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    Orc in the Playground
     
    Macabaret's Avatar

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    Aug 2012
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    MN, USA
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    Default Junkyard Wars XXII: Show Me Your Skillz

    Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds!

    Goal: Create a build that showcases the selected ingredients while steering clear of the Forbidden Ingredient.


    This competition has two Necessary Components and one Forbidden Component. This round's components are...

    • Necessary: Battle Trickster (from Complete Scoundrel p.28)
    • Necessary: Magical Trickster (from Complete Scoundrel p.45)
    • Forbidden: Uncanny Trickster



    Contestants:

    The rules are as follows:
    • Creation: 32 point-buy is the presumed creation method. You may assume that you will have enough exp to reach ECL 20, and that the occasional bit of crafting, use of spells with exp components, or the like won't prevent you from doing so. However, LA buyoff is an alternate rule which is not in play.
    • Workshop: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon Magazine is disallowed, and Unearthed Arcana is allowed; but see below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere as this may cause an Elegance deduction at the judges' discretion. If you use web material, please link it. Dragon Magazine Compendium is allowed, as are Oriental Adventures and the Dragonlance Campaign Setting. Alternate rule systems from UA such as gestalt and fractional saves are not allowed, as they create a different playing field.
    • Speculation: Please don't post or speculate on possible builds until after the reveal in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.
    • Disputes: Any scoring disputes should be sent to the Chair via PM. Valid disputes include RAW misreadings, arithmetic errors, things missed that are present in the entry, and inconsistently applied criteria. Invalid disputes include disagreements on matters of opinion, a judge not catching something not explicitly presented in the entry, and the like. Invalid disputes will be responded to via PM by the Chair, but valid disputes will be posted in-thread for the judge to review. When disputing, please indicate the judge the dispute is intended for and provide a quote of the disputed comment or comments. Note: the Chair may edit or paraphrase any disputes in presenting them to the judges.
    • Leadership is banned: We're creating one thing, not all of the things. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.
    • Presentation: You will need to present a write-up of your build at at least one of the following points: 5th level, 10th level, 15th, 20th, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20-level build in the table below. Please give a rundown of the build's abilities and playability throughout its life. Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build as I'm likely to miss it when reviewing the entries. Also for this reason, PLEASE do not include any material that may or may not offend any potential viewers/judges/competitors OR break forum rules. Any builds which violate forum rules WILL be withheld from posting.

    Due to concerns about standardizing entry format, please use the following table for their entry.
    Spoiler
    Show
    NAME OF ENTRY
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st New Class Level +x +x +x +x Skills Feats New Class Abilities
    2nd New Class Level +x +x +x +x Skills Feats New Class Abilities
    3rd New Class Level +x +x +x +x Skills Feats New Class Abilities
    4th New Class Level +x +x +x +x Skills Feats New Class Abilities
    5th New Class Level +x +x +x +x Skills Feats New Class Abilities
    6th New Class Level +x +x +x +x Skills Feats New Class Abilities
    7th New Class Level +x +x +x +x Skills Feats New Class Abilities
    8th New Class Level +x +x +x +x Skills Feats New Class Abilities
    9th New Class Level +x +x +x +x Skills Feats New Class Abilities
    10th New Class Level +x +x +x +x Skills Feats New Class Abilities
    11th New Class Level +x +x +x +x Skills Feats New Class Abilities
    12th New Class Level +x +x +x +x Skills Feats New Class Abilities
    13th New Class Level +x +x +x +x Skills Feats New Class Abilities
    14th New Class Level +x +x +x +x Skills Feats New Class Abilities
    15th New Class Level +x +x +x +x Skills Feats New Class Abilities
    16th New Class Level +x +x +x +x Skills Feats New Class Abilities
    17th New Class Level +x +x +x +x Skills Feats New Class Abilities
    18th New Class Level +x +x +x +x Skills Feats New Class Abilities
    19th New Class Level +x +x +x +x Skills Feats New Class Abilities
    20th New Class Level +x +x +x +x Skills Feats New Class Abilities

    Code immediately below (spoiler).
    Spoiler
    Show
    [table="class: head alt1 alt2"]
    [tr]
    [th][B]Level[/B][/th]
    [th][B]Class[/B][/th]
    [th][B]Base Attack Bonus[/B][/th]
    [th][B]Fort Save[/B][/th]
    [th][B]Ref Save[/B][/th]
    [th][B]Will Save[/B][/th]
    [th][B]Skills[/B][/th]
    [th][B]Feats[/B][/th]
    [th][B]Class Features[/B][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [/table]
    For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)
    Spoiler
    Show
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - - - - - - - - - -
    5th - - - - - - - - - -
    6th - - - - - - - - - -
    7th - - - - - - - - - -
    8th - - - - - - - - - -
    9th - - - - - - - - - -
    10th - - - - - - - - - -
    11th - - - - - - - - - -
    12th - - - - - - - - - -
    13th - - - - - - - - - -
    14th - - - - - - - - - -
    15th - - - - - - - - - -
    16th - - - - - - - - - -
    17th - - - - - - - - - -
    18th - - - - - - - - - -
    19th - - - - - - - - - -
    20th - - - - - - - - - -
    Code immediately below (spoiler)
    Spoiler
    Show
    [B]Spells per Day/Spells Known[/B]
    [table="class:head alt1 alt2"]
    [tr]
    [th][B]Level[/B][/th]
    [th][B]0lvl[/B][/th]
    [th][B]1st[/B][/th]
    [th][B]2nd[/B][/th]
    [th][B]3rd[/B][/th]
    [th][B]4th[/B][/th]
    [th][B]5th[/B][/th]
    [th][B]6th[/B][/th]
    [th][B]7th[/B][/th]
    [th][B]8th[/B][/th]
    [th][B]9th[/B][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [/table]
    For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.

    Judges:

    • Scoring: Each judge is required to provide the criteria by which they are judging the builds. By "criteria," we mean a simple explanation of what the judge is looking for in each of the below categories and what kind of scoring we can expect. If a judge deems a build to be illegal, they may provide a 0 in Elegance but may not refuse to judge any build presented by the Chairman.
    • The Categories: Judging will be based on the following criteria, with each build rated from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Components.

      • Originality: Is the build unique? Does it deviate from the obvious? Does it forge its own path, or does it fall back on common, established optimization tricks? Some judges score entries for the quality of their concept & backstory as well, though not all do. Providing at least some backstory is heavily encouraged, as it helps the judges figure out who the entry is. Note that the purpose of this category is not to penalize entries that independently came up with the same idea as another entry, but rather to reward entries that explore underutilized and non-obvious areas of optimization, so, judges, try not to base your judging in this category too heavily on what other builds are doing. Multiple entries using the same element may certainly be evidence that the element is unoriginal, but you shouldn't impose anything like a "-1 for each other build using the same class" penalty.
      • Power: Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
      • Elegance: This category was formerly titled "Build Stability." Here, we're essentially measuring how skillfully you put your build together and how you balanced flavor with power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Other things that will cause lost points here are excessive multiclassing (meaning any multiclassing that results in an xp penalty), and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, may lose you points. Rule adherence and legality of sources is scored under this category; additionally, reliance on a questionable, controversial, or ambiguous ruling can and should result in a deduction. Neither the number of sources nor their relative obscurity should be penalized--contestants should feel free to use any books they like. Dipping should not be penalized unless it results in a multiclass xp penalty; if the system won't penalize it, neither should judges.
      • Use of Components: Was the Forbidden Component avoided? Were the Necessary Components showcased, or simply used because they were necessary?
    • Disputes: Any scoring disputes will be posted by the Chairman in-thread after reviewing them privately. Valid disputes include
      • RAW misreadings,
      • arithmetic errors,
      • things missed that are present in the entry,
      • and inconsistently applied criteria.

