 HD) +5 +4 +1 +10 Hide +9, Move Silently +9, Spot +9, Knowledge Religion +6, Knowledge Nature +8, Knowledge The Planes +6 Natural Spell Wild Shape 1/day
    9 Planar Shepherd (10 HD) +5 +6 +1 +12 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +7, Knowledge Nature +8, Knowledge The Planes +7 Animal Companion, Wild Shape, Planar Attunement: Mabar
    10 Planar Shepherd (11 HD) +6 +7 +1 +13 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +7, Knowledge Nature +8, Knowledge The Planes +7 Detect Manifest Zone
    11 Planar Shepherd (12 HD) +7 +7 +2 +14 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +9, Knowledge Nature +9, Knowledge The Planes +9 Improved Natural Attack: Bite Wild Shape (Magical Beast)
    12 Planar Shepherd (13 HD) +8 +8 +2 +14 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +11, Knowledge Nature +10, Knowledge The Planes +11 Plane Shift 1/day
    13 Planar Shepherd (14 HD) +8 +8 +2 +14 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13 Planar Bubble 1/day
    14 Contemplative (15 HD) +8 +8 +2 +16 Hide +11, Move Silently +11, Spot +11, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13 Craft Wondrous Items Divine Health, Hunger Domain
    15 Planar Shepherd (16 HD) +9 +9 +3 +17 Hide +13, Move Silently +13, Spot +12, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13
    16 Planar Shepherd (17 HD) +10 +9 +3 +17 Hide +15, Move Silently +15, Spot +13, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13
    Intensify Manifest Zone
    17 Planar Shepherd (18 HD) +11 +10 +3 +18 Hide +17, Move Silently +17, Spot +14, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13
    Extend Spell Planeshift 2/day
    19 Lich +11 +10 +3 +18 Hide +17, Move Silently +17, Spot +14, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13 Lich Stuff
    20 Planar Shepherd (19 HD) +11 +10 +3 +18 Hide +19, Move Silently +19, Spot +16, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13 Wild Shape (Elemental or Outsider)

    The Nightstalker

    Half Elven Ghoul-Lich 2/Druid 5/Emancipated Spawn 2/Planar Shepherd 9/Contemplative 1
    Spoiler: Stats
    Show

    Strength: 15 Level up at level 4
    Dexterity: 16
    Constitution: -
    Intelligence: 12
    Wisdom: 19 Level ups at Level 8 12 and 16
    Charisma: 16


    Spoiler: The Build
    Show


    CR
    Class
    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Skills
    Feats
    Class Features
    1 Ghoul (2 HD) +1 +0 +0 +3 Hide +5, Move Silently +5, Spot +5, Knowledge Religion +2, Knowledge Nature +2, Knowledge The Planes +1 Improved Paralysis Ghoul Stuff
    2 Druid (3 HD) +1 +2 +0 +5 Hide +5, Move Silently +5, Spot +6, Knowledge Religion +2, Knowledge Nature +6, Knowledge The Planes +1 Ability Focus Paralysis Wild Empathy, Animal Companion, Nature Sense
    3 Druid (4 HD) +2 +3 +0 +6 Hide +5, Move Silently +5, Spot +7, Knowledge Religion +2, Knowledge Nature +7, Knowledge The Planes +2.5 Woodland Stride
    4 Druid (5 HD) +3 +3 +1 +6 Hide +5, Move Silently +5, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +3 Trackless Step
    5 Emancipated Spawn (6 HD) +3 +3 +1 +8 Hide +6, Move Silently +6, Spot +8, Listen +3, Knowledge Nature +8, Knowledge The Planes +3.5 Contagious Paralysis
    Recalled Feat: Education
    Recalled Feat: Favored In House
    +2 Turn Resistance
    6 Emancipated Spawn (7 HD) +4 +3 +1 +9 Hide +7, Move Silently +7, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +4 +2 Turn Resistance, Recall Class Abilities
    6 Half Elf Paragon (class features) +4 +3 +1 +9 Hide +7, Move Silently +7, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +4 Half Elf Bonus Feat: Human Heritage Divided Ancestry, Elven Vision
    6 Human Paragon (class features) +4 +3 +1 +9 Hide +7, Move Silently +7, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +4 Adaptive Learning
    6 Human Paragon (class features) +4 +3 +1 +9 Hide +7, Move Silently +7, Spot +8, Knowledge Religion +3, Knowledge Nature +8, Knowledge The Planes +4 Human Paragon BF: Nightbringer Initiate +1 CL on Druid
    7 Druid (8 HD) +5 +4 +1 +10 Hide +8, Move Silently +8, Spot +8, Knowledge Religion +5, Knowledge Nature +8, Knowledge The Planes +5 Resist Nature’s Lure
    8 Druid (9 HD) +5 +4 +1 +10 Hide +9, Move Silently +9, Spot +9, Knowledge Religion +6, Knowledge Nature +8, Knowledge The Planes +6 Natural Spell Wild Shape 1/day
    9 Planar Shepherd (10 HD) +5 +6 +1 +12 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +7, Knowledge Nature +8, Knowledge The Planes +7 Animal Companion, Wild Shape, Planar Attunement: Mabar
    10 Planar Shepherd (11 HD) +6 +7 +1 +13 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +7, Knowledge Nature +8, Knowledge The Planes +7 Detect Manifest Zone
    11 Planar Shepherd (12 HD) +7 +7 +2 +14 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +9, Knowledge Nature +9, Knowledge The Planes +9 Improved Natural Attack: Bite Wild Shape (Magical Beast)
    12 Planar Shepherd (13 HD) +8 +8 +2 +14 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +11, Knowledge Nature +10, Knowledge The Planes +11 Plane Shift 1/day
    13 Planar Shepherd (14 HD) +8 +8 +2 +14 Hide +10, Move Silently +10, Spot +10, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13 Planar Bubble 1/day
    14 Contemplative (15 HD) +8 +8 +2 +16 Hide +11, Move Silently +11, Spot +11, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13 Craft Wondrous Items Divine Health, Hunger Domain
    15 Planar Shepherd (16 HD) +9 +9 +3 +17 Hide +13, Move Silently +13, Spot +12, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13
    16 Planar Shepherd (17 HD) +10 +9 +3 +17 Hide +15, Move Silently +15, Spot +13, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13
    Intensify Manifest Zone
    17 Planar Shepherd (18 HD) +11 +10 +3 +18 Hide +17, Move Silently +17, Spot +14, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13
    Extend Spell Planeshift 2/day
    19 Lich +11 +10 +3 +18 Hide +17, Move Silently +17, Spot +14, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13 Lich Stuff
    20 Planar Shepherd (19 HD) +11 +10 +3 +18 Hide +19, Move Silently +19, Spot +16, Knowledge Religion +13, Knowledge Nature +11, Knowledge The Planes +13 Wild Shape (Elemental or Outsider)

    Spoiler: Cheesy cheese
    Show

    Spoiler: Shadow Creature
    Show

    Shadow creatures dwell on the Plane of ShadowMabar, sometimes crossing into other planes where the barriers between dimensions are weak. Just as parts of the Plane of Shadow resemble a strange, distorted version of the Material Plane, shadow creatures superficially resemble creatures from the Material Plane. Shadow creatures are darker, more elusive, and spookier than their material counterparts. Grays and blacks are the most common colors, with white and yellow rarely seen. They are not to be confused with shadows (undead creatures that often dwell on the Plane of shadow). Other creatures native to the Plane of Shadow exist that have stronger or weaker connections to the energies of that place (such as the shadow mastiff) and do not follow this template.

    "Shadow" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature's type changes to "magical beast." It otherwise uses all the base creature's statistics and special abilities except as noted below.
    Speed: As base creature x 1 1/2.
    Special Qualities: A shadow creature retains all the special qualities of the base creature and also gains the following ones:
    -Cold Resistance of 5 + 1 per HD, to a maximum of 20.
    -Darkvision with a range of 60 feet.
    -Low-light vision.
    -Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

    Shadow creatures also have on additional supernatural ability for every 4 HD they possess (minimum of one) chosen from the following list:
    -+2 luck bonus on all saving throws.
    Cause fear once per day.
    -Damage reduction 5/+1.
    -Evasion.
    -Mirror image once per day.
    -Plane shift self to or from the Plane of Shadow once per day.
    -Regenerate 2 hit points per round (slain if brought to 0 hit points).

    If the base creature already has one or more of these special qualities, use the better value.
    Skills: Same as the base creature, plus Move Silently +6.
    Feats: Same as the base Creature.

    Due to the way that this template is worded, and the way that Planar Shepherd is worded you can turn into any corporeal creature sized Tiny-Large with 14 or fewer Hit Dice. In the example it actually turns a Wight into a magical beast.


