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  1. - Top - End - #31
    Orc in the Playground
     
    Macabaret's Avatar

    Join Date
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    MN, USA
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Entry the first:

    Spoiler: Yannich, the Githyanki Sorcerer
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    Spoiler: Build Background
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    Githyanki are an ideal race for the Master of the Unseen Hand class as they gain Telekinesis as a SLA 3 times a day at character level 9. As such any Githyanki can qualify as early as level 10 as long as they pick up 8 ranks of concentration along the way. While this could result in any number of builds that sidestepped the need for a spellcasting class altogether, the inclusion of the Evasive Reflexes feat implies that we are both avoiding close combat and using a weapon that can threaten. (Which rules out melee-focused classes and ranged weapons.) In addition, going sorcerer maxes out the potential base uses of telekinesis to 9/day.

    Spoiler: Stats
    Show

    STR: 8 + 0 = 8
    DEX: 16 + 2 = 18
    CON: 14 + 2 = 16
    INT: 10 + 0 = 10
    WIS: 12 -2 = 10
    CHA: 16 + 0 = 16

    Because we are never going to cast spells above level 6, and a CHA score of 20 can be reached with a cloak of charisma +4 to get a bonus 5th level spell, our charisma is going to stay at 16. Most of our spells are not going to involve saving throws anyway. All additional stat points are going to be put into DEX, and when it hits 22, Yannich can essentially bunny hop away from a medium sized humanoid foe for 30 feet per round, forcing a charge which can be dodged with the help of the hold the line feat.

    Spoiler: Build Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    LA 1 Githyanki - - - - - - -
    LA 2 Githyanki - - - - - - -
    1st Sorcerer 1 +0 +0 +0 +2 Spellcraft(4) Concentration(4) Combat Reflexes Daze & Mage Hand (3/day), Summon Familiar, SR 6
    2nd Sorcerer2 +1 +0 +0 +3 Spellcraft(5) Concentration(5) - SR7
    3rd Sorcerer 3 +1 +1 +1 +3 Spellcraft(6) Concentration(6) Evasive Reflexes Blur (3/Day), SR8
    4th Sorcerer 4 +2 +1 +1 +4 Spellcraft(7) Concentration(7) - SR9
    5th Sorcerer 5 +2 +1 +1 +4 Spellcraft(8) Concentration(8) - SR10
    6th Sorcerer 6 +3 +2 +2 +5 Spellcraft(9) Concentration(9) Hold the Line Dimension Door (3/Day), SR11
    7th Sorcerer 7 +3 +2 +2 +5 Spellcraft(10) Concentration(10) - SR12
    8th Sorcerer 8 +4 +2 +2 +6 Spellcraft(11) Concentration(11) - SR13
    9th Sorcerer 9 +4 +3 +3 +6 Spellcraft(12) Concentration(12) Martial Weapon Proficiency (Greatsword) Telekinesis (3/day),Plane Shift (1/day),SR 14
    10th MotUH 1 +5 +3 +3 +8 Spellcraft(13) Concentration(13 - Improved Caster Level (ex),Versatile Telekinesis (ex), SR15
    11th MotUH 2 +6/+1 +3 +3 +9 Spellcraft(14) Concentration(14) - Telekinetic Wielder(ex), Sustained Concentration (ex), SR16
    12th MotUH 3 +7/+2 +4 +4 +9 Spellcraft(15) Concentration(15) Practiced Spellcaster Full Attack Telekinesis (ex), SR17
    13th Sorcerer 10 +8/+3 +4 +4 +10 Spellcraft(16) Concentration(16) - SR18
    14th Sorcerer 11 +8/+3 +4 +4 +10 Spellcraft(17) Concentration(17) - SR19
    15th Sorcerer 12 +9/+4 +5 +5 +11 Spellcraft(18) Concentration(18) Boost Spell Like Ability SR20
    16th Sorcerer 13 +9/+4 +5 +5 +11 Spellcraft(19) Concentration(19) - SR21
    17th MoTUH 4 +10/+5 +5 +5 +12 Spellcraft(20) Concentration(20) - Improved Violent Thrust, Telekinetic Flight, SR22
    18th MoTUH 5 +11/+6/+1 +5 +5 +12 Spellcraft(21) Concentration(21) Quicken SLA(Telekinesis) Fling Skyward, SR 23

    Spoiler: Level by Level Breakdown
    Show

    Yannich is one of many Githyanki with red dragon blood, a proof of their ancient pact.