      Invalid disputes include
      • disagreements on matters of opinion,
      • a judge not catching something not explicitly presented in the entry,
      • and the like.

      Invalid disputes will be responded to via PM by the Chair, but valid disputes should be responded to by each individual judge. Judges are obligated to respond to disputes to ensure that everyone gets a fair shake. A judge's scores will only be recognized if they have recognized all disputes. In the absence of any other judges, the entries will be judged by the chairman.


    Completion Time:
    • Contestants will have until 20:59 PM CST Sunday Feb. 3, 2019 to create their builds and PM them to the chairman.
    • Builds will then be posted simultaneously to avoid copying.
    • Judges will have until 20:59 PM CST Tuesday Feb. 12, 2019 to judge the builds and submit their scores. Judging deadline is subject to extension as required.
    • As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.


    Looking for as many contestants and judges as feel like playing! We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build that doesn't gain a medal. Contestants are invited to vote for honorable mention via PM. Everyone else can vote in-thread. Ready? Set? Get to the junkyard and start building!

    Previous Competitions:
    1. Junkyard Wars in the Playground I: Shadowdancer + Sneak Attack - Rogue
    2. Junkyard Wars in the Playground II: Healing Spells + Ruby Knight Vindicator - Cleric
    3. Junkyard Wars in the Playground III: Dragons + Theurges - Kobolds
    4. Junkyard Wars in the Playground IV: BoED + Undead Type - Completes
    5. Junkyard Wars in the Playground V: Dread Witch + Reaping Mauler - Fighter
    6. Junkyard Wars in the Playground VI: Wonderworker + Profession Skill - Factotum
    7. Junkyard Wars in the Playground VII: Metamagic Feats + LA - Metamagic Reducers!
    8. Junkyard Wars in the Playground VIII: Pounce+Small Size-Barbarian
    9. Junkyard Wars in the Playground IX: Earth Dreamer + Ordained Champion - Cleric
    10. Junkyard Wars in the Playground X: Meldshaping + Natural Attacks - Totemist
    11. Junkyard Wars in the Playground XI: Magical Darkness + Improved Familiar - Wizard
    12. Junkyard Wars in the Playground XII: Dragonmark Heirs + Touchstones - Martial Weapons
    13. Junkyard Wars in the Playground XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping
    14. Junkyard Wars in the Playground XIV: Racial Paragon Classes + Spellcasting - Base Classes
    15. Junkyard Wars in the Playground XV: Ruathar + Stoneblessed - Human
    16. Junkyard Wars in the Playground XVI: Trapsmith + Combat Trapsmith - Rogue
    17. Junkyard Wars in the Playground XVII: Elemental Warrior + Jaunter - Fighter
    18. Junkyard Wars in the Playground XVIII: Argent Savant + Holy Scourge - Wizard
    19. Junkyard Wars in the Playground XIX: Incarnum Blade + Exotic Weapon Master - Spiked Chain
    20. Junkyard Wars in the Playground XX: Xorvintaal Exarch + The Pact-Bound Adept - Sorcerer
    21. Junkyard Wars in the Playground XXI: Rebuke Undead + Teamwork Benefits - [Divine] feats
    Last edited by Macabaret; 2019-01-29 at 10:24 AM.

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    Ogre in the Playground
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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Have idea, will look
    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: Junkyard Wars XXII: Show Me Your Skillz

    Didn't see this until it slipped to 2nd page.

    Time permitting, might get a build in.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    I have vague thoughts on this. Will hopefully be able to throw something together.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Just quickly marking this thread. I've got a basic stub put together already, but we'll see if I can work out the final details.
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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    How goes the skill-monkeying, folks?

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    I've got my idea, forgot about this and got distracted elsewhere. Going to see about working on it in the coming days
    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: Junkyard Wars XXII: Show Me Your Skillz

    This intrigues me. Going to see if I can put together a build!

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    I've got most of it worked out, but I'm also very busy, so I'm not sure I'll be able to finish it.
    Last edited by DeTess; 2019-01-11 at 07:09 AM. Reason: sentence was wonky
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    Thumbs up Re: Junkyard Wars XXII: Show Me Your Skillz

    I've got an idea in mind.

    Currently working on my VC build, but if there's enough time, I'll submit one for this too.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    I've got a really cool combo with Magical Trickster that I want to use, but Battle Trickster is just godawful and eating my levels. >:[

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    have thoughts, will attempt


    **edit**
    ugh, first idea has led to 2nd idea that is equally tempting, may attempt both....

    **2nd edit to counter a double post**

    the feels when 15-20 hours later, when you're ready to do the table formatting, and realize you have to go back and re-allocate skill points because you made a boo boo half way in....
    Last edited by jdizzlean; 2019-01-16 at 06:31 AM.
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    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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    Question Re: Junkyard Wars XXII: Show Me Your Skillz

    Next Monday is a public holiday here: any chance for an extension to 29th?

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    On 28 Jan:
    For those of you in Australia, observe Australia Day.
    For those in the Cayman Islands, celebrate your National Heroes Day.
    For those of you in Germany, recognize European Privacy Day.
    For those of you in Cuba, celebrate José Martí´s Birthday.
    For those in the USA, enjoy your National Blueberry Pancake Day.

    And then come back on the 29th to submit your entry(ies?).
    The deadline has been extended. The OP has been changed to reflect it.
    And, even though no one seemed to notice the error, I also changed the deadline to 2019. That way, no one has to actually go back in time in order to submit an entry. Aren't I nice? ;)
    Last edited by Macabaret; 2019-01-22 at 12:50 PM.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Psssst: Battle trickster is a bad class.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Quote Originally Posted by daremetoidareyo View Post
    Psssst: Battle trickster is a bad class.
    Anyone who comes up with a legitimate reason to have Battle Trickster in their build deserves major kudos.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    blueberry pancakes? pssh, give me bacon pancakes any day good sir.
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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: Junkyard Wars XXII: Show Me Your Skillz

    Quote Originally Posted by jdizzlean View Post
    blueberry pancakes? pssh, give me bacon pancakes any day good sir.
    Blueberry pancakes AND Bacon!!! Maybe some scrambled eggs too :)

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    A long weekend left. How is everyone faring?

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    My build won't be coming. After taking another look at it I've decided it wasn't really doing anything special, unique or noteworthy in any of the categories. Sorry about that.
    Jasnah avatar by Zea Mays

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    NinjaGuy

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Well, I've got a build I like, but got sidetracked during skills and now am slightly concerned I'm not going to get the write-up done on time....

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    To be honest, my time has been going in to finishing up my VC entry. Not sure if I'll be able to get anything in here unless there are further extensions.

    Either way I'm OK, please don't hold up the comp on my account.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    I am going to need like 3 days....

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Thank you, everyone, for your updates. I much prefer to grant asked for extensions rather than extend deadlines due to a lack of submissions. It's nice to know that people are working on this.

    The deadline has been extended to 20:59 PM CST Sunday Feb. 3, 2019.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Real-life is kicking my butt. Doubt my entry will get finished, even with the extended deadline.

    I volunteer to judge.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    My apologies, folks. I hadn't realized, when I extended the deadline, just which night it was. (And the recovery period that would be needed for the following morning.) Thus, the delay between the deadline and the showcasing of the entries. Thank you for your patience.

    With that said, please refrain from posting until the entries are all on display.