    Spoiler: Story Time
    Show
    The Nightstalker once was a normal half elf. If you can call half elves normal. In life he went by the name Feryl d’Lyrandar. He was a noble, and acted like it. Only the finest for Feryl. The finest wines, the finest delicacies, and the finest entertainment. As a child he went to Morgrave University to gain the finest education money could by. And he was totally a pompous brat. He always wanted what he couldn’t have. Forbidden women from other houses, animals that weren’t for sale, and yes, even forbidden foods. He became a cannibal. One that only dined on the most exquisite of flesh. Just a bite here and there. He would throw the rest out. It was cooked and prepared to such a point that it probably didn’t even taste like humanoid meat. However he ate it just the same.
    This all ended when a group of ghouls decided to crash the place thinking that it was a ghoul fantasy rather than some uptown secret society. A ghast decided it was munch time and turned our dear old Feryl into a ghoul. A slave. Several years later the ghast that turned Feryl was put to the sword by some young Silver Flame initiate. Feryl didn’t really care. He was just hungry. Always hungry. But with his freedom he began learning the ways of beasts. He was like a savage. Stalking them. Oh how poor Feryl has fallen, from the highest of society to the bottom, to a hunted creature not even considered human. He began the arts of the druid. After a time Feryl began to remember. He began to remember life. And how his new life hurt him. It made him feel exactly as he was. An undead abomination. So he cleaned up. He made himself presentable. He began bathing again. And he got a message to one of his old contacts. A member from the Blood of Vol. They apparently accepted the undead. Maybe he could start life anew, a second chance. His contact messaged him back, and told him to meet up in the Eldeen Reaches. There in the Eldeen Reaches he learned that his old society disbanded after Feryl’s death. But apparently there were others of kindred mind than the Blood of Vol. He was welcomed into the Nightbringer’s society. And knowing some druidic magic they quickly made Feryl into a Nightbringer Initiate. Feryl learned of the Day of Mourning. Feryl taught what he remembered of the different Planes of Magic. He kept getting hungry but they kept him satiated. It took years. Feryl had begun to realize that he was actually immortal, but that there were problems in his current state. So he kept researching. He became able to go to Mabar and return at will. The other nightbringers thought of Feryl as a powerful ally. Feryl thought of them as tools. Pawns. And then it hit him. Lichdom. That should end his never ending hunger. He knew of one place in all the planes that would know how to turn him into a lich. He went back to Mabar, where he sought out the eldest of the undead that he knew of. A Nightwalker by the name of Shen.
    Shen of course knew of more powerful undead than the ghoul, but he also knew the ritual that the young ghoul spoke of. A ritual that should be impossible for a ghoul to undertake. However something about this ghoul proved to be too… human. His ambition. This ghoul had ambition for things other than food. Unheard of in ghoulish society. So he gave the ritual over to this young ghoul by the name of Feryl, on the condition that Feryl abandon his name. Abandon it and take the name of Nightstalker. Nightstalker eagerly made the deal.
    Nightstalker now knew how to become a lich, all he needed was to construct his phylactery. He began researching House Cannith’s methods. It didn’t take long for him to learn how to make trinkets like the artificers do. He kept working on it, kept learning, kept experimenting. All the while now leading the Nightbringers. He could bring aspects of Mabar to the material plane. Nightstalker did this to empower himself from time to time. He began turning the fallen into ghouls. Creating an army of minions. Finally he accomplished his goal. He became a Lich. He returned to Shen, showing him that Shen was wrong, that he could accomplish even that. Only then did Nightstalker realize that he was one of the most powerful creatures to walk the material plane. Shen gave Nightstalker one final gift. The gift to turn into the native outsiders of Mabar. A gift that Nightstalker is all too keen on using.



    [SPOILER=Tactics]
    Spoiler: CR 5
    Show
    At this point Feryl is just beginning to remember his old life. He is desperate to live. He will do all he can to survive. Usually this entails killing animals and eating their flesh. However sometimes it requires Feryl to paralyze a target and keep them paralyzed. He sometimes uses this to his advantage by placing a paralyzed human out in a street, and when someone walks by to investigate they undoubtedly touch the paralyzed victim. Granting Feryl two meals.
    His tactics in a fight are simple, he uses his paralysis to the best of his abilities and uses magic to back him up. Feryl usually does not have an animal companion, because he eats them. But sometimes he uses an animal companion as backup. Usually to allow him to sneak up on the target and paralyze them. When an enemy seems to be immune to his paralysis he flees, preferring only to fight on his own terms.

    Spoiler: CR 10
    Show
    Feryl has Wild Shape now. Feryl has discovered the Nightbringers and works for them in exchange for food. Feryl uses Wild Shape to disguise himself as an animal when he needs to infiltrate a town. Usually posing as an animal companion for a druid.
    When he fights he continues to use his Wild Shape unless he wishes to subdue. If he ever wishes to subdue his target he becomes his ghoulish self and quickly paralyzes the target. Feryl at this point has learned that he can apply paralysis to a handful of insects and keep them in a jar, constantly afflicting the others with paralysis. When he needs to keep someone paralyzed for a prolonged period he will pin the paralyzed insect to the target, thus constantly transferring Contagious Paralysis.

    Spoiler: CR 15
    Show
    Nightstalker now has his Hunger Domain, can turn into magical beasts from Mabar, and can strengthen himself by creating a bubble of Mabar on the material plane. He fights primarily as a spellcaster, using his disposable animal companion and his ‘fellow’ Nightbringers as pawns and minions. Preferring to not fight in melee combat unless he has to. When he does wild shape it is still primarily for utility. Flight, scouting, hiding, etc. Nightstalker learned fairly early on that he can turn into a Shadow version of just about anything. Shadow Human? Done. Shadow Beholder? Done. Shadow cat, easy. So he uses this to become just about whatever he needs to be when the need arises. He uses magic mainly to make his subordinates take down the enemies more easily. He will regularly turn hostages and even allies into ghouls when he can, and he always has a wight and its’ progeny controlled via Control Undead. Wights seem to gravitate towards Nightstalker do to the negative energy that is almost always able to roil around him.

    Spoiler: CR 20
    Show
    Nightstalker has ascended to lichdom. He has taken appropriate steps to hide his phylactery (Shen has hidden it near a large collection of Voidstone in exchange for access to the Material Plane on occasion). Nightstalker can now take the form of many outsiders native to Mabar, including his favored brute form of Canoloth.
    While in Canoloth form he can use his tongue attack to trigger both the Canoloth’s native paralysis as well as the Lich’s paralysis. He uses his mastery of biting while in Canoloth form to increase his bite damage to 4d6. He still is a primary spellcaster, and can now take the form of Shadow Elementals to become incorporeal for hours on end. While retaining his Lich touch attack allowing him to paralyze creatures permanently. The Lich touch attack deals negative energy damage, which can be used to heal undead, so he can heal just like a Dread Necromancer at this point. Using contagious paralysis he can plant a single body in a large city and cause many creatures to become paralyzed as they in turn keep trying to save the others, until it becomes entirely too obvious not to touch, at which point he begins concentrating on his planar bubble, which will energy drain all the paralyzed creatures turning them into wild wraiths which can wreak havoc upon the cities. At this point Nightstalker’s only goal left is to bring about full coverage of Mabar by using the Mournlands and spreading them. He doesn’t know quite how to do it yet, otherwise the world would have ended. Nightstalker has truly gotten into his role of mastermind and puppeteer. Whenever he gets hungry (not usual) he can use Bite of the King to swallow his opponent whole.

    Spoiler: Sources
    Show

    Ghoul - Monster Manual
    Improved Paralysis, contagious paralysis - Libris Mortis
    Ability focus, Emancipated Spawn - Savage Species
    Favored in House, Education - Eberron Campaign Setting
    Human Heritage - Races of Destiny
    Nightbringer Initiate, Planar Shepherd - Faiths of Eberron
    Contemplative - Complete Divine
    Hunger Domain - Spell Compendium
    Improved Natural Attack - Monster Manual
    Canoloth - Monster Manual 3
    Shadow Elemental - Tome of Magic
    Shadow Creature - Manual of the Planes
    Paragon Classes - Unearthed Arcana

    Spoiler: Notes
    Show

    Apologies to the chair, apologies to the judges, and apologies to anyone that delves into the madness that is the polymorph rules, the type rules, and how Planar Shepherd works with it all.
    A few notes! Emancipated Spawn gives us our class features and feats from when we were alive. I could have abused this to no end by stating that we were a ghast instead of a ghoul, or even counted myself as a wight or shadow. Thus with 2 levels able to get NI class features. However to be reasonable we are a simple 3rd level half elf paragon. Half Elf paragon 1, Human paragon 2. The whole trick of becoming an undead undead is fun, taking Human Heritage (that we undoubtedly qualify for because we have the half elf paragon class feature divided ancestry). When we get our class features back we get the bonus feats, which are class features. This allows us to change whatever the bonus feats were in life to what we want them to be now. As such I have no idea what they were in life!
    So we went from Undead to Humanoid, do we get our CON score back? Answer is: No. We still have undead traits, which includes your con score. It is a feature of being a ghoul.
    As a humanoid we can turn into a lich (which just requires us to be Humanoid, Craft Wondrous Items, and CL 11) which turns us back into undead (and boosts our turn resistance even higher!)
    When we Wild Shape we retain our type. So we’re undead. Yet we wild shape into animals. What happens to our Con? Specific trumps general. Wild shape forces us to take the physical stats of the creature we’re changing into, which includes its Con score.
    This whole thing is a huge ball of rules stepping on each others toes. I had inspiration and I took to it, but I will admit that it almost as bad as a frayed knot in the rules.
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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  5. - Top - End - #65
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVI Swallow Whole!