    At level 1, Yannich begins as a battlemage in a squad of Githyanki. He wields a long-spear in an effort to ward off any melee attackers from attacking him, with the knowledge that they would need to provoke an attack of opportunity in order to attack him.

    At level 3, he tales the evasive reflexes feat. He can now sidestep up to four times away from a foe moving to attack him, and he usually uses this movement to draw the enemy closer to his allies. His new Blur SLA also helps increase his survivability..

    At level 6, Yannich realizes that when his dexterity is boosted by cat's grace, the only way for individual humanoid enemies to attack him is to charge. He takes the hold the line feat, effectively enabling him to bypass the charge. His new dimension door SLA lets him also teleport away when enemies get too close.

    At level 9, Yannich is bestowed a Githyanki silver sword, and reluctantly begins learning how to use it. One day, he absentmindedly uses his new Telekinesis spell like ability to pick up the blade and begins to wonder at the possibilities.

    At level 10. Yannich becomes a Master of the Unseen hand, and his MotUH level begins to stack with his racial caster level, which is equal to his class level. This means that every level in the MotUH class nets him two caster levels when casting telekinesis as a SLA. At level 18, he will cast it as a 23rd level caster. He can also freely switch between telekinesis modes at this point.

    At level 11, Yannich begins wielding his Githyanki Silver Sword telekinetically, using his caster level + charisma for BAB and gains the ability to concentrate on telekinesis as a move action, allowing him to cast other spells while using telekinesis. He can even concentrate on two telekinesis spells at the same time as long as he doesn't move during his turn. He continues using his longspear and evasive reflexes to avoid being attacked on his turn.

    At level 12, Yannich can make full attack actions with his telekinetically wielded greatsword. his BAB for this is currently +19/+14/+9/+4 before any charisma enhancement bonuses. He also takes the practiced spell caster feat, increasing the caster level of all his sorcerer spells to level 12. This essentially allows him to count 4 out of 5 of his master of the unseen hand class levels twice for the purpose of determining the caster level of telekinesis.

    At level 13, Yannich begins taking a break from the Master of the Unseen hand class and begins learning how to cast telekinesis as a spell.

    At level 14, the lich queen becomes wary of Yannich's power. She arranges an honor duel between him and another high ranking githyanki, with the rules that they are unable to use anything except their silver swords and their psionic abilities. Yannich handily defeats his opponent, telekinetically ripping his sword away and beating him down with both silver swords, telekinetically wieled. Yannich shortly after finds himself constantly hounded by assassins and finds the need to leave githyanki society.

    At level 15, Yannich takes the Boost Spell Like Ability feat, which boosts the save dc of all his SLAs by 2.

    At level 16, Yannich reaches the max base number of 5th level spells, and therefore uses of telekinesis, at 6.

    At level 17 Yannich returns to the Master of the Unseen hand class for the next two levels. He gains the ability to use his caster level to attack with violent thrust, as well as use violent thrust every 1d4 rounds. He carries around a bag of holding filled with his assassins' silver swords for this purpose, dumping them on the ground and flinging them at the enemy.

    At level 18, Yannich learns how to quicken his Telekinesis SLA, effectively allowing him to begin two telekinesis spells on the first round of combat, should he desire to. He also learns how to fling opponents straight upwards.

    At the end of the build, Yannich casts sorcerer spells at caster level 17. He casts telekinesis as a SLA at caster level 23, and as a sorcerer spell at caster level 22. With a cloak of charisma +6, he can make a full attack with a telekinetic greatsword with BAB +29/+24/+19/+14/+9/+4 when cast as a SLA.