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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Entry the first:

    Friend Ethan


    Spoiler: Stub
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    CG Human Ranger 2/Cloistered Cleric 4/Ruathar 1/Mag Tricks 3/Divine Disciple 5/Bat Tricks 3/Ruathar +2
    7d8+10d6+3d10
    Worship Shevarash (FR-elven god), as Human

    Point Buy:
    STR/DEX/CON/INT 10, WIS 18, CHA 15
    4-16 in WIS, 20 in CHA


    Spoiler: Background:
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    The village of Glen Lorien had stood in the shadow of the Grey Wood for nearly as long as memory could recall. From Father to Son, and Father to Son before them, each Family had served the House of Dryearurdrenn for millennia. The House had stood stalwart against the forces of the Maeurden since that filth first dared to cross into the lands of the light, under the cover of the darkness to which they clung so desperately.

    My Father, and his Father, and His Father, back to the beginning of our Line had served the Champions of the Light as scouts and wardens of the Wood, often sounding the Horn when the Raiders sign made manifest. We ranged the width and breadth of the realm, scouring the land in our duty to help repel the evil ones from the light. It was on one such occasion that fortune most foul befell us.

    Before we could react, we were swarmed underfoot and trampled into the earth by an overwhelming force. They didn’t even stop to finish us off, so ravenous was their thirst for Elvish blood that most dire of nights. They needent had bothered anyways, all in our party save myself were murdered outright for the raiding party had coated the cloven hoofs of their mount’s steel shod feet in their horrendous poisons. Were it not for Father falling upon me in that last desperate moment, I would have joined him in the afterlife that day.

    The next day I awoke to the carnage all around me. I patched myself up as best I could, then gathered my companions and Father together and sent their souls to the heavens. Another scouting party, this one from the Capitol itself, saw the smoke from the funeral pyre and rescued me late that afternoon. Their voices joined with mine as we sang the Song to honor the Fallen one final time.

    My wounds were tended to by the Healers, and I was given into the clergy’s care as a ward until I was to become fully of Age. I embraced the philosophy of the Great Shevarash, and sought nothing but the obliteration of the entirety of the race of Drow for what they had done. The battle without raged on, while I was kept to my studies within. In time, I was allowed to rejoin the scouting parties, and on one such occasion was able to repay my debt by rescuing the Crown Prince from a similar fate, by defeating to the last those who held him besieged in the Wood.

    Upon return to the City, I was led to the front of the procession, and allowed to lead the way into the Fortress. As I stepped through the gate, the sky was filled with explosions of golden light, and Horns trumpeted from every parapet the city over. I approached the Great Seal, and the light fell from the heavens, coalescing around me in a whirlwind of leaves. Just as suddenly, all was silent and still, and the King stood before me. He bowed low, and spoke in my ear, and a ripple passed through my body. He made me a gift of Elven Chain.

    From that day forward, I was both Man, and Elf-Friend. Embracing both my ancestry and my new life among the elves, I began to weave the martial and the magical together. My fury and hatred of the Dark One’s often led me underground. I pursued them relentlessly, until each fell beneath by bow. Often I would uncover one of their tunnels, and hide up in a corner waiting for them to come out. From the shadows I struck, raining death down upon them from the eaves of their own making.

    My fanaticism elevated me to the status of Disciple in the Church of Shevarash. An even rarer thing for a Human to be, than what I already was. When not engaged in my semi-official duties, I acted as a conduit from His Holiness to the congregation. In time, my experiences and stature grew, and I was granted Ascension. I became more elvish in appearance as my eyes took on a tilt and changed their hue.

    I continue to bring the fight to the darkness to this day. In time, the battle will be won. It matters not if it is won by the sword, the spell, or by another means. The Drow are honorless creatures, and so honorable means of facing them have no place in this world. I employ guile and trickery whenever possible to achieve victory.


    Spoiler: Build
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 2 2 0 Climb 4, Conc 4, Diplo 2, Jump 4, Know-Dungeon 4, Sleight 2, Spellcraft 2, Spot 4, Tumble 2 Able Learner, (B)Zen Archery Favored Enemy - Drow, Spiritual Connection ACF, Track
    2nd Ranger 2 2 3 3 0 Climb 5, Conc 5, Jump 5, Know Dungeon 5, Know Rel 1, Spot 5, Survival 1 (B)Rapid Shot Combat Style - Ranged
    3rd Cloistered Cleric 2 5 3 2 Conc 6, Spellcraft 3, Know Rel 4, Collector of Stories Ancestral Relic (Elvencraft Longbow) (B) Knowledge Devotion (B) Point Blank Shot (B) Weapon Focus Longbow Turn Undead, Spells, Lore, War Domain, Elf Domain
    4th CCleric 2 3 6 3 3 Conc 7, Spellcraft 4, Know Rel 7, Wall Jumper - -
    5th CCleric 3 3 6 4 4 Conc 8, Climb 6, Know Rel 8, Sleight 4, Spot 6, Tumble 3 - -
    6th CCleric 4 4 7 4 5 Conc 9, Climb 7, Spellcraft 8, Spot 7 Extend Spell -
    7th Ruathar 4 7 6 7 Conc 10, Sleight 5, Spellcraft 9, Conceal Spellcasting - Word of Friendship, Gift of Elves, +1 SC (Cleric)
    8th Magical Trickster 4 7 6 9 Climb 8, Conc 11, Diplo 3, Spellcraft 10, Tumble 4 (B) Corner Perch - Spontaneous Trickster
    9th Magical Trickster 2 5 7 6 10 Climb 9, Conc 12, Diplo 4, Spellcraft 11, Tumble 5 Persist Spell, (B) Divine Metamagic +1 SC (Cleric)
    10th Magical Trickster 3 5 8 7 10 Climb 10, Conc 13, Diplo 5, Spellcraft 12, Tumble 6 (B)Swift Concentration - Metamagic Trick, Tricky Magic, +1 SC (Cleric)
    11th Divine Disciple 5 10 7 12 Climb 11, Sleight 6, Spot 8 - (B)Retribution Domain, Divine Emissary, +1 SC (Cleric)
    12th Divine Disciple 2 6 11 8 13 Climb 12, Spot 10 Holy Warrior Sacred Defense +1, +1 SC (Cleric)
    13th Divine Disciple 3 7 11 9 13 Conc 14, Sleight 7, Tumble 7 - Imbue with Spell Ability, +1 SC (Cleric)
    14th Divine Disciple 4 8 12 9 14 Sleight 8, False Theurgy - Sacred Defense +2, +1 SC (Cleric)
    15th Divine Disciple 5 8 12 9 14 Spot 11 Practiced Spellcaster (Cleric) Transcendance, +1 SC (Cleric), Outsider Traits
    16th Battle Trickster 9 14 9 14 Conc 15, Spot 12, Sleight 11 (B)Spot the Weak Point - -
    17th Battle Trickster 2 10 15 9 14 Sleight 12, Survival 5 (B)Tunnel Fighting -
    18th Battle Trickster 3 11 15 10 15 Conc 16, Spot 13, Survival 8 (B) Walk the Walls Sacred Radiance Tricky Fighting
    19th Ruathar 2 12 15 11 16 Conc 17, Spot 15, Survival 10 - Elfwise, +1 SC (Cleric)
    20th Ruathar 3 13 16 11 16 Conc 18, Spot 17, Survival 12 - Arvandor's Grace, +1 SC (Cleric)


    Spoiler: ACF/Skill Tricks/Relic
    Show

    Spiritual Connection ACF: Replace Wild Empathy with Speak with animals/Speak with Plants SLA, any combination up to 3/day, CL=Char level
    Favored Enemy: Drow

    Shevarash: Faiths and Pantheons 131:
    Elven deity of revenge, loss, hatred of Drow. CN, Porfolio (Crusades, Hatred of Drow, Loss, Vengeance), Domains: (Chaos, Elf, Retribution, War). Favored Weapon: Longbow, Cleric Alignments: CE/CG/CN