    9:


    A’aron: Emissary of the King

    Spoiler: backstory
    Show

    Spoiler: Guess Who’s Coming for Dinner
    Show

    Nayra swatted her husband’s hand as he smoothed his shirtfront for the hundredth time.

    “You look fine. I swear,” she said.

    “Sorry, I’m just nervous. I want to make a good impression on your uncle. I know how close you are,” Willem said.

    “Just eat what he puts in front of you and don’t ask too many questions and you ought to be fine.” Nayra knocked on the door to her uncle’s manor.

    “Ah, glad to see you, my dear,” A’aron leaned in and gave her an appropriately avuncular kiss on the cheek. He extended a hand to Willem, who took it and tried not to look disturbed at its coldness.

    “Nice to finally meet you, sir,” he said.

    “Oh, that’s not necessary. A’aron is fine. We’re just here to relax.” His dress certainly backed that up. He’d greeted them in a loosely tied silk robe, open to the chest. Curiously, Willem saw no hair emerging from beneath the robe. Instead, he saw bones of various creatures flush with A’aron’s skin, seemingly a part of the man’s flesh.

    “Hard to accessorize with, I’m afraid,” he said and gestured for them to come in.

    A ghoul lurking in the foyer offered them wine on a silver tray.

    Willem blanched, but when his wife supped from her glass, it was clear he had no choice, so grudgingly accepted.

    “Thank you,” he said, tensing his thighs in case the thing attacked.

    “A’aron, is this thing holding you hostage?” Willem whispered once the creature’s back was turned.

    “I can hear you, you know. That’s totally necrophobic,” the ghoul said.

    “Now, now, don’t be so hard on him, Brian,” A’aron said. “They’re not so progressive back where my nephew’s from. He’s probably never seen one of your kind in person.”

    Willem breathed a sigh of relief. “Oh, you’ve got him under your thrall. I read about clerics who can do that.” He held his cloak out to Brian, but it dropped into a pool on the floor a moment later.

    Brian blinked, his eyelids scraping across his dead eyes. “I was invited here, same as you. The wine’s from my vineyard.”

    “Yes, oenology is a highly respected field in ghoul culture. They’re quite knowledgeable about the soil, and it’s much easier to be patient and let things age when you don’t have to worry about the vintage outliving you.” A’aron toasted them and chuckled.

    “That’s not to say it isn’t hard sometimes,” Brian said with a smile. “Patience isn’t a virtue all of us have been blessed with. I know I may not be able to keep myself away from the dinner you’ve prepared much longer.”

    “Sorry, there was traffic,” Willem said. Brian ignored him.

    They made their way to the dining room.

    An enormous sandwich was laid out on the table before them, taking up nearly its entire surface. The baguette was as wide as Willem’s shoulders, and the bread was as tall as he was. Roasted meat, fruit, and something he couldn’t identify wafted up from the table. It smelled delicious, if unfamiliar.

    A’aron set down his wine glass held out his hands. “If it’s all right with our guest, I’d like to say grace before we eat.

    Nayra took A’aron’s left hand. Willem was on his right. He swallowed and obliged. Brian reached for his hand.

    “I’m sorry, I’m not an elf like my wife,” Willem said.

    Brian laughed. “You’ll only get paralyzed if I bite or scratch you. I wouldn’t have any reason to do that, would I?”

    Unable to argue, Willem took his desiccated claw in his hand.

    “We gather together here in peace and friendship to feast. Wherever two or three of us come together to delight our bellies, you are there, my King. Glory be to you, Dorsein.” A’aron closed the prayer and pulled a scimitar off the wall that Willem had mistaken for decoration. With a flourish, he cleaved the sandwich into four equally sized pieces and divvied them up onto silver plates.

    Brian rolled up his sleeves and began eating with surprising refinement for a ghoul. Nayra was far more enthusiastic, juices running down her chin and onto her dress.

    “What’s in this?” Willem asked uneasily. His wife elbowed him.

    “You’re being rude,” she hissed.

    “Oh, a classic Dorseini dish. Toasted bread, peanut butter, grape jelly, roasted banana slices and, ah, meat, of course,” A’aron said.

    Willem picked up his sandwich and took a bite. It was delicious.

    He made his way through the sandwich and chipped his tooth on something hard. He spat out a ring with the Silver Flame’s mark on it.

    “Oh, Willem got the prize!” Nayra squealed with delight. He saw a fingernail in her mouth. “Make a wish, darling!”

    Willem did. He hoped it came true


    Spoiler: stub
    Show

    CE human warblade 7/divine crusader 1/bone knight 10/hierophant 2


    Spoiler: abilities
    Show

    str 13
    dex 12
    con 14
    int 10
    wis 8
    cha 15 (increases here)


    Spoiler: table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Warblade 1 +1 +2 +0 +0 balance 4, craft (armorsmithing) 4, k (religion) 4 (2), ride 4 (2), tumble 4 power attack, improved bullrush battle clarity (reflex saves), weapon aptitude
    2nd Warblade 2 +2 +3 +0 +0 balance 1 (5), craft (armorsmithing) 1 (5), diplo 2, tumble 1 (5) Uncanny dodge
    3rd Warblade 3 +3 +3 +1 +1 craft (armorsmithing) 1 (6), diplo 1 (3), k (religion) 2 (3), tumble 1 (6) planar touchstone (catalogues of enlightenment: dragon lance campaign setting sun domain) Battle ardor (critical confirmation)
    4th Warblade 4 +4 +4 +1 +1 diplo 2 (5), ride 2 (3), tumble 1 (7)
    5th Warblade 5 +5 +4 +1 +1 diplo 1 (6), intimidate 1, k (religion) 2 (4), tumble 1 (8) bonus feat (improved initiative)
    6th Warblade 6 +6/+1 +5 +2 +2 diplo 1 (7), intimidate 3 (4), tumble 1 (9) weapon focus (scimitar) Improved uncanny dodge
    7th Warblade 7 +7/+2 +5 +2 +2 diplo 1 (8), intimidate 3 (7), tumble 1 (10) Battle cunning (damage)
    8th Divine Crusader 1 +7/+2 +7 +2 +4 ride 3 (6) Aura
    9th Bone Knight 1 +7/+2 +9 +2 +4 intimidate 1 (8), never outnumbered shock trooper Bonecraft armor, paladin conversion, rebuke undead
    10th Bone Knight 2 +8/+3 +10 +2 +4 tumble 3 (13) Bone march, summon skeletal steed
    11th Bone Knight 3 +9/+4 +10 +3 +5 intimidate 1 (9), tumble 1 (14) Master of the white banner
    12th Bone Knight 4 +10/+5 +11 +3 +5 intimidate 3 (12) death blow Improved bonecraft armor
    13th Bone Knight 5 +10/+5 +11 +3 +5 intimidate 3 (15) Fill the ranks 1/day
    14th Bone Knight 6 +11/+6/+1 +12 +4 +6 intimidate 2 (17), k (religion) 1 (5) Bonecraft weapon
    15th Bone Knight 7 +12/+7/+2 +12 +4 +6 intimidate 1 (18), k (religion) 2 (7) empower spell Improved bonecraft armor
    16th Bone Knight 8 +13/+8/+3 +13 +4 +6 k (religion) 3 (10) Exoskeleton of undeath
    17th Bone Knight 9 +13/+8/+3 +13 +5 +7 k (religion) 3 (13) Death strike 1/day
    18th Bone Knight 10 +14/+9/+4 +14 +5 +7 intimidate 1 (19), k (religion) 2 (15) reach spell Improved bonecraft armor
    19th Hierophant 1 +14/+9/+4 +16 +5 +9 diplo 3 (11) Special ability: sla (bite of the king 2/day)
    20th Hierophant 2 +15/+10/+5 +17 +5 +10 diplo 3 (14) Special ability: sla (bite of the king 4/day)


    Spoiler: spell chart
    Show


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


    Spoiler: maneuvers/stances known
    Show

    1:douse the flames, sudden leap, wolf fang strike
    2: +leading the attack
    3: wall of blades
    4: replace wolf fang strike with rabid wolf strike
    5: iron heart surge
    6: replace sudden leap with white raven tactics
    7: fountain of blood

    stances:
    1: hunter’s sense
    4: +blood in the water


    Spoiler: playtips
    Show

    Spoiler: lvl 5
    Show

    You’re a fairly standard warblade here with an emphasis on mobility offered through tiger claw. Jump around and cut people into tiny pieces. Sun domain provides turning for bone knight (this is dragonlance campaign setting’s sun domain, not the phb’s sun domain) to set groundwork for later.