    Spoiler: Spells per day
    Show
    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 5 4 - - - - - - - -
    2nd 6 5 - - - - - - - -
    3rd 6 6 - - - - - - - -
    4th 6 7 4 - - - - - - -
    5th 6 7 5 - - - - - - -
    6th 6 7 6 4 - - - - - -
    7th 6 7 7 5 - - - - - -
    8th 6 7 7 6 3 - - - - -
    9th 6 7 7 7 4 - - - - -
    10th 6 7 7 7 5 3 - - - -
    11th 6 7 7 7 6 4 - - - -
    12th 6 7 7 7 6 5 3 - - -
    13th 6 7 7 7 6 6 4 - - -

    Spoiler: Spells Known
    Show
    Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4 2 - - - - - - - -
    2nd 5 2 - - - - - - - -
    3rd 5 3 - - - - - - - -
    4th 6 3 1 - - - - - - -
    5th 6 4 2 - - - - - - -
    6th 7 4 2 1 - - - - - -
    7th 7 5 3 2 - - - - - -
    8th 8 5 3 2 1 - - - - -
    9th 8 5 4 3 2 - - - - -
    10th 9 5 4 3 2 1 - - - -
    11th 9 5 5 4 3 2 - - - -
    12th 9 5 5 4 3 2 1 - - -
    13th 9 5 5 4 4 3 2 - - -
    Spells Known at ECL 20 (Sorcerer level 13)
    0: Detect Magic, Detect Poison, Read Magic, Prestidigitation, Message, Dancing Lights, Open/Close, Resistance, Ghost Sounds
    1: Magic Missile, Mage Armor, Grease, Protection from alignment, Feather Fall.
    2: Protection from Arrows, Cat's grace, Mirror Image, Bull's Strength, Scorching ray
    3. Fly, Heroism, Keen Edge, Hold Person
    4. Animate Dead, Polymorph, Greater Invisibility, Shadow Conjuration
    5: Telekinesis, Shadow Evocation, Overland Flight
    6 Summon Monster 6, Greater Dispel Magic

    Spoiler: Key Magic Items
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    +5 Flaming Frost Shock Spell-storing Githyanki Silver Sword
    +5 Defending Long-spear
    Ring of Telekinesis
    Cloak of Charisma + 6
    Bag of Holding

    Spoiler: Build Summary
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    Yannich is built around attacking from a distance using his pre-summonned/created minions and telekinetic attacks, while avoiding enemy attacks using a combination of buff spells and his array of AOO feats. His preferred tactic is to maintain two castings of telekinesis at once. Full attacking with his greatsword with one and using combat manuveurs with the other.

    Spoiler: Sources
    Show

    Evasive Reflexes: Tome of Battle: The Book of Nine Swords, p. 30
    Hold the Line: Complete Warrior, p. 100
    Practiced Spellcaster: Complete Divine, p. 82
    Boost Spell-Like Ability: Book of Vile Darkness, p. 47

  2. - Top - End - #32
    Orc in the Playground
     
    Macabaret's Avatar

    Join Date
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    MN, USA
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Entry the second:

    Zuul the Neutral Good Human Erudite 6/Cobra Strike Monk 2/Warblade 2/Eloacter 7/Master of the Unseen Hand 3
    Spoiler: Build Stub
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    Stat 32 Pt Poverty Bonus
    Strength 10
    Dexterity 14 +6
    Constitution 14 +4
    Intelligence 16 +8
    Wisdom 14 +2
    Charisma 10
    All Level ups in Int
    Level
    Class
    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Skills
    Feats
    Class Features
    1st Spell to Power Erudite +0 +0 +0 +2 Concentration +4, Spellcraft +4, Psicraft +4, Knowledge (Arcana) +4, Knowledge (Psionics) +4, Knowledge (History) +4 Sacred Vow, Able Learner, Linked Power(b), Psicrystal Affinity(b) Manifesting (1st)
    2nd Erudite +1 +0 +0 +3 Concentration +5, Spellcraft +5, Psicraft +5, Knowledge (Arcana) +5, Knowledge (Psionics) +5, Knowledge (History) +5
    3rd Cobra Strike Monk +1 +2 +2 +5 Concentration +6, Spellcraft +6, Psicraft +6, Knowledge (History) +6, Autohypnosis +2, Escape Artist +2,
    Knowledge (Arcana) +5, Knowledge (Psionics) +5
    Kung Fu Genius, Dodge(b), Improved Unarmed Strike(b) Unarmored Defense, Flurry of Blows
    4th Cobra Strike Monk +2 +3 +3 +6 Concentration +7, Spellcraft +7, Psicraft +7, Knowledge (History) +7, Autohypnosis +4, Escape Artist +4,
    Knowledge (Arcana) +5, Knowledge (Psionics) +5
    Mobility(b) Evasion
    5th Warblade +3 +5 +3 +6 Concentration +8, Spellcraft +8, Psicraft +8, Knowledge (History) +8, Autohypnosis +6, Escape Artist +6,
    Knowledge (Arcana) +5, Knowledge (Psionics) +5
    Battle Clarity (Reflex Saves), Weapon Aptitude, Action Before Thought, Moment of Perfect Mind, Douse the Flames, Bolstering Voice
    6th Warblade +4 +6 +3 +6 Concentration +9, Spellcraft +9, Psicraft +9, Knowledge (History) +9, Autohypnosis +8, Escape Artist +8,
    Knowledge (Arcana) +5, Knowledge (Psionics) +5
    Spring Attack Uncanny Dodge, Emerald Razor
    7th Elocater +4 +6 +5 +8 Concentration +10, Spellcraft +10, Psicraft +10, Knowledge (History) +10, Autohypnosis +10, Escape Artist +10, Knowledge (Arcana) +6, Knowledge (Psionics) +6 Sidestep Charge(b) Scorn Earth, Manifesting (2)
    8th Erudite +4 +7 +6 +8 Concentration +11, Spellcraft +11, Psicraft +11, Knowledge (History) +11, Autohypnosis +11, Escape Artist +10, Knowledge (Arcana) +7, Knowledge (Psionics) +7
    9th Elocater +5 +7 +7 +9 Concentration +12, Spellcraft +12, Psicraft +12, Knowledge (History) +12, Autohypnosis +12, Escape Artist +12, Knowledge (Arcana) +9, Knowledge (Psionics) +9 Evasive Reflexes Opportunistic Strike +2
    10th Erudite +6 +7 +7 +10 Concentration +13, Spellcraft +13, Psicraft +13, Knowledge (History) +13, Autohypnosis +13, Escape Artist +12, Knowledge (Arcana) +10, Knowledge (Psionics) +10 Manifesting (3rd)
    11th Elocater +7 +8 +7 +10 Concentration +14, Spellcraft +14, Psicraft +14, Knowledge (History) +14, Autohypnosis +14, Escape Artist +14, Knowledge (Arcana) +12, Knowledge (Psionics) +12 Dimension Step
    12th Erudite +7 +8 +7 +10 Concentration +15, Spellcraft +15, Psicraft +15, Knowledge (History) +15, Autohypnosis +15, Escape Artist +14, Knowledge (Arcana) +13, Knowledge (Psionics) +13 Practiced Manifester(b), Combat Reflexes Manifesting (4th)
    13th Elocater +8 +8 +8 +11 Concentration +16, Spellcraft +16, Psicraft +16, Knowledge (History) +16, Autohypnosis +16, Escape Artist +16, Knowledge (Arcana) +15, Knowledge (Psionics) +15 Flanker
    14th Erudite +9 +9 +9 +12 Concentration +17, Spellcraft +17, Psicraft +17, Knowledge (History) +17, Autohypnosis +17, Escape Artist +16, Knowledge (Arcana) +16, Knowledge (Psionics) +16 Manifesting (5th)
    15th Elocater +9 +9 +9 +12 Concentration +18, Spellcraft +18, Psicraft +18, Knowledge (History) +18, Autohypnosis +18, Escape Artist +18, Knowledge (Arcana) +18, Knowledge (Psionics) +18 Vow of Poverty Opportunistic Strike +4, +9 Exalted Bonus to AC, +6 Intelligence, +4 Dexterity, +2 Constitution, DR 5/evil+magic, Freedom of Movement, Exalted Strike +3 (Good), +2 Resistance Bonus to Saves, Energy Resistance 5, Greater Sustenance, +2 Deflection Bonus to AC, Mind Shielding, +1 Natural Armor, Sustenance, Endure Elements
    16th Master of the Unseen Hand +10 +9 +9 +14 Concentration +19, Spellcraft +19, Psicraft +19, Knowledge (History) +19, Autohypnosis +19, Escape Artist +18, Knowledge (Arcana) +19, Knowledge (Psionics) +19, Martial Lore +1 Touch of Golden Ice(b) Improved Caster Level, Versatile Telekinesis, +1 Natural Armor (total of +2)
    17th Elocater +11 +10 +10 +15 Concentration +20, Spellcraft +20, Psicraft +20, Knowledge (History) +20, Autohypnosis +20, Escape Artist +20, Knowledge (Arcana) +20, Knowledge (Psionics) +20, Martial Lore +4 Transporter, Regeneration, +3 Resistance Bonus to Saves, Exalted Strike +4
    18th Master of the Unseen Hand +12 +10 +10 +16 Concentration +21, Spellcraft +21, Psicraft +21, Knowledge (History) +21, Autohypnosis +21, Escape Artist +20, Knowledge (Arcana) +21, Knowledge (Psionics) +21, Martial Lore +5 Martial Stance: Press the Advantage, Vow of Chastity(b) Telekinetic Wielder, Sustained Concentration, True Seeing, +10 Exalted Bonus to AC, +3 Deflection Bonus to AC
    19th Elocater +13 +10 +10 +16 Concentration +22, Spellcraft +22, Psicraft +22, Knowledge (History) +22, Autohypnosis +22, Escape Artist +22, Knowledge (Arcana) +22, Knowledge (Psionics) +22, Martial Lore +8 Capricious Step, Manifesting (6th), +2 Intelligence, +2 Dexterity, +2 Constitution, +2 Wisdom, DR 10/Evil
    20th Master of the Unseen Hand +14 +11 +11 +16 Concentration +23, Spellcraft +23, Psicraft +23, Knowledge (History) +23, Autohypnosis +23, Escape Artist +23, Knowledge (Arcana) +23, Knowledge (Psionics) +23, Martial Lore +8 Vow of Purity(b) Full Attack Telekinesis, Exalted Strike +5, Energy Resistance 15