    Skill Tricks – Comp Sco 82: ***Collector of Stories (Know 5) +5 to any knowledge check, ***Conceal Spellcasting (Conc 1/Sleight 5/Spellcraft 1) make sleight of hand vs spot check, if successful, no AoO and can’t counter spell, ***Corner Perch (climb 8) brace against two walls, or in a corner until end of next turn on successful climb check leaving your hands free, ***False Theurgy (Bluff/Sleight 8, Spellcraft 8) change verbal/somatic components of spell to another of same level, essentially immune to counterspelling, ***Spot the Weak Point (spot 12) standard action spot vs AC, if successful next attack is treated as touch attack, ***Swift Concentration (Conc 12) maintain concentration as a swift action ***Walk the Walls (climb 12, Tumble 5) trade 4 squares movement for 1 vertical w/o needing a climb check ***Wall Jumper (climb/jump 5) after successful climb check, can leap from wall as if from running start

    Ancestral Relic: Elvencraft Longbow: RoTW 167, functions as normal longbow, but can be used as a quarterstaff in melee combat w/ no penalties. Can freely interchange melee/ranged attacks during same round.

    Ancestral Relic enhancements: Precise +1 (as precise shot), Lucky +1 (reroll missed attacks), Splitting +3 (double all attacks) http://www.d20srd.org/srd/magicItems/magicWeapons.htm
    Depending on who’s argument you listen to, Lucky either affects every attack on a ranged weapon, or only 1/day. If you subscribe to the 1/day theory, I’d scrap it as an enhancement and take Hunting in it’s place instead of adding it in later.
    -Hunting +1, MIC 37: increase favored enemy damage by 4
    -Vampiric +2, MIC 45: deal an extra 1d6 to living, and heal that amount
    -Force +2, automatically overcome DR, no miss chance vs incorporeal MIC 35:

    Also, an untyped bonus, but can be factored into the overall item GP value:
    Finder – Underdark 69: 4,800gp, +4 Search, Spot, Survival made underground

    Spoiler: Relic table
    Show

    Enhancement Bonus Bonus Cost ECL WBL Enhancement Used
    1 2,000 GP 4th 6,000 Precise
    2 8,000 7th 23,500 Lucky
    3 18,000 9th 46,000 +x
    4 32,000 11th 82k +x
    5 50,000 13th 140,000 Splitting
    6 72,000 14th 185,000 +x
    7 98,000 15th 240,000 +x
    8 128,000 16th 315,000 +x
    9 162,000 17th 410,000 +x
    10 200,000 18th 530,000 +x


    Spoiler: Spells
    Show

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




    Bonus Spells:
    1 to 7: 1-1, 2-1, 3-1, 4-1
    8 to 15: 1-2, 2-1, 3-1, 4-1, 5-1
    16 to 20: 1-2, 2-2, 3-1, 4-1, 5-1, 6-1

    Fun Spells to persistify, among others

    Luminous Armor – Sanctified 2nd lvl spell: 1hr/lvl, a shimmering aura of light surrounds touched creature, granting +5 AC, no max dex restriction, no armor check penalty, and no arcane spell failure chance. Also sheds light equivalent to a daylight spell, and counters darkness spells of 2nd level or lower. The armor’s brightness causes opponents to take -4 penalty to attack you in melee, and stacks w/ the penalty suffered by light sensitivity (such as drow have). Take 1d2 STR damage when casting

    Divine Favor - 4th: 1rd/lvl +6 STR, BAB = Char Level, 1 temporary HP/CL
    Celestial Aspect – Sanctified 3rd: Wings of the astral deva – gain flying 100ft, eyes of the firre – 2d6 fire 1/round, no attack roll required, can change freely 1/round. Take 1d3 STR when cast
    Haste

    Cloistered Cleric – Knowledge Domain into Devotion

    Elf Domain (SpC) – GP: gain (B) Point Blank Shot
    1- True Strike: +20 on next attack roll
    2- Cat’s Grace: 1d4+1 DEX for hours/lvl
    3- Snare: create magic booby trap
    4- Tree Stride: tree teleport
    5- Commune with Nature: learn about terrain for 1mile/lvl
    6- Find the Path: show direct route to a location
    7- Liveoak: oak becomes a Treant Guardian
    8- Sunburst: Blind all within 10ft at long range, deal 6d6
    9- Antipathy: Object/location affected repels certain creatures

    War Domain (PHB) – GP: Martial Weap Proficiency w/ favored weapon, and Weapon Focus
    1- Magic Weapon: weapon gains +1 bonus
    2- Spiritual Weapon: Magic weapon attacks on own
    3- Magic Vestment: Armor/Shield gains +1/ 4 levels
    4- Divine Power: BAB=character lvl, +6 STR, and 1 hp/lvl
    5- Flame Strike: divine fire 1d6/lvl
    6- Blade Barrier: Wall of blades deals 1d6/lvl
    7- Power Word Blind: Blind creature w/ 200 hp or less
    8- Power Word Stun: Stuns creature w/ 150 hp or less
    9- Power Word Kill: kill creature w/ 100 hp or less

    Retribution Domain (PGtF)
    GP: 1/day when harmed in combat, on next attack, if you hit, you deal maximum damage
    1- Shield of Faith: +2 or higher deflection bonus
    2- Bear’s Endurance: Subject gains +4 CON for 1min/lvl
    3- Speak with the Dead: Corpse answers 2 questions/lvl
    4- Fire Shield: Attacking creatures take fire damage, protection from heat or cold
    5- Mark of Justice: Designated action triggers curse on subject
    6- Banishment: 2HD/lvl extraplanar creatures
    7- Spell Turning: Reflect back 1d4+6 spell levels at caster
    8- Discren Location: Reveal exact location of subject
    9- Storm of Vengeance: rain acid, lighting, hail


    Spoiler: Level Breakdown
    Show

    Sweet Spots: 13, 15, 18.
    5- Standard Archer Cleric at this point. Spiritual Connection helps in the tracking of our quarry by having the plants/animals assist. Lore combined w/ Collector of Stories for that combat bonus. Ancestral Relic is on hand and activated. Little bit lower BAB, but weapon focus, the masterwork bonus, and rapid shot give you another attack, and with Zen Archery thrown in, you should be hitting every attack anyways.

    10- DMM is online, but not fully abusable until later on. Added 3 skill tricks in this block as well as completed Magical Trickster and all its fun. Can burn 1st level spells to re-use skill tricks, 1/day can extend a spell freely and on any round a skill trick is used spell save DC is increased by 1.

    15- Its all Divine Disciple in this block, as well as picking up False Theurgy. Holy Warrior is straight bonus damage per attack based off of the highest war spell available. War Spell, not War Domain. Imbue with spell ability allows the sharing of spells to the party to use as needed, freeing up actions. Transcendence among other things adds Protection From Evil as an at will SLA, important when your favored enemy is inherently evil.

    20- Finish off the Build w/ Battle Trickster and Ruathar. Only 13 BAB, however Divine Power gives full BAB progression, and has been doing so for quite awhile. Great saves. End at Cleric Casting 14th (7ths) at CL 18. Sacred Radiance is quite OP, a single turn attempt equals a 60ft radius bright light which affects evil (drow) AND grants a bonus to your allies at the same time. Two more skill tricks in this block as well, and any round you use a skill trick adds +1 to the next attack roll.