    Spoiler: lvl 10
    Show

    You’ve been touched by Dorsein and have access to his hunger domain. There’s no reason to stay in divine crusader, so you hop into bone knight. Bone knight offers 9/10 casting, so its dead level doesn’t hurt you. Divine crusader’s only 10 levels long, so you get all its available spell slots along with varying immunities as your bonecraft armor is up, along with synergy in commanding and boosting undead to deal with all the ghouls you’ll be hanging out with from now on.

    Shock trooper is up, and you can move people around the battlefield and into the clutches of your waiting ghoul pals. You take further advantage of this later on.

    Skilled city dweller lets you trade in your ride for tumble.

    Your maneuvers help you out in melee and are also extremely helpful for your ghoul allies. Tiger claw offers mobility, white raven tactics grants extra actions to paralyze or similar, and fountain of blood pulls its weight later on with your death blow. Due to the plethora of paralyzed foes, you’ll be doing coups de grace (which autocrit) left and right, as does your blood in the water stance.


    Spoiler: lvl 15
    Show

    Death blow’s up and running. With your spells and ghouls on the battlefield, enemies will be paralyzed left right and center, so you can coup de grace them with only a standard now, leaving your other actions available do to other things such as maneuvers. Empower spell is up since like most divine crusaders, you won’t cast all your spells every day. Eyes of the king is useful for scouting and recon, but if you’re loading out for combat that day, empowered enervation is a better use of the slot, for example, and the same logic can apply to your other spells depending on your needs.

    You are now closer to Dorsein and are immune to stunning, nonlethal damage, and have fortification and can act normally while disabled or dying. You rebuke, can boss around other animated dead to complement your ghouls, you’ve got your war horse with paladin abilities who’s immune to turning, you’re granting all undead allies turn resistance, and can animate dead to fill the ranks.


    Spoiler: lvl 20
    Show

    You’re now immune to poison, sleep, paralysis, disease, death effects, fatigue, exhaustion, physical ability damage, ability drain, energy drain, and death from massive damage. All the goodies of being undead without the drawbacks. Your death strike is up, offering a way to instantly slay foes, and you’ve finished the casting offered by divine crusader.

    You now have access to 8ths, the bite of the king. This allows you to swallow enemies whole and teleport them into your tummy dimension. Hierophant lets you do this as a sla, and provides extra uses, ultimately giving you 4 castings of bite of the king a day in exchange for just one of your slots.

    Normally this would impinge upon a caster’s versatility, but since you only have one 8th level spell known, it doesn’t, so much, and you still have at least one other slot if you wanted to prepare metamagicked versions of lower spells.

    While your enemy is swallowed, you can continue fighting other enemies on the battlefield (if any) and move over to your ghouls or have them move next to you, ready to attack them if they break out (since they do so next to you) and paralyze them for your death blow.



    Spoiler: sources
    Show

    tome of battle: warblade
    srd: power attack, improved bullrush, weapon focus, empower spell, hierophant
    complete warrior: shock trooper
    dragonlance campaign setting: sun domain
    planar handbook: planar touchstone
    complete adventurer: death blow
    complete divine: divine crusader, reach spell
    spell compendium: hunger domain
    skill tricks: complete scoundrel
    skilled city dweller: cityscape web enhancement
    Last edited by jdizzlean; 2018-05-08 at 07:43 PM.
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  6. - Top - End - #66
    Nerdomancer in the Playground Moderator
     
    DruidGuy

    Join Date
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    Colorado, USA
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    Default Re: Villainous Competition XXVI Swallow Whole!

    10. Ok, 1 snarky comment: What no FAVA BEANS???

    Clawdius Buforthon

    "I ate his liver with some stygian pumpkin and a nice aleeian"

    CE male Human (Natural) Were-Poisonous Giant Toad Tainted Raver Animal 2/Sorcerer 18

    Medium Humanoid (human, shapechanger)

    Spoiler: The Man
    Show

    Spoiler: The Beast
    Show

    Spoiler: Backtory Stub
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    Clawdius was born in a small coastal village, and would have most likely led an uneventful life, except for two things: he inherited his father's curse of lycanthropy, and his parents were both members of a secretive doomsday cult of Leviathan, the great chaotic serpent who slumbers.
    As a youngster, Clawdius was inducted into the cult: as with his father, the members were in awe of his “gift” of lycanthropy. He quickly rose in it’s ranks, often presiding over the disturbing rituals.
    It’s unknown whether his unnatural craving for the flesh of sentient beings was a result of his indoctrination, the changes that the subsequent taint wrought on his mind and body, or if the desire was there all along. The rituals of the cult provided ample opportunities for him to satisfy his ghoulish desires…

    Spoiler: Ability Scores
    Show
    Ability Scores:
    Level Array Lycanthrope Tainted Raver 4HD Deformity (obese) feat (5th) 8HD 12HD 16HD 20HD Final Score
    Str 13 - +4 (perpetual rage) - +1 - - 18
    Dex 12 (+4 in animal/hybrid form) - - -2 - - - - 10 (14)
    Con 14 (+4 in animal/hybrid form) +4 (perpetual rage) - +2 - - - - 20 (24)
    Int 10 - - - - - - - - 10
    Wis 8 +2 -6 - - - - - +1 5
    Cha 15 - +6 +1 - - +1 +1 - 24

    Spoiler: Build Table
    Show

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    3 Animal 1 +0 +2 +2 +0 Craft (cooking) +2, Hide +4, Jump +4 Dodge, Gape of the SerpentB, Iron WillB, Willing DeformityB Alternate Form, Curse of Lycanthropy, DR 10/silver, Improved Grab, Low-light Vision, Lycanthropic Empathy, Posion, Scent, Swallow Whole
    3 Animal 2 +1 +3 +3 +0 Craft (cooking) +2, Hide +5, Jump +5 - Fast Healing 3, Madness, Perpetual Rage
    3 Sorcerer 1 +1 +3 +3 +2 Concentration +3, Craft (cooking) +2, Hide +5, Jump +5 Earth Bloodline Spells, Summon Familiar (toad)
    4 Sorcerer 2 +2 +3 +3 +3 Concentration +6, Craft (cooking) +2, Hide +5, Jump +5 - -
    5 Sorcerer 3 +2 +4 +4 +3 Concentration +8, Craft (cooking) +3, Hide +5, Jump +5 Deformity (obese)B -
    6 Sorcerer 4 +3 +4 +4 +4 Concentration +9, Craft (cooking) +5, Hide +5, Jump +5 Multiattack -
    7 Sorcerer 5 +3 +4 +4 +4 Bluff +2, Concentration +10, Craft (cooking) +5, Hide +5, Jump +5 - -
    8 Sorcerer 6 +4 +5 +5 +5 Bluff +4, Concentration +11, Craft (cooking) +5, Hide +5, Jump +5 - -
    9 Sorcerer 7 +4 +5 +5 +5 Bluff +6, Concentration +12, Craft (cooking) +5, Hide +5, Jump +5 Silent Spell -
    10 Sorcerer 8 +5 +5 +5 +6 Bluff +8, Concentration +13, Craft (cooking) +5, Hide +5, Jump +5 Evil's BlessingB -
    11 Sorcerer 9 +5 +6 +6 +6 Bluff +10, Concentration +14, Craft (cooking) +5, Hide +5, Jump +5 - -
    12 Sorcerer 10 +6 +6 +6 +7 Bluff +10, Concentration +14, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +3 Arcane Preparation -
    13 Sorcerer 11 +6 +6 +6 +7 Bluff +10, Concentration +14, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +6 - -
    14 Sorcerer 12 +7 +7 +7 +8 Bluff +10, Concentration +14, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +9 - -
    15 Sorcerer 13 +7 +7 +7 +8 Bluff +10, Concentration +14, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +12 Chosen of EvilB, Rapid Metamagic -
    16 Sorcerer 14 +8 +7 +7 +9 Bluff +10, Concentration +17, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +12 - -
    17 Sorcerer 15 +8 +8 +8 +9 Bluff +10, Concentration +20, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +12 - -
    18 Sorcerer 16 +9 +8 +8 +10 Bluff +12, Concentration +21, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +12 Quicken Spell -
    19 Sorcerer 17 +9 +8 +8 +10 Bluff +14, Concentration +22, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +12 - -
    20 Sorcerer 18 +10 +9 +9 +11 Bluff +16, Concentration +23, Craft (cooking) +5, Hide +5, Jump +5, Spellcraft +12 Enemy of GoodB -