    Spoiler: Level 20
    Show

    Zuul
    Size/Type: Medium Humanoid
    Hit Dice: 9d4 plus 2d8 plus 2d12 plus 7d6+80 (160 hp)
    Initiative: +5
    Speed:30 ft. (6 squares)
    Armor Class: 50 (+10 exalted, +5 dex, +9 int, +3 deflection, +2 natural, +11 armor), touch 37, flat-footed 36
    Base Attack/Grapple: +14/+14
    Attack: Telekinetic Wielder +32 (Varies)
    Full Attack: Full Attack Telekinesis +32/+27/+22/+17 (Varies)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Manifesting, Flurry of Blows, Opportunistic Strike +4, Flanker, Exalted Strike +5 (Good + Magic), Full Attack Telekinesis, Telekinetic Wielder
    Special Qualities: Unarmored Defense, Evasion, Battle Clarity (Ref), Weapon Aptitude, Uncanny Dodge, Scorn Earth, Dimension Step, DR 10/Evil+Magic, Energy Resistance 15, Capricious Step, Sustained Concentration, Regeneration, True Seeing, Freedom of Movement, Greater Sustenance, Mind Shielding, Endure Elements
    Saves: Fort +14, Ref +16, Will +19
    Abilities: Str 10, Dex 20, Con 18, Int 29, Wis 16, Cha 10
    Skills: Concentration +27, Spellcraft +32, Psicraft +32, Knowledge (History) +32, Autohypnosis +26, Escape Artist +28, Knowledge (Arcana) +32, Knowledge (Psionics) +32, Martial Lore +17
    Feats: Sacred Vow, Able Learner, Kung Fu Genius, Spring Attack, Evasive Reflexes, Combat Reflexes, Vow of Poverty, Martial Stance: Press the Advantage, Linked Power(b), Psicrystal Affinity(b), Dodge(b), Improved Unarmed Strike(b), Mobility(b), Sidestep Charge(b), Practiced Manifester(b), Touch of Golden Ice(b), Vow of Chastity(b), Vow of Purity(b)