    Spoiler: Sources:
    Show

    Book of Exalted Deeds: Ancestral Relic
    Champions of Ruin: Splitting Enhancement
    Complete Champion: Spiritual Connection ACF
    Complete Scoundrel: Battle Trickster, Magical Trickster, Skill Tricks
    Complete Warrior: Zen Archery
    Forgotten Realms Campaign Setting: Divine Disciple
    Magic Item Compendium: weapon enhancements
    Player’s Guide to Faerun: Retribution Domain
    PHB: Cleric, Domains, Feats, Ranger
    Races of Destiny: Able Learner
    Races of Stone: Tunnel Fighting
    Races of the Wild: Elvencraft Bow, Ruathar
    Spell Compendium: Domains

    On Ancestral Relic:
    As a Quarterstaff it can be enchanted as a staff, a weapon, a wondrous item, and a double weapon; It is both a 2 handed weapon and a 1 handed weapon.

    Quote Originally Posted by Biffoniacus_Furiou
    You can sacrifice anything to add its market value to your ancestral relic, which is then added to the relic's stored gp value. You can then apply that value toward assigning magical properties to the relic, but those properties' total value cannot exceed the value by your level on the table. Nothing says you cannot store value for future use in excess of the maximum magical value.

    For example, your party kills a bunch of orcs, and you have 20 studded leather and 20 falchions. The gear is in poor condition and may not even be worth hauling back to town to sell, as you would only get a fraction of its value. However, you can sacrifice all of that into your ancestral relic for its full market value, or 2,000 gp. You must meditate for two days to do so, but you can spend eight hours one day to do half, and eight hours another day to do the rest.

    As another example, the party is going through a ruin and finds an ornate marble fountain in one of the overgrown gardens. It's in good condition and certainly worth quite a bit, but it's a permanent fixture and much too heavy to move. In comes your character with his Ancestral Relic feat, and you kneel by it for eight hours a day for several days until the entire thing is sacrificed and the full value is added to your relic! The same goes for all the fixtures in a given dungeon: doors, decorations, carvings, murals, you name it, its value gets added to your gear despite such items not typically being taken into consideration for party loot.

    If the party would sell junk loot for half its value, you can buy it from the party pool for that price, and still get a portion back when cash is split. You can sacrifice that junk loot into your relic to add its full market value. For example, 1,000 gp of junk loot would sell in town for 500 gp normally, or 125 gp per character in a party of four. You pay the rest of the party 375 gp for the pile (500 gp, and then you get back 125 gp), and sacrifice the full 1,000 gp into your relic, so you're upgrading it for 3/8 cost.

    Each time you upgrade your relic you can completely change what its properties are. You can get a rod, make it a Lesser Rod of Extend, later switch it to a Lesser Rod of Empower, then a Lesser Rod of Maximize, and later upgrade it to a Lesser Rod of Quicken. You don't have to keep any of its previous properties when you upgrade it. You can get a masterwork/masterwork Quarterstaff, make it a custom Runestaff with any spells you want on it. At any time you can switch what spells it provides, and as long as the value stays the same a gp difference of zero makes it take zero days of meditation to switch it. Later on add charges of spells per a Staff. (which we can do at all day long for Divine Power uses) Eventually make each end +1 Defending and put Greater Magic Weapon +5 on each for +10 AC.

    It's basically a fully customizable item, plus a garbage disposal for junk loot or unlootable decor that the party wouldn't have hauled back to sell. You always get to pick what magical item it is and can switch what it is (apart from its shape) whenever you want. It's especially good for a character who's extremely dependent on 'the right item' such as a bow with the right properties for an archer, or a runestaff for a sorcerer, etc., especially when your DM won't reliably give PCs access to buying magic items or placing an order to get them crafted.
    The best part about our Ancestral Relic, the Elvencraft Longbow, is that you can dual enchant it as either a bow, or a quarterstaff and the enchants don’t exist unless you’re using it for those purposes. And a quarterstaff is simply a staff until you try to use it in combat, so you can abuse the hell out of it by having it either function as a staff (optimal for divine power that you can simply recreate when it runs out of charges) or have +5 enhancement bonus’s to each end, AND on top of that enhance it as a bow, AND on top of that enhance it as a Wondrous Item. All of these things work simply by the wording of the feat, all you have to do is track how much value you are putting into it and stay under the cap.
    Per the Arms and Equipment Guide, adding a feat to an item should cost 10k + 5-10k per prereq. However, Nightsticks cost only 7500gp. Adding successive Extra Turnings to the Relic should then cost either 7500gp each, or twice that per stack. Further, you can add this to each end of the quarterstaff, and freely switch between melee/ranged to activate them. Either way, this is arguably much cheaper than adding a flat CHA bonus per the wondrous item creation rules for extra turn attempts. Or you could always use Reliquary Holy Symbol for 2 turn attempts each at a fraction of the cost (500-1000).

  28. - Top - End - #28
    Orc in the Playground
     
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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Entry the second:

    Ser Smythe, Army of One

    Spoiler: Background
    Show

    A single man stood in the road to Tarbes as the warband approached. He looked on with calm countenance, and made no move to clear the way as the horses of Gareth the Bloody Hand’s men approached. Eventually Gareth signaled his men to stop and addressed the man in the road.
    “Move or die; this is your one warning. We will be sacking this village, but none need die who don’t resist.
    The man seemed unperturbed by this address and rather than moving spoke in turn
    “Turn back; these people are under my protection.”
    Gareth’s men laughed, a sound devoid of anything approaching true mirth, the sound not covering the creak of leather and metal as swords were loosened in scabbards, and the bandits made ready for shedding blood.
    Gareth scoffed “You’ll stop us? You and what army?”
    At this the man smirked and gestured sharply, a crack of magic rent the air and suddenly there were several copies of the man in the road. The one that Gareth thought had been the original opened its mouth and said simply: “Me.”
    Before Gareth could reply the copies spoke, a chorus of “And me,” or “Me,” and finally one stated “Us.”
    As Gareth shouted his men into action the man resumed casting and more and more copies came into being until the bandits were vastly outnumbered and soon lost behind the swarm of bodies.
    As the screaming slowly ended the original man murmured to himself. “I told them to turn back. Why do they never listen?”


    Build Stub: Human Wu Jen 4/Squire of Legend 3/Magical Trickster 3/Initiate of the Sevenfold Veil 7/Battle Trickster 3

    Spoiler: Ability Scores
    Show
    Ability Score Final
    Strength 14 19
    Dexterity 10 10
    Constitution 14 14
    Intelligence 18 18
    Wisdom 8 8
    Charisma 10 10
    Inherent Bonuses into STR