    Spoiler: Spells Per Day
    Show
    Spells Per Day (Bonus Spells For Ability Score Shown):
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd 4 2 (+2) - - - - - - - -
    4th 5 2 (+2) - - - - - - - -
    5th 5 3 (+2) - - - - - - - -
    6th 6 3 (+2) 1 (+2) - - - - - - -
    7th 6 4 (+2) 2 (+2) - - - - - - -
    8th 7 4 (+2) 2 (+2) 1 (+1) - - - - - -
    9th 7 5 (+2) 3 (+2) 2 (+1) - - - - - -
    10th 8 5 (+2) 3 (+2) 2 (+1) 1 (+1) - - - - -
    11th 8 5 (+2) 4 (+2) 3 (+1) 2 (+1) - - - - -
    12th 9 5 (+2) 4 (+2) 3 (+1) 2 (+1) 1 (+1) - - - -
    13th 9 5 (+2) 5 (+2) 4 (+1) 3 (+1) 2 (+1) - - - -
    14th 9 5 (+2) 5 (+2) 4 (+1) 3 (+1) 2 (+1) 1 (+1) - - -
    15th 9 5 (+2) 5 (+2) 4 (+1) 4 (+1) 3 (+1) 2 (+1) - - -
    16th 9 5 (+2) 5 (+2) 4 (+2) 4 (+1) 3 (+1) 2 (+1) 1 (+1) - -
    17th 9 5 (+2) 5 (+2) 4 (+2) 4 (+1) 4 (+1) 3 (+1) 2 (+1) - -
    18th 9 5 (+2) 5 (+2) 4 (+2) 4 (+1) 4 (+1) 3 (+1) 2 (+1) 1 -
    19th 9 5 (+2) 5 (+2) 4 (+2) 4 (+1) 4 (+1) 3 (+1) 3 (+1) 2 -
    20th 9 5 (+2) 5 (+2) 4 (+2) 4 (+1) 4 (+1) 3 (+1) 3 (+1) 2 1

    Spoiler: Spells Known
    Show
    Spells Known (Bonus Spells From Bloodline Feat Shown):

    0

    • Caltrops (SC)
    • Detect Magic
    • Detect Poison
    • Launch Bolt (SC)
    • Mage Hand
    • Preserve Organ (BoVD)
    • Prestidigitation
    • Read Magic
    • Slash Tongue (BoVD)

    1st
    • Expeditious Retreat
    • Grease
    • Hoard Gullet (DrM)
    • Mage Armor
    • Ray of Enfeeblement
    • Enlarge Person

    2nd
    • Blade of Pain and Fear (SC)
    • Invisibility
    • Jaws of the Moray (St)
    • Razorfangs (SC)
    • Slow Consumption (BoVD)
    • Shatter

    3rd
    • Fang Trap (SK)
    • Fly
    • Haste
    • Manyjaws (SC)
    • Keen Edge

    4th
    • Doom Scarabs (PHB2)
    • Parboil (Sa)
    • Polymorph
    • Vortex of Teeth (SC)
    • Stone Shape

    5th
    • Death Throes (SC)
    • Draconic Might (SC)
    • Illusory Feast (SC)
    • Teleport
    • Transmute Rock to Mud

    6th
    • Greater Dispel Magic
    • Tenser’s Transformation
    • Transfix (SC)
    • Move Earth

    7th
    • Barghests’s Feast (SC)
    • Bite of the Werebear (SC)
    • Whirlwind of Teeth (BoVD)
    • Statue

    8th
    • Mind Blank
    • Polymorph Any Object
    • Iron Body

    9th
    • Maw of Chaos (SC)
    • Summon Monster IX (earth creatures only)


    Spoiler: Miscellaneous
    Show

    Racial/template traits -
    • Human: bonus feat; bonus skill point per level
    • Lycanthrope: +2 natural AC bonus in all forms; 2 claws and a bite in hybrid form (1d4/1d4/1d6); cannot cast spells with verbal components in hybrid form.
    • Giant Poisonous Toad: +3 natural armor bonus, +4 racial bonus on Hide checks, +6 racial bonus on Jump checks; poison (initial damage unconsciousness, secondary 3d6 Con).
    • Tainted Raver: -2 penalty to AC from perpetual rage; +2 bonus on Will saves from perpetual rage; no longer gains taint


    Taint/depravity traits (mild) -
    • Bestial: +2 circumstance bonus on Handle Animal, Ride and wild empathy checks; -1 on Cha based ability and skill checks
    • Skin Seeps: +2 circumstance bonus on Escape Artist checks, and on grapple checks to escape a grapple or pin; -2 on Climb and Sleight of Hand checks; opponents add +2 bonus on disarm checks


    Spoiler: CR 9 Snapshot
    Show
    CLAWDIUS (HYBRID FORM)

    Medium Humanoid (Human, Shapechanger)

    Hit Dice: 2d8+7d4+66 (96hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+4 mage armor, +2 Dex, +5 natural, +1 deflection, -2 perpetual rage), touch 11, flat-footed 18
    Base Attack/Grapple: +4/+8
    Attack: Claw +8 (1d4+4)
    Full Attack: 2 claws +8 (1d4+4) and bite +6 (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of lycanthropy, spells
    Special Qualities: DR 10/silver, fast healing 3, low-light vision, lycanthropic empathy, scent
    Saves: Fort +12 (+14 against poison) Ref +7 Will +16
    Abilities: Str 18, Dex 14, Con 24, Int 10, Wis 6, Cha 24
    Skills: Bluff +16, Climb +2, Concentration +21, Craft (cooking) +5, Escape Artist +4, Handle Animal +9, Hide +7, Intimidate +6, Jump +9, Listen +0, Ride +4, Spot +0
    Feats: Deformity (obese)B, Dodge, Earth Bloodline, Gape of the SerpentB, Iron WillB, Multiattack, Silent Spell, Willing DeformityB
    Environment: Any
    Organization: Solitary (+ Gobbles)
    Challenge Rating: 9
    Treasure: Combat gear + 145gp
    Alignment: Chaotic evil
    Advancement: By character class
    Level Adjustment: -

    Combat Gear: cloak of charisma +2, periapt of wisdom +2, potions of cure moderate wounds (2), ring of protection +1, wand of web (10 charges), scroll of magic circle against good, scroll of nondetection

    Spells: Clawdius casts spells as a 7th level sorcerer.
    Spells Known (6/8/8/6, save DC 17 + spell level):
    0 – caltrops, detect magic, detect poison, preserve organ, prestidigitation, slash tongue;
    1st – enlarge person, expeditous retreat, grease, hoard gullet, mage armor, ray of enfeeblement;
    2nd – invisibility, jaws of the moray, razorfangs, shatter;
    3rd – fly, keen edge, manyjaws.

    Spoiler: CR Highlights/Play Tips
    Show
    CR Highlights/Play Tips:

    CR 1-5: Clawdius is primarily a melee combatant at this point. In toad form, he can grapple and swallow whole, and thanks to Gape of the Serpent, can swallow creatures of up to medium size (with some difficulty). The toad form also has a powerful poison (unconsciousness/3d6 Con) with its bite. DR and fast healing make him fairly resilient in battle. Perpetual madness boosts his Fort and Will saves, as well as its other benefits. His toad familiar (Gobbles) also adds a few hit points, and grants the Alertness feat when close. His casting is pretty limited at this point: Grease and Ray of Enfeeblement can hamper opponents; Expeditious Retreat and Mage Armor increase manoeuvrability and defence. Enlarge Person, though the Bloodline feat, carries over to toad form, allowing him to swallow creatures of large size. The Dodge feat comes from the base animal (giant poisonous toad): due to the feat reqs, it may only be available for use in toad or hybrid form. Worshipping an elder evil gives a bonus feat every 5 levels, including the thematically fitting Deformity (obese).