    Maneuvers Known: Action Before Thought, Moment of Perfect Mind, Douse the Flames,
    Stances Known: Bolstering Voice, Press the Advantage

    Maneuvers Readied: Action Before Thought, Action Before Thought, Moment of Perfect Mind

    Current Stance: Press the Advantage

    Manifesting: Manifester Level: 15, Power Points: 140/155
    Power Repertoire:
    1st: Inertial Armor, Call Item, Force Screen, Synchronicity, Force of Mind, Psionic Sleep, Energy Ray
    2nd: Energy Push, Larval Flayers, Swarm of Crystals, Crystalstorm
    3rd: Psionic Teleport*, Psionic Planeshift*, Body Adjustment, Solicit Psicrystal, Telekinetic Thrust, Telekinetic Force
    4th: Telekinetic Maneuver, Trace Teleport, Psionic Dimension Door, Psychic Reformation
    5th: Anticipatory Strike, Crystal Body, Telekinetic Buffer, Body Purification, Telekinesis(S) ML 18
    6th: Psionic Contingency, Retrieve
    *Powers granted to me by a class feature
    (S)Spell turned into a power via Spell to Power Erudite, must be learned.
    Unique Powers Per Day: 4/Power Level

    Active Powers: Inertial Armor (15 hours)

    Spoiler: Personality
    Show

    Zuul disdains being touched. He has hated it as long as he can remember. When he was younger he would always wear light long sleeve shirts and gloves. As he grew older he became adept at avoiding physical contact. To the point that he could use his mind to perform any relevant interactions. Over time his distaste of being touched became an obsession of not being touched, and keeping all others out of his reach. Other than this Zuul is very pleasant to be around, giving others advice, helping as he can, and donating all that he doesn’t need.

    Spoiler: Combat
    Show

    Zuul abuses the 5 ft step. He abuses it as much as he can. One item that he would have used and that I would strongly request from a DM (but is technically not required) is the Sparring Dummy of the Master from Arms and Equipment. This item allows any monk that uses it to be able to take a 10 ft step whenever they could take a 5 ft step. This means that with Evasive Reflexes, whenever a creature provokes an attack of opportunity Zuul can take a 10 ft step away. Combining this with Elocator’s Capricious Step and Scorn Earth abilities, means that Zuul may take two ten foot steps in a round, even over difficult terrain. Finally combine all of the above with Press the Advantage, causes Zuul to be able to take up to 4 5-10 ft steps in a single round, allowing him to move anywhere from 5-40 ft with a 5 ft step, and up to 20 ft from a single activation of Evasive Reflexes. He has a 5 dex mod meaning that at most he can move 140 ft, without ever using a move action.

    Meanwhile he uses his psionic abilities to grant him telekinetic power. He starts out a normal enough Erudite, getting things to allow him to move if someone comes close (Synchronicity), boosting his AC, and the like. However as early as third level he stops being a normal erudite. He trains as a monk to become more adept at dodging his foes, getting away from their touch, and eventually being recognized as a cunning martial artist he is taught the basics of the Diamond Mind school. But all this martial arts training had him stuck too close to his enemies for comfort, so he took his training, and went back to where he began, psionics. And then he combined the two. His first experience with Telekinetic power is at 10th level. And from there he is hooked. He takes all the different parts of the Telekinesis spell as different powers, and then learns the actual spell as a power. His Vow of Poverty makes all of his attacks +5, good, and magical.