    Spoiler: Build Progression
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skill Ranks Spent Feats Class Features
    1st Wu Jen +0 +0 +0 +2 Concentration 4, Knowledge (Arcana) 4, Knowledge (History) 3, Knowledge (Nature) 4, Knowledge (The Planes) 1, Knowledge (Religion) 4, Sleight of Hand 2(4cc), Spellcraft 4 Skill Focus (Spellcraft), Spell Focus (Abjuration), Quicken Spell (B) Watchful Spirit, Bonus Feat (Quicken Spell)
    2nd Wu Jen +1 +0 +0 +3 Balance 1(2cc), Concentration 5(1), Knowledge (Arcana) 5(1), Spellcraft 5(1); Collector of Stories (2) - -
    3rd Wu Jen +1 +1 +1 +3 Balance 2(2cc), Concentration 6(1), Knowledge (Arcana) 6(1), Sleight of Hand 3(2cc), Spellcraft 6(1) Knowledge Devotion (Knowledge Arcana) Spell Secret (Still Spell --> Magic Missle)
    4th Wu Jen +2 +1 +1 +4 Balance 3(2cc), Concentration 7(1), Knowledge (Arcana) 7(1), Spellcraft 7(1), Tumble 1(2cc) - -
    5th Squire of Legend +2 +1 +1 +4 Balance 4(2cc), Concentration 8(1), Knowledge (Arcana) 8(1), Knowledge (Dungeoneering) 1, Sleight of Hand 4(2cc), Spellcraft 8(2cc), Tumble 2(2cc) - Least Squire's Burden (Reikhardt), Paragon's Path (Reikhardt), Save Bonus (Will)
    6th Squire of Legend +3 +1 +1 +4 Appraise 3, Concentration 9(1), Knowledge (Arcana) 9(1), Spellcraft 9(2cc), Tumble 4(4cc) Greater Spell Focus (Abjuration) Lesser Squire's Burden (Reikhardt)
    7th Squire of Legend +4 +2 +2 +5 Appraise 4(1), Balance 5(2cc), Concentration 10(1), Knowledge (Arcana) 10(1), Sleight of Hand 5(2cc), Spellcraft 10(2cc); Conceal Spellcasting (2) - Faithful Companion, Greater Squire's Burden, Save Bonus (+2)
    8th Magical Trickster +4 +2 +2 +7 Appraise 5(2cc), Concentration 11(1), Knowledge (Arcana) 11(1), Spellcraft 11(1), Tumble 8(4) - Bonus Trick (Nimble Charge), Spontaneous Trickster
    9th Magical Trickster +5 +2 +2 +8 Echoing Spell (B) Arcane Disciple (War) Bonus Metamagic Feat (Echoing Spell)
    10th Magical Trickster +5 +3 +3 +8 Concentration 13(1), Knowledge (Arcana) 13(1), Knowledge Religion 5(1), Knowledge (Nobility) 1(2cc), Knowledge (Psionics) 1(2cc), Spellcraft 13(1), Tumble 13(1) - Bonus Trick (Magical Appraisal), Metamagic Trick, Tricky Magic
    11th Initiate of the Sevenfold Veil +5 +3 +3 +10 Concentration 14(1), Knowledge (Arcana) 14(1), Knowledge Religion 7(2), Spellcraft 14(1), Tumble 14(2cc) - Warding 1/day, Unimpeachable Abjuration, Red Veil
    12th Initiate of the Sevenfold Veil +6 +3 +3 +11 Concentration 15(1), Knowledge (Arcana) 15(1), Knowledge Religion 9(2), Spellcraft 15(1), Tumble 15(2cc) Practiced Spellcaster (Wu Jen) Unanswerable Strike +2, Orange Veil
    13th Initiate of the Sevenfold Veil +6 +4 +4 +11 Concentration 16(1), Knowledge (Arcana) 16(1), Knowledge 10(1), Knowledge (The Planes) 2(1), Spellcraft 16(1), Tumble 16(2cc) - Warding 2/day, Yellow Veil
    14th Initiate of the Sevenfold Veil +7 +4 +4 +12 Concentration 17(1), Knowledge (Arcana) 17(1), Knowledge (The Planes) 4(2), Spellcraft 17(1), Tumble 17(2cc) - Reactivating Warding, Green Veil
    15th Initiate of the Sevenfold Veil +7 +4 +4 +12 Concentration 18(1), Knowledge (Arcana) 18(1), Knowledge (The Planes) 5(1), Knowledge (Nature) 5(1), Spellcraft 18(1), Tumble 18(2cc) Twin Spell Warding 3/day, Blue Veil
    16th Initiate of the Sevenfold Veil +8 +5 +5 +13 Concentration 19(1), Knowledge (Arcana) 19(1), Knowledge (The Planes) 6(1), Knowledge (Nature) 6(1), Spellcraft 19(1), Tumble 19(2cc) - Unanswerable Strike +4, Double Warding, Indigo Veil
    17th Initiate of the Sevenfold Veil +8 +5 +5 +13 Concentration 20(1), Knowledge (Arcana) 20(1), Knowledge (The Planes) 7(1), Knowledge (Nature) 7(1), Spellcraft 20(1), Tumble 20(2cc) - Warding 4/day, Kaleidoscopic Doom, Violet Veil
    18th Battle Trickster +9 +7 +5 +13 Concentration 21(2cc), Knowledge (Arcana) 21(1), Knowledge (The Planes) 7(2cc), Spellcraft 21(2cc), Tumble 21(1) Arcane Strike Bonus Trick (Swift Concentration)
    19th Battle Trickster +10 +8 +5 +13 Concentration 22(2cc), Knowledge (Arcana) 22(1), Knowledge (The Planes) 7(2cc), Spellcraft 22(2cc), Tumble 22(1) Power Attack (B) Bonus Feat (Power Attack)
    20th Battle Trickster +11 +8 +6 +14 Concentration 23(2cc), Knowledge (Arcana) 23(1), Knowledge (The Planes) 7(2cc), Spellcraft 23(2cc), Tumble 23(1) - Bonus Trick (Twisted Charge), Tricky Fighting


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





    Spoiler: Build Write-up
    Show

    Spoiler: ECL 1:
    Show
    Starting out with Wu Jen, so do Wu Jen things (mostly running around with Fiery Eyes lighting stuff on fire). We’re going to be focusing on a couple things throughout this build. Initially we’re starting out as a primary caster acting as a blaster and support caster (Wu Jen list is not entirely flexible) with some support utility as well. Later on we’ll start to transition into Gishing, but that doesn’t really come online until 9th level or later. Our non-combat roles is going to be pretty much exclusively the Knowledge Bank. Level 1 feats are pre-req fillers, with the exception of Quicken Spell, which we’re picking up here because it doesn’t really fit anywhere else in the build.

    Spoiler: ECL 5:
    Show
    At level 5 we’ve entered the first of our 4 complete prestige classes: Squire of Legend. This class is a nifty little thing that I believe is rather under-appreciated, though to be fair it can be hard to utilize in a CharOp context as it is heavily support/utility focused. Here we’re picking the path of Reikhardt, which at level 1 gives us a bonus to Will Saves and a single use per day of the Least Squire’s Burden, which in this case gives us the ability to sacrifice our actions to grant an ally a free action of a similar type. Remember this ability, as it will become important in ten levels. Other things picked up in this level range are a permanent application of Still Spell to Magic Missile, which can be used to break things while tied up, or otherwise be useful while your hands are unavailable. We also took Knowledge Devotion at level 3 since we’re already planning to be knowledgeable, and it’s a good source of additional damage for a Gish later on, particularly when paired with the Collector of Stories Skill Trick.

    Spoiler: ECL 10:
    Show
    By the time we hit level 10 we’ve finished the Squire of Legend, as well as the first of our SIs, the Magical Trickster. The latter two levels of Squire of Legend give us an additional bonus to Will Saves, the ability to tank your Reflex Save to boost an ally’s, and the Lesser and Greater Squire’s Burdens, which allow you to grant an ally a second use of an Su or Ex 1/day ability, or grant an Su or Ex ability a 50% bonus to range and duration. These abilities are interesting, but being severely use limited means they’ll be novelty abilities for the time being but remember them as they become relevant later. Magical Trickster starts to make things interesting. This class grants two additional Skill Tricks (we’ve now picked up Magical Appraisal, Nimble Charge, and Conceal Spellcasting), A bonus metamagic feat (Echoing Spell), two Skill Trick related abilities that will never be used (or remembered in the case of Tricky Magic), and the actually really nice capstone, Metamagic Trick, which allows us to apply a metamagic feat to any spell without increasing the level of the spell 1/day. This means we can apply Quickening or Echoing to a spell one per day of up to 4th level (we’ve lost two caster levels at this point). With the acquisition of Arcane Disciple (War) at level 9, this means we are suddenly a Gish, as we now have Divine Power in addition to (Greater) Luminous Armor, Lighting Blade, and all of the other useful Wu Jen spells.