    CR 6-10: Sorcerer casting continues to improve. Spells like Polymorph, Haste, Fly and Invisibility improve versatility and combat options. Clawdius can polymorph Gobbles into combat forms, if he's willing to risk losing his familiar. With Multiattack and Silent Spell available, he prefers to be in hybrid form, able to cast most spells and use his bite and claw attacks. Evil's Blessing is a great boost for saves, if he has time for short term buffs. Parboil is useful for preparing his enemies as meals, and debilitating to Int based casters. Jaws of the Moray and Razorfangs augment his bite attack in animal or hybrid form.

    CR 11-15: Clawdius now has Arcane Preparation: this is primarily so he can make use of corrupt spells. Absorb Mind, Absorb Strength and Consume Likeness are all obvious choices. He could offset the cost with Potions of Restoration or similar methods (if Wis drops to 0, he may require someone to administer them to him: possibly Gobbles in a polymorphed form). Rapid Metamagic allows him to use Silent spells with no increased casting time, and Chosen of Evil can offer a minor boost to a roll in exchange for Con damage (not recommended most of the time). Powerful self buffs are coming online now: while there is a lot of overlap between Draconic Might and Tenser's Transformation, each has it's uses (the former also boosts his primary casting stat; the latter boosts BAB, and would be used to boost his animal or hybrid form once he is committed to melee and not casting further spells). Teleport and Greater Dispel Magic are obvious in their applications. Transmute Rock to Mud and Move Earth can help shape the battleground to his advantage. Transfix can immobilize large groups of creatures, allowing Clawdius to dine on them at his leisure. Death Throes is the ultimate "From Hell's heart, I stab at thee" spell: a nasty surprise for the party that defeats him.

    CR 16-20: Quicken Spell (combined with Arcane Preparation or through Rapid Metamagic) greatly enhance action economy. Enemy of Good can be handy for the forces of good that are likely to be going up against the cult of Leviathan. Bite of the Werebear and Iron Body are yet more powerful self buffs. Mind Blank is almost a must have at these levels, and Polymorph Any Object opens up a world of options. Summon Monster X helps fill out the battlefield, even if it is only earth-based creatures, and Maw of Chaos is one of the most devastating direct damage spells out there.

    General Tips/Adaptations:
    Clawdius is, primarily, a thematic villain. A large chunk of his spell selection is dedicated to biting and consuming other creatures, and spells to facilitate the same. A DM could easily tweak the spell selection to make Clawdius more of a challenge for the party as an optimized caster. Earth Bloodline could also be swapped out for Water Bloodline to better fit the cult of Leviathan, if desired (Earth Bloodline offers better buffs for a melee oriented caster), or possibly Necromantic Bloodline for a more ghoulish feel.
    The Domain Sorcerer ACF for either the Gluttony or Hunger domains is an option (Bite of the King is a perfect fit for Clawdius!), but, in my opinion, the cost in lost spells outweighs the benefits.
    Straight Sorcerer is chosen for simplicity, but a more “gish friendly” prestige class, like Abjurant Champion, can easily be slotted in by changing some feat choices.
    Clawdius works best if supported by other monsters or cult members (despite his self buffs and template-based resilience, he is relatively squishy). At lower level this would probably include Adepts, and monsters like ixitxachitl or giant toads, depending on the environment. At higher levels, krakens and aspects of Leviathan could appear.
    His tactics can be tailored to a party: he can be a blaster, or a melee type. A mix of both would often be viable.

    Recommended Gear:
    Potions of lesser restoration (or full restoration, if you get them from a Healer) to deal with ability damage from corrupt spells etc.; runestaves to expand spell selection (if Dragon magazine is allowed, knowstones as well); raiment of the four and robe of mysterious conjuration to swap out spells on the fly; scrolls and wands of utility and defensive spells (mirror image, resist energy etc.); ability boosters (Cha mainly); a great guide for other item ideas can be found here: [3.5] Lists of Necessary Magic Items

    Spoiler: Sources
    Show
    Sources:
    • Book of Vile Darkness: absorb mind, absorb strength, consume likeness, deformity (obese), preserve organ, slash tongue, slow consumption, whirlwind of teeth
    • Complete Arcane: arcane preparation
    • Complete Mage: rapid metamagic
    • Dragon Magazine Compendium: earth bloodline
    • Dragon Magic: hoard gullet
    • Elder Evils: chosen of evil, enemy of good, evil's blessing, Leviathan, willing deformity
    • Oriental Adventures: giant toad, poisonous (including Dragon 318 update material)
    • Heroes of Horror: taint and depravity traits (bestial & skin seeps), tainted raver template
    • Player's Handbook II: doom scarabs
    • Sandstorm: parboil
    • Serpent Kingdoms: fang trap, gape of the serpent
    • Spell Compendium: barghests's feast, bite of the werebear, blade of pain and fear, death throes, illusory feast, draconic might, caltops, launch bolt, manyjaws, maw of chaos, razorfang, transfix, vortex of teeth
    • Stormwrack: jaws of the moray

    Last edited by jdizzlean; 2018-05-15 at 05:58 PM.
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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    Default Re: Villainous Competition XXVI Swallow Whole!

    that's all folks,

    enjoy the carnage :)
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

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    Default Re: Villainous Competition XXVI Swallow Whole!

    Well, looks like our secret ingredient is none other than the Gape of the Serpent feat from Serpent Kingdoms! By my count, 4/10 builds used it in some way or another.
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    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.
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    Default Re: Villainous Competition XXVI Swallow Whole!

    Quote Originally Posted by 3SecondCultist View Post
    Well, looks like our secret ingredient is none other than the Gape of the Serpent feat from Serpent Kingdoms! By my count, 4/10 builds used it in some way or another.
    When I think of a Swallow Whole build, that's the first ingredient that comes to mind. Unfortunately, I found out about this current comp round too late to get inspiration for an entry.


    Great variation of builds all around. I didn't realize there were lots of support for this kind of theme, and so was pleasantly surprised. I'm sort of expecting a TO build trying to get its hand on a Dalmosh. Maybe on another round?
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.

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    Default Re: Villainous Competition XXVI Swallow Whole!

    Quote Originally Posted by ben-zayb View Post
    When I think of a Swallow Whole build, that's the first ingredient that comes to mind. Unfortunately, I found out about this current comp round too late to get inspiration for an entry.


    Great variation of builds all around. I didn't realize there were lots of support for this kind of theme, and so was pleasantly surprised. I'm sort of expecting a TO build trying to get its hand on a Dalmosh. Maybe on another round?
    I think that in a year or so, a second swallow hole round would be a good idea.

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    Default Re: Villainous Competition XXVI Swallow Whole!

    just finished reading them, and I love everyone's entry... and now I'm hungry.
    Last edited by Falontani; 2018-05-08 at 08:32 PM.
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

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    Default Re: Villainous Competition XXVI Swallow Whole!

    have some monk fries.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my new sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New book coming soon.

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
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    Default Re: Villainous Competition XXVI Swallow Whole!

    I kind of liked the sandwhich
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

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    Thumbs up Re: Villainous Competition XXVI Swallow Whole!

    Great entries all around!

    I'm not tipping my hand just yet, but I already know who my honourable mention will be (it won't be my own entry, BTW ).

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    Default Re: Villainous Competition XXVI Swallow Whole!

    I've read through all the entries and have started judging.
    I like many of the themes.
    Don't expect my judgements posted until at least the end of the week.
    .
    I want to remind everyone to wait until all judging is concluded before making any comments on builds.
    If you see a potential problem with an entry, keep it to yourself. :)
    If you simply have to bring something up, become a Judge.
    The beatings will continue until morale improves!

    Vaz approval for the best backstory. Villainous Competition 16: Burn Baby Burn
    http://www.giantitp.com/forums/shows...&postcount=114

    Honorable Mention Villainous Competition 22: I Am The Night
    http://www.giantitp.com/forums/showt...e-Night!/page6 Xihu Ayame

    Click my Vulpix to feed it yummy berries!

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    Thumbs up Re: Villainous Competition XXVI Swallow Whole!

    Quote Originally Posted by PrismCat21 View Post
    I want to remind everyone to wait until all judging is concluded before making any comments on builds.
    If you see a potential problem with an entry, keep it to yourself. :)
    If you simply have to bring something up, become a Judge.
    Couldn't agree more.

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    Default Re: Villainous Competition XXVI Swallow Whole!

    I thought about doing a second build reprising Tocke of Nessus from back in the Black Blood Cultist Iron Chef round, with the extra two class levels working from CR would afford him opening up Quicken SLA (Unhallow), and Gape of the Serpent in place of Quicken SLA (Desecrate), but decided it wasn't worth breaking anonymity for, especially as Swallow Whole is largely incidental to the main tricks of the build.


    I'm happy with the build I did submit, and it's in excellent company. Looking forward to reading the judgments.

    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: Villainous Competition XXVI Swallow Whole!