    Yea… IDK what else to say here… Thanks for reading I guess?

    Spoiler: Sources
    Show

    Erudite, Linked Power, Practiced Manifester: Complete Psionic
    Cobra Strike Monk: Unearthed Arcana
    Warblade, Martial Stance: Tome of Battle
    Elocator, Psicrystal Affinity, Sidestep Charge: SRD or XPH
    Spell to Power Erudite: Defunct Mind’s Eye Article :(
    Sacred Vow, Vow of Poverty, Touch of Golden Ice, Vow of Chastity, Vow of Purity: Book of Exalted Deeds
    Able Learner: Races of Destiny
    Kung Fu Genius: Dragon Compendium
    Individual Powers were found all over the place with the majority coming from: XPH, SoS, and CPsi; if the sources of powers are requested I will dig them all up and send them to the chair



  3. - Top - End - #33
    Orc in the Playground
     
    Macabaret's Avatar

    Join Date
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Entry the third:


    Urizen,
    The Nefarious Usurper

    Chaotic Evil Human Spellthief 5/ Ur-Priest 2/ Mystic Theurge 10/ Nar Demonbinder 1/
    Master of the Unseen Hand 4

    “I need power… More power!”

    Spoiler: Build
    Show

    Starting Ability Scores:
    Str = 8, Dex = 12, Con = 14, Int = 10, Wis = 16, Cha = 16

    Final Ability Scores (increase Wis at 4, 8, & 12, Cha at 16 & 20):
    Str = 8, Dex = 12, Con = 14, Int = 10, Wis = 19, Cha = 18