    Spoiler: ECL 15 (Sweet Spot!):
    Show
    After completing Magical Trickster we’ve moved on to Initiate of the Sevenfold Veil. This class is nuts by itself, and since we have access to Divine Power we’re not even sacrificing our BAB for Gishing purposes. The reason this level is marked as the Sweet Spot however, has little to do with Initiate of the Sevenfold Veil, and everything to do with the fact that we now have access to 7th level Wu Jen spells at level 15. This means we have access to Body Outside Body. With Practiced Spellcaster and Twin Spell, this means we can use Metamagic Trick to pop out a minimum of 6 duplicates (more with CL boosters) with a single casting of BoB. Why is this nuts you ask? Recall when I told you to remember the Squire of Legend’s Least and Lesser Squire’s Burden abilities? This right here is why. Each of your copies has these abilities, and can use each one to grant you additional uses of 1/day Su abilities (Metamagic Trick comes to mind) twice, or grant you additional actions thrice. You cast this bad boy, and if you want can use them to immediately take an additional 6 actions of your choice…on three turns in a row…. In addition, each of your copies can make use of Initiate of the Sevenfold Veil’s Wardings, making the highly use-limited ability a highly spammable one during each and every combat. Remember to use one of your copies to recharge your Metamagic Trick before the spell runs out. Initiate of the Sevenfold Veil’s other abilities are useful in helping keep your (Greater) Luminous Armor and Shield spells from being dispelled, while your (Greater) Dispel Magics are given a sizeable boost in turn.

    Spoiler: ECL 20:
    Show
    Finishing up Initiate of the Sevenfold Veil gives us additional Wardings, and perhaps most horrifyingly, Kaleidoscopic Doom which chews through defensive and buff spells (and their target) with gleeful abandon. Remember as well that each of your Body Outside Body copies can use this ability as long as you have it charged before casting BoB, which you should because the copies can recharge it for you. Levels 18-20 are reserved for Battle Trickster because why would you want Gate, Time Stop, and Shapechange when you can have a conditional +1 competence bonus to damage *cough cough* I just threw up in my mouth a little, apologies. At level 18 we pick up Arcane Strike so our BoB copies can help Gish it up, and we get Power Attack from Battle Trickster, which helps with our melee damage (Giant Size + Divine Power + Lightning Blade + Power Attack = pretty decent damage actually).


  29. - Top - End - #29
    Orc in the Playground
     
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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    Entry the third:

    Pinaka


    Spoiler: don’t click me
    Show
    LN Thri-Kreen 2/Ranger 2/Hidden Talent Soulknife 2/Soulbow2/ Battle Trickster 3/Spirit Shaman 5/Magical Trickster 3/ Kensai 1/
    3d6+9d8+8d10
    Spoiler: Fluffification
    Show

    Pinaka *clik clak* always wiser than clutchmates. Pinaka *clik clak* like roam land, fight the unclean things. Pinaka *clik clak* use strong mind to fight, not need carry weapons. Pinaka *clik clak* roam to new lands, fight things that not know how Pinaka *clik clak* fights, how Pinaka *clik clak* moves. They not know that Pinaka *clik clak* have connection to nature that make Pinaka *clik clak* and cluthmates stronger. Pinaka *clik clak* swear destroy bad spirits.

    Spoiler: Build Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Thri-Kreen 1 0 2 2 Autohypnosis 2 Skill Knowledge - Autohypnosis Thri-kreen Traits, NA +1, Natural Attacks
    2nd Thri-Kreen 2 2 0 3 3 Auto 4 (B)Deflect Arrows Leap (+30 to Jump), NA+2
    3rd Ranger 3 2 5 3 Climb 2, Jump 2, Auto 6 Zen Archery Favored Enemy, Track, Spiritual Connection ACF
    4th Ranger 2 4 3 6 3 Climb 5, Jump 5 (B)Multiweapon Fighting Combat Style - Two Weapon Combat
    5th Soulknife 4 3 8 5 Auto 8, Leaping Climber (B)Weapon Focus - Mindblade Mindblade, Hidden Talent ACF - Synesthete
    6th Soulknife 2 5 3 9 6 Climb 6, Jump 6, Extreme Leap Point Blank Shot Throw Mind Blade
    7th Soulbow 5 3 9 8 Climb 7, Spot 3 (B)Precise Shot Mind Arrow
    8th Soulbow 2 6 3 10 9 Climb 8, Spot 6 - Mind Arrow Enhancement +1 (Lucky)
    9th Battle Trickster 7 5 10 9 Climb 10, Spot 8 (B)Speedy Ascent Multidexterity -
    10th Battle Trickster 2 8 6 10 9 Climb 12, Tumble 2 (B)Defensive Archery -
    11th Battle Trickster 3 9 6 11 10 Spot 9, Tumble 5 (B)Walk the Walls - Tricky Fighting
    12th Spirit Shaman 9 8 11 12 Concentration 1, Spot 12 (B)Alertness, Improved Multiweapon Fighting Spirit Guide - Snake, Wild Empathy, Spells
    13th Spirit Shaman 2 10 9 11 13 Conc 3, Spot the Weak Point - Chastise Spirits
    14th Spirit Shaman 3 11 9 12 13 Conc 5, Diplo 2 - Detect Spirits
    15th Spirit Shaman 4 12 10 12 14 Conc 8, Diplo 3 Quicken Spell Blessing of the Spirits
    16th Spirit Shaman 5 12 10 12 14 Conc 10, Ride 2 - Follow the Guide
    17th Magical Trickster 12 10 12 16 Conc 12, Diplo 5 (B)Swift Concentration - Spontaneous Trickster
    18th Magical Trickster 2 13 10 12 17 Ride 4 Combat Expertise (B)Sudden Extend +1 SC (SS)
    19th Magical Trickster 3 13 11 13 17 Ride 5, Spot 13, (B)Clarity of Vision - Metamagic Trick, Tricky Magic, +1 SC (SS)
    20th Kensai 13 11 13 19 Conc 16 - Signature Weapon - Soulbow

    Spoiler: Bits
    Show


    TK Racials: +2 STR/WIS, -2 INT, -4 CHA
    Medium, speed 40, Darkvision 60ft, +4 hide in arid/sandy, Immune to magic sleep
    Multiple Limbs: 4 arms and can take Multiweapon/Multiattack feats
    Weapon Familiarity: gythka/chatka
    Automatic Languages: Common, T-keen, Bonus: Elven, Giant, Gnoll, Goblin, Halfling
    Natural Attacks: 4 claws and a bite, all 1d4, with Multiweapon claws at -2, bite at -5

    Point Buy:
    S 8 D 15 C 10 I 12 W 18 C 10
    Racial:
    S 10 D15 C 10 I 10 W 20 C 6
    all points into WIS

    Skill Tricks – Comp Sco 82:
    Clarity of Vision (spot 12), notice invisible enemies for 1 round
    Extreme Leap (Jump 5) make horizontal jump of at least 10 feet, as swift move another 10 feet,
    Leaping Climber (Climb/Jump 5) begin climb by jumping as if running start, add distance to height climbed,
    Speedy Ascent (Climb 5) succeed on climb to move 10 feet, move an additional 10 feet as swift action,
    Spot the Weak Point (Spot 12) Spot check vs AC, success equals next attack as touch attack,
    Swift Concentration (conc 12) maintain concentration as a swift action
    Walk the Walls (Climb 12, Tumble 5) trade 4 squares movement for 1 square vertical, begin/end turn on horizontal surface.

    Favored Enemy: Elementals, but would ask for DM permission to have it be "Spirits" to better mesh with the rest of the build.