    Some very interesting stuff here...
    Good luck to all entrants!
    WINNER! Villainous Competition XXXII: Selene, Bride of Ruin
    Silver Medallist Villainous Competition XXVI: Faras Alnahr, Dark Scion of the Hippo God


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    Default Re: Villainous Competition XXVI Swallow Whole!

    they all look nice; though I was hoping for an ooze. I'd have liked to see a build with gelatinous cube in particular, as that's the idea I was toying with.
    A neat custom class for 3.5 system
    http://www.giantitp.com/forums/showthread.php?t=94616

    A good set of benchmarks for PF/3.5
    https://rpgwillikers.wordpress.com/2...y-the-numbers/

    An alternate craft point system I made for 3.5
    http://www.giantitp.com/forums/showt...t-Point-system

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    Default Re: Villainous Competition XXVI Swallow Whole!

    I had a build that used a wyrmling Prismatic Dragon from the epic player's handbook and took 5 levels of abjurant champion to make it's native spellcasting cl = it's bab (over 20). But something felt cheesy using an epic level monster. In the same vein I had a Worm that Walks build that I was going to use, but the chair said no to consuming with thousands of bites, and it's engulf ability while extremely powerful specifically dealt it's damage through innumerable bites
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

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    Default Re: Villainous Competition XXVI Swallow Whole!

    As expected, this round is quite a bit more complicated (and weird) than the last few.

    Will start judging tomorrow or Friday, and likely finish some time on/slightly after the weekend, methinks.
    Last edited by GrayDeath; 2018-05-09 at 02:49 PM.
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

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    Thumbs up Re: Villainous Competition XXVI Swallow Whole!

    I'm pretty stoked that we have two judges volunteering already!

    Thank you both.

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    Default Re: Villainous Competition XXVI Swallow Whole!

    You are welcome.


    While I am at it (judging a bit in my break, yeah, working on weekends....) I will post my detailed judging criteria in the soiler below, so that people know why I judge what I judge how I judge. ^^


    Spoiler: Criteria
    Show


    1.: Originality:
    Starts at 3.0 for a neither expected nor unexpected, slightly innovtive build.
    This one will be split into three sub categories.

    A: Was it among the first 2 concepts I thought about when I read the Comp`If yes, -0,5, if no, no change. If it wanst among ANY concepts I thought about, +0,5.

    B: Is the combination one of the "Same Old Same Old" Otpimization staples? if so, -05 to 1,0 depending on how much. If not, up to +1 (if its really innovative)

    C: Is it the only one in the competition. THis is the only area where I do a direct comparison. If there are 3 (or half of the entries, whichever is more) of very similar concepts/builds, each gets dunkep .5 pts.
    If its the only in 80+% of its aspects, it gets +0,5 pts.


    2.: Elegance:

    You could say this is my central judging criteria. Why? Because doing well in the other 3 categories can be done with wildly "Unfluffy" and inelegant builds much more easily than with elegant ones. So I will be stricter here (and less likely to accept disputes) than in any other category.

    Starts at 3.0 for a fully legal, cheesefree and relatively argument-free build that is not pretty at all or a pretty build with some minor cheese needed.

    Gains up to +1,5 for being at most made of 2 classes or a class and 2 prestige classes.

    Gains up to +1 for being "pretty", having logical and fluffy progression and not needing ANY arguing/CHeese to work.

    Loses up to ,5 each for: needing medium amounts of cheese, being ludicrously complicated (4+ classes), having more than one dip.

    Loses up to -1.5 for each time it directly violates one of the Competitions rules without becoming fully illegal (a build focussing around Leadership and its ilk that uses Oriental Adventures Material would be considered fully illegal, for example).
    Fully illegal entries will not be judged at all. Partially illegal will only be deducted Elegance, but most often down to a minimum of 1.0.


    3. Power:

    This is how well the build does what its supposed to do. NOT how well it fares against a random amount of PC Builds or predefined encounters or especially the other entries!

    Starts at 3.0, meanign "Does what its supposed to do reasonably well, does only have minor weaknesses" or is "excellent at what it does, but has glaring weaknesses otherwise".

    Gains up to +0,5 for: having no real weaknesses, doing another thing well, general flexibility, being clearly more powerful than average, various immunities.

    Loses up to .5 each for: Having more than minor weaknesses, being less powerful than average for its intended role, needing specific circumstances to "work", relying on Items/Certain limited ressources (for example: it needs a specific single spell to work, but cannot cast it itself, or only once/Day etc).


    4. Memorability:

    The least clearly impartial one.

    Has three parts for me (and unlike any of the other three starts at 1,0)

    A: Wow Effect. How much was I blown away by the bascic concept, coolness and simple style of it. Gives from 0 to 1,5 pts.

    B: Usability: in how many different scenarios/Backgrounds/Settings is the concept usable well? Gives from 0 (1 specific one) to +2 (just about everywhere and everytime) pts.

    c.:Porting: How easily is it to adapt to other settings/Situations. May add 0 to 1 pts.

    And lastly the only totally subjective one: how much do I like it myself. Will never subtract, may add up to +0.5 pts


    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

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    Default Re: Villainous Competition XXVI Swallow Whole!

    Update. only 3 done so far, more work got in the Way, but I should get it done on the coming weekend at the latest.
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

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    Default Re: Villainous Competition XXVI Swallow Whole!

    thanks for the update.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my new sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New book coming soon.

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition

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    Default Re: Villainous Competition XXVI Swallow Whole!

    I've picked up extra gigs to work these last few days. I'll be able to continue judging tomorrow. I'll have them posted by this weekend.
    The beatings will continue until morale improves!

    Vaz approval for the best backstory. Villainous Competition 16: Burn Baby Burn
    http://www.giantitp.com/forums/shows...&postcount=114

    Honorable Mention Villainous Competition 22: I Am The Night
    http://www.giantitp.com/forums/showt...e-Night!/page6 Xihu Ayame

    Click my Vulpix to feed it yummy berries!

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    Default Re: Villainous Competition XXVI Swallow Whole!

    And here we go.

    Took a lot longer due to 2 of the Builds (you know who you are!^^).




    Spoiler: Keyussek
    Show



    Originality: OK, thats some weird build right there (didnt even hear of the monster before, and combining Incarnate+ Totemnist+weird Monster is not really that … normal). Aside from the „Big thing swallowing stuff“ thats to be expected, this is pretty good.
    4.00pts


    Elegance: Creature, Type Progression, Evolved Type progression, 2 classes and a PRC. Thats a handful.
    Nothing illegal, or cheesy mind, but not „pretty“ either.
    Classic 4.00pts


    Power: Whooa.... OK, giving the aim of what does it do, its extremely effective at its shtick. Aside from the fact it cannot fly, and that its undead and hence has some particular weaknesses (and Immunities) … I cant possible imagine a more terrifying grappler/Swallower Combo.
    Take 4.50


    Memorability: Great as a „dang that was one ugly clusterf.... Otherwise however its more a Monste rof the Month Thing. Horrificly horrifying, but with little personality/repeated appearances, and its uses are quite limited.

    3.00


    Total: 15.5





    Spoiler: The Behemoth
    Show



    Originality: OK, a „Lets add Heads to a thing that already swallows stuff“ was among the most expected things I thought about pre Comp. And it does nothing even remotely new/unusual after that.
    2.0

    Elegance: Well, its a simple beast with added heads and thats it. Clean, elegant, concise.
    5.0

    Power: Hoho, a Int 2 Beast as a CR 20 Encounter? While I agree that it does its Shtick extremely well, its far too easy to dominate, trick, or simply „Fly and Snipe" this beasty. Its more akin to a natural disaster than a thinking Enemy, and hence much easier to beat than its stats would suggest. Now if anyone is stupid enough to face it with an army, oh my....^^
    3.0

    Memorability: Its somehting like the Tarrasque. Hard to kill/fight directly, easy to „solve“ otherwise. Its not truly memorable any more than an earthquake...unless you make the mistake of facing it in Close Combat with your whole party. ^^
    2.5


    Total: 12.5




    Spoiler: Gourmandoggo
    Show



    Originality: The Name alone blew the snot out of my nose laughing. So why its not the most unusual thing mechanically, and again has a big mouth, the sheer fun value gices it a bonus here and in Memorability. Also the combination of RHD and Initiator is expected, still going all three ToB Classes is not.
    3.25


    Elegance: Half elegant Race+HD, half „obvious power grabs without fluff“ of all ToB classes, this is the easiest to score, slightly above average.
    3.5


    Power: Now we`re talking. Nice Interactions, lots of Maneuvers, high Stats. Aside from no natural flight, this is built about as well as it could be to do its job, yet more trickbased than other entries with large Beast parts. I like it.
    4.5


    Memorability: Well, it suffers a bit here, because IF you manage to introduce it along the lines as put up in the fluff it will be very memorable, otherwise it will only get the oddity bonus of being a big Dog with Maneuvers.