    Medium Humanoid (human)
    CN > CE Human Spellthief 5/ Ur-Priest 2/ Mystic Theurge 2/ Nar Demonbinder 1/ Mystic Theurge +6/ Master of the Unseen Hand 4
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Spellthief 1 +0 +0 +0 +2 Bluff 4, Concentration 4, Intimidate 2, Knowledge (arcana) 4, Knowledge (the planes) 2, Knowledge (religion) 2, Spellcraft 4 Educated (arcana, the planes), Iron Will Sneak Attack +1d6, Steal Spell, (0, 1st), Trapfinding
    2nd Spellthief 2 +1 +0 +0 +3 Bluff 5, Concentration 5, Intimidate 2, Knowledge (arcana) 5, Knowledge (the planes) 3, Knowledge (religion) 4, Spellcraft 5 Detect magic, Spellgrace +1, Steal Spell Effect
    3rd Spellthief 3 +2 +1 +1 +3 Bluff 5, Concentration 6, Intimidate 3, Knowledge (arcana) 6, Knowledge (the planes) 3, Knowledge (religion) 6, Spellcraft 6 Spell Focus (evil) Steal Energy Resistance 10
    4th Spellthief 4 +3 +1 +1 +4 Bluff 5, Concentration 7, Intimidate 3, Knowledge (arcana) 7, Knowledge (the planes) 5, Knowledge (religion) 7, Speak Language (Abyssal), Spellcraft 7 Steal Spell (2nd)
    5th Spellthief 5 +3 +1 +1 +4 Bluff 6, Concentration 8, Intimidate 4, Knowledge (arcana) 7, Knowledge (the planes) 6, Knowledge (religion) 8, Speak Language (Abyssal), Spellcraft 8 Sneak Attack +2d6, Steal Spell-Like Ability
    6th Ur-Priest 1 +3 +1 +1 +6 Bluff 6, Concentration 8, Intimidate 5, Knowledge (arcana) 7, Knowledge (the planes) 7, Knowledge (religion) 8, Speak Language (Abyssal), Spellcraft 8 Evasive Reflexes
    7th Ur-Priest 2 +4 +1 +1 +7 Bluff 6, Concentration 9, Intimidate 5, Knowledge (arcana) 7, Knowledge (the planes) 8, Knowledge (religion) 8, Speak Language (Abyssal), Spellcraft 9 Rebuke Undead
    8th Mystic Theurge 1 (Spellthief/Ur-Priest) +4 +2 +2 +9 Bluff 6, Concentration 10, Intimidate 5, Knowledge (arcana) 7, Knowledge (the planes) 9, Knowledge (religion) 8, Sense Motive 1, Speak Language (Abyssal), Spellcraft 9
    9th Mystic Theurge 2 (Spellthief/Ur-Priest) +5 +2 +2 +10 Bluff 6, Concentration 10, Intimidate 5, Knowledge (arcana) 7, Knowledge (the planes) 10, Knowledge (religion) 8, Sense Motive 2, Speak Language (Abyssal), Spellcraft 10 Spell Focus (conjuration)
    10th Nar Demonbinder 1 +5 +2 +2 +12 Bluff 6, Concentration 11, Intimidate 6, Knowledge (arcana) 7, Knowledge (the planes) 10, Knowledge (religion) 8, Sense Motive 2, Speak Language (Abyssal), Spellcraft 11 Fiendish Familiar, Inimical Casting
    11th Mystic Theurge 3 (Nar Demonbinder/Ur-Priest) +5 +3 +3 +12 Bluff 6, Concentration 13, Intimidate 6, Knowledge (arcana) 7, Knowledge (the planes) 10, Knowledge (religion) 8, Sense Motive 2, Speak Language (Abyssal), Spellcraft 12
    12th Mystic Theurge 4 (Nar Demonbinder/Ur-Priest) +6 +3 +3 +13 Bluff 6, Concentration 14, Intimidate 6, Knowledge (arcana) 7, Knowledge (the planes) 10, Knowledge (religion) 8, Sense Motive 2, Speak Language (Abyssal), Spellcraft 14 Air Heritage
    13th Mystic Theurge 5 (Nar Demonbinder/Ur-Priest) +6 +3 +3 +13 Bluff 6, Concentration 15, Intimidate 6, Knowledge (arcana) 7, Knowledge (the planes) 11, Knowledge (religion) 8, Sense Motive 2, Speak Language (Abyssal), Spellcraft 15
    14th Mystic Theurge 6 (Nar Demonbinder/Ur-Priest) +7 +4 +4 +14 Bluff 6, Concentration 16, Intimidate 6, Knowledge (arcana) 7, Knowledge (the planes) 11, Knowledge (religion) 9, Sense Motive 2, Speak Language (Abyssal), Spellcraft 16
    15th Mystic Theurge 7 (Nar Demonbinder/Ur-Priest) +7 +4 +4 +14 Bluff 6, Concentration 18, Intimidate 6, Knowledge (arcana) 7, Knowledge (the planes) 11, Knowledge (religion) 9, Sense Motive 2, Speak Language (Abyssal), Spellcraft 17 Master Spellthief Steal Spell (3rd or up to 5th)
    16th Mystic Theurge 8 (Nar Demonbinder/Ur-Priest) +8 +4 +4 +15 Bluff 6, Concentration 19, Intimidate 6, Knowledge (arcana) 7, Knowledge (the planes) 11, Knowledge (religion) 9, Sense Motive 2, Speak Language (Abyssal), Spellcraft 19 Steal Spell (3rd or up to 6th)
    17th Master of the Unseen Hand 1 +9 +4 +4 +17 Bluff 6, Concentration 20, Intimidate 7, Knowledge (arcana) 7, Knowledge (the planes) 11, Knowledge (religion) 9, Sense Motive 2, Speak Language (Abyssal), Spellcraft 20 Improved Caster Level, Versatile Telekinesis
    18th Master of the Unseen Hand 2 +10 +4 +4 +18 Bluff 6, Concentration 21, Intimidate 7, Knowledge (arcana) 7, Knowledge (the planes) 12, Knowledge (religion) 9, Sense Motive 2, Speak Language (Abyssal), Spellcraft 21 Versatile Spellcaster Telekinetic Wielder, Sustained Concentration
    19th Master of the Unseen Hand 3 +11 +5 +5 +18 Bluff 6, Concentration 22, Intimidate