    Lucky Weapon enhancement (Soulbow) +1 Lucky: XPH 166 1/day reroll a failed attack as a free action Soulbow makes this for every arrow shot! You manifest it, apply the enhancement bonus to each arrow, and then it disappears, thus allowing you to reroll every missed attack.

    Spirit Shaman: What constitutes a spirit: all incorporeal undead, all fey, all elementals, creatures in astral form, all creatures with the spirit subtype, spirit folk, telthors, spirit creatures created by spells such as dream sight or wood wose.


    Spoiler: Spells
    Show

    Spells per Day (including bonus spells)/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    12th 3/3 4/1 - - - - - - - -
    13th 4/3 5/2 - - - - - - - -
    14th 5/3 6/2 3/1 - - - - - - -
    15th 6/3 7/3 4/1 - - - - - - -
    16th 6/3 8/3 6/1 3/1 - - - - - -
    18th 6/3 8/3 7/2 4/1 - - - - - -
    19th 6/3 8/3 8/2 5/1 3/1 - - - - -
    Spirit Shaman gets access to the entirety of the Druid list, but only has a limited number of spells to fill the slots/day. All spells chosen are for party/self buffs only. Wall of Salt is simply if you can swing the economy crashing 25k gp one casting of it will make you in trade goods past the DM. The metamagic feat chosen at 15 (Quicken Spell) will only be used with the Metamagic Trick ability as it allows to ignore the casting time and make it a swift action without raising the spell level.

    Typical Spells:
    0- Create Water, Cure Minor, Dawn
    1- Camouflage, Faerie Fire, Instant of Power, Raptor’s Sight
    2- Ghost Companion, Kelpstrand, Primal Hunter, Wild Instincts
    3- Alter Fortune, Forestfold, Heart of Water, Primal Instinct
    4- Celestial Fortress, Essence of the Raptor, Friendly Fire, Wall of Salt

    Spoiler: Level Breakdowns
    Show

    First a note on climbing: Rapid Climbing: A character can climb his speed as a move equivalent action, or double his speed as a full round action (requiring two climb checks) but you take a -20 on the check.

    Sweet Spots: 5,9,12,19

    Five: Thri-kreen gives us 4 arms and a massive jump bonus. Ranger gives the core of our fighting style, multiweapon fighting (which is automatically subbed in for two weapon fighting from the combat style do to having more than 3 natural limbs), as well as Zen archery making this a SAD build. Soulknife starts out as a 4 mindblade wielding monster. Nothing says you can’t manifest more than 1 mind blade, just that you have to have a free hand and a standard action to do so. At this level, the Jump check equals an auto success on long jumps of 39 feet, and a vertical jump of 17 feet. Synesthete provides 2 options in case of blindness/deafness or improves various parts of those senses regardless. Total Attacks at this level: Claw Attacks (each doing 1d4+1): +3/+3/+3/+3 and a Bite (1d4+1) at -1, or with mind blades (each doing 1d6+1): +1/+1/+1/+1 and a bite at -1

    Ten:
    Soulbow turns 1 of those mindblades into a mind arrow with a 100ft range, as well as applies the Lucky enhancement to every arrow from here out, meaning you can re-roll any missed attack. Multidexterity removes the negatives to offhand attacks (ALL PENALTIES). Two ranks into Battle Trickster provides a dodge bonus to AoO’s caused by shooting the mind arrow off in combat. Jump has only gained 1 rank, but also gets the benefit of two skill tricks when using it to climb. Auto Success now on horizontal jumps is 40ft, and 18ft vertical. Thanks to that vertical and the skill tricks: Extreme Leap and Speedy Ascent, you can now add an automatic 20ft to that vertical for 38ft total automatically. Total Attacks, assuming 1 mind arrow and 3 mind blades/bolts: +11 ranged/+10 melee/+10 melee/+10 melee and +5 bite. Bow damage 1d8+8.

    This is also the beginning of where things get tricky. Mind Arrow can be manifested as a free action, but doesn’t have to be used as a ranged attack, meaning you could replace the mind blade with an arrow and potentially upgrade the damage from a d6 to a d8. The specific wording of the Mind Arrow entry states that as a free action you can create a semisolid arrow from your mind <PERIOD>. Later on it says you must have a free hand to fire the arrow. Now you are shooting an arrow, and stabbing with 3 of them each round, all of which can be re-rolled if the attacks miss.

    Dropping a weapon is a free action, and re-manifesting a bolt with a fresh Lucky is a free action.

    Fifteen: Finish Battle Trickster picking up Tricky Fighting, which gives a +1 attack bonus to the next attack in a round after a skill trick is used. Walk the Walls grants an extra square vertical for every 4 horizontal sacrificed, and Spot the Weak Point trades out AC vs a spot check for a touch attack. And move into Spirit Shaman which will qualify the spell casting requirement for Magical Trickster, and is used solely to buff. Chastise Spirits is usable 3/day and will do 4d6 damage to all Spirits within 30ft. Also pick up Detect Spirits/will, as well as Blessing of the Spirits which is essentially a 10min casting for protection from spirits (as evil) that functions until discharged. Improved MWF makes things even more interesting. The strict wording of the feat states that each offhand weapon now gets 2 attacks per round. Let’s say you’re firing an arrow from 2 hands, and attacking with the mind blade/bolt from the other two hands. But first, IMWF states you get these bonus attacks at -5, HOWEVER, Multidexterity explicitly states you ignore all penalties to offhand attacks… So now the attack pattern is +15 ranged/+15 ranged/+15 ranged/+15 ranged/+14 melee/+14 melee/+14 melee/+14 melee, not forgetting you can reroll each attack should it miss.

    Twenty: Finish off Spirit Shaman (adding another d6 to chastise) which gives us the ability to make an extra save vs enchantments anytime a save is failed. The 2 skill tricks in this block allow concentration to become a swift action, as well as grant the ability to pinpoint invisible foes, useful in combating potential spirits. Quicken Spell can be used 1/day freely via metamagic trick, as well as Sudden Extend, which can be used on the spot freely 1/day w/o having to prepare it as the text in Spirit Shaman would force you to do. Kensai at the end grants another +1 enhancement to be applied to both the Mindblade and Mindarrow, likely just taking the flat +1 at this point. Attack pattern: +17 ranged/+17 ranged/+17 ranged/+17 ranged/+16 melee/+16 melee/+16 melee/+16 melee, not forgetting you can reroll each attack should it miss. Bow damage 1d8+9



    Spoiler: Sources
    Show

    Comp Champion: Spiritual Connection ACF 50
    Comp Divine: Spirit Shaman 16
    Comp Psion: Soulbow 36, Thri-Kreen Racial class 151
    Comp Scoundrel: Battle Trickster 28, Magical Trickster 45, Skill Tricks 82
    Comp War: Kensai 49, Zen Archery 106
    Expanded Psionics Handbook: Soulknife 26
    Monster Manual: Multidexterity 304
    PHB: Feats 90-91, Ranger 47
    Races of the Wild: Defensive Archery 150
    Savage Species: Improved Multiweapon Fighting 306
    Unearthed Arcana: Skill Knowledge 81

    http://archive.wizards.com/default.a.../psm/20070214a Soulknife ACF
    http://www.d20srd.org/srd/monsterFea...weaponFighting
    http://www.d20srd.org/srd/epic/feats...weaponFighting

    For fun: Origin of character name:
    https://en.wikipedia.org/wiki/Pinaka_(Hinduism)

  30. - Top - End - #30
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    Default Re: Junkyard Wars XXII: Show Me Your Skillz

    There they are, folks. Let the judging commence!

    Or, for those of you with some extra time on your hands, you can help me prepare for the upcoming trivia contest I'm in.
    Last edited by Macabaret; 2019-02-04 at 04:31 PM.

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