    3.5


    Total: 14,75





    Spoiler: Faras Alnahr
    Show



    Originality: Bonus for the Hippo, didnt have it on the list of obvious stuff, which I should have had. Minus for the rest, as its an obvious grab all of „how to get the most magic onto a strong base creature“, Handbook like.

    2.75


    Elegance: Strange Race+Template+Afflicted Lycantrhope + obvious Power Grab Classes. Nothing elegant about it, but as far as I can spot (and I did some searching, sigh) nothing illegal either.

    2.75


    Power: And here she shines. Amazing Stats/Transfomration, Boosts, and full Ur Priest Casting+Bonuses. That thing is a Nightmare to face, has answers for most things if swallowing them does not really work, and can smash good.

    4.75


    Memorability: Anhother good Point. The Crazed Dune hag Hippo Troll Priest. Say that three times quickly after one another. Potential to follow the PC`s as a nemesis, even if it only works well from CR 10+. Aside from Social Campaigns widely usable as well.

    4.25



    Total: 14.5





    Spoiler: TasteOfMagic
    Show



    Originality: Love the Name. Nothing too earth shattering otherwise, Totemnist was expected, Balhannoth is an obscure and very situational monster, and hence also rather unexpected. Not bad overall.

    3.5


    Elegance: Race+HD+Class. Simple. Aside from the fact that some DM`s might balk at using the add special ability (I dont) very elegant indeed.

    5.00


    Power: Its good, but not great, at what it does. And being blind and nonflying, has serious weaknesses, aided by the fact its focus is singular and narrow.

    2.75


    Memorability: Its a blind magic eating monster. More like a natural Disaster than a Villain, and additionally can only be used in quite specific cirumstances.

    2.25


    Total: 13.5





    Spoiler: Antharyx
    Show



    Originality: Ohoh, a complicated and unusual Build! (Which will bite you further below). That particular combo is nice, and a more elegant looking "Swallow Whole“ Monster than expected, but still nothing too unusual.

    3.75


    Elegance: Ah, we run into 2 problems here. The first being a clearly only power grabby Class Mix of „too many“, the second, and bigger, the fact that Banelear are CR 8, +2CR from half Dragon make your Starting Point for Classes Level 11, not 8, which removes the last 4 Levels from your Build. To be fair I only penalize that (in height of one full point) further down in Power, so for Elegance we have a complicated, nonpretty build with a small (because solvable) Illegality (of using a 3.0 instead of a 3.5 Version, which subtracts another .5pts).

    2.25


    Power: If it actually did all you envisioned, this would rock, a score of around 4.5 to 4.75ish.
    Sadly, you miscalculated the CR and hence all your Spelldancer Levels and the last Focussed Transmuter Level, with all their Goodies, go away, leaving you without some of your tricks and 9th level Spells.
    While it is still a powerful Creature with some nice Spellcasting, its far from being as good as it could be.

    3.75


    Memorability: Simple. Not bad, not great.

    3.00


    Total: 12.75




    Spoiler: The Virus
    Show



    Originality: Well, didnt see THAT coming. At all. The actual Villain was swallowed whole, isntead of doing it. That … is an interesting interpretation of the theme if I have ever seen one, but the chairs OK is an OK. Big Bonus for the Balls it took in this score. Little deduction for it in Elegance (but you can take it)

    4.5


    Elegance: Aside from one minor flaw (a Puppeteer has a CR of 1, sou you cannot reach Level 20 in Psion, Deducted .5 each from Elegance and Power for it) and the fact that some DM`s might frown upon your very … RAW Interpretation of the Chairs answer to your question, this is a stright Race+CLass Combo.

    4.5


    Power: We dont need to discuss the amount of Pwoer a Telepath can wield. They are not for naught considered the by far strongest straigh Psions. However due to your CR Oversight of the Base Creature, you lack Reality Revision and Etheralness (and some mor PP), which put a big dunk into your otherwise excellent Powerscore at CR 20.

    4.00


    Memorability. This is hit or miss. If the PC`s know the … host before, its among the best. If not, they simply will not realize what their opponent is, aside froma Telepath. So the end result is middling.

    3.00


    Total: 16.00





    Spoiler: The Nightstalker
    Show



    Originality: Ohh....kay. That thing took a while to read through (and understand). Very unexpected, weird build.
    Take almost full pts!

    4.75

    Elegance: Ah, your Achilles heel. Wildly complicated, 3 parts of 75% fat cheese, and everything only taken for pure power reasons (luckily you avoided the NI Stuff or you would lose another .5). If one agrees to your RAW Interpretations of the Shadow Creature PS Interaction, and does not simply shake its head at being two different Racial paragons while being undead, one is still left with a lot of … shall we say less than elegant stuff. Including that you cannot be a Lich without applying the +2 CR, which either makes it impossible to be a Lich or costs you the final Levels of PS, both lowering your Power (See below)
    Nothing TRULY Illegal that would put it to a 1, so
    1.75


    Power: Well, its very very powerful. Reasonably transforming into most stuff it wants to, close to full Druid Casting, natural Undead Abilities. The works. Only you can either be a Lich (and add +2 CR) OR have those last 2 Levels of PS. Whichever you choose, you lose some power.

    4.5



    Memorability: Good. Depending if you can tie the PC`s to your Past may even be great, but even so, a Shapeshifting Undead that is usable just about everywhere (where there are no sane DM`s^^) outside of social Campaigns.

    3.75


    Total: 14,75





    Spoiler: Emissary of the King
    Show



    Originality: Now another different take on the Swallow Whole theme. In addition with a Class Combo thats one of my favourites for M+S (sans Hierophant usually), and that picture. Like it.
    Not TOO innovative though.

    3.75


    Elegance: A few classes too many (and a dip) for a perfect score, but its fully legal and noncheesy, so very good.

    4.25


    Power: Excellent overall capabilities, with a melee focus ut not too much so. Getting a few Warblade Levels later on might have helped making him a better combattant overall, but he is scary enough as is. Amazing amount of Utility for a concept so narrow on first sight.

    4.75


    Memorability: Sadly, he doesnt quite measure up to the picture. ^^ A bit more on the Background than the, admittedly nice, story part would have helped. Still, he is widely usable, has variety and fits the „Scary“ theme of many a Campaign Setting.

    3.75


    Total: 16.5





    Spoiler: Clawdius
    Show



    Originality: OK, I need to stop laughing. Together with Gourmandoggo this is already a contender for HM. Really love the snarky feel to it. (or should I say croaky?^^). Nice take on the more consumptive aspects of Swallow Whole, but mechanically rather „Normal“

    3.5.


    Elegance: Which helps you here. A thematically fitting Race and straight Sorcerer with thematic Spells to boot. Dont get more elegant than that.

    5.00


    Power: He suffers from reaching his spells later than usual, even for Sorcerers, and is not a great Caster overall, but his Vile Feats and Focus make up for that, partially at least. Mopre thematic than purely for Power. Still, 9th level Casting is 9th level Casting, and the theme IS central to the Comp.

    3.5


    Memorability: Excellent. A Froggy Sorcerer with fitting mutated look and feel. Ideally letting the playesrs know the „Toady“ early enough. Fits well into many a Campaign, even if his main role and focus are narrow they are less so than one would think at first sight. Small Bonus for "I just like the Concept as a whole"


    4.25


    Total: 16.25

    Last edited by GrayDeath; 2018-05-20 at 09:34 AM.
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

  28. - Top - End - #88
    Titan in the Playground
     
    Venger's Avatar

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    Default Re: Villainous Competition XXVI Swallow Whole!

    thanks for the update. are you posting the last two entries separately?
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my new sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New book coming soon.

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition

  29. - Top - End - #89
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVI Swallow Whole!

    I have a dispute, but I'll wait until the last 2 build's judging s are posted to post it.
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
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    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  30. - Top - End - #90
    Ogre in the Playground
     
    GrayDeath's Avatar

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    Default Re: Villainous Competition XXVI Swallow Whole!

    No, I`m just an Idiot who is too dumb to copypaste correctly.

    Ugh, gotta go back to copying them in once I am home., around 25 minutes or somesuch.

    Sorry.


    Edit: Done. ^^


    @ Jiddizzlan: You`re the Chair. If you have a dispute that would mean you entered? ^^

    If you mean I have done something wrong in your view, just PM me, disputes are for Judges and Cooks, no?

    If you mean you already got a Dispute from one of the creators, never mind then, go ahead. :)
    Last edited by GrayDeath; 2018-05-20 at 09:39 AM.
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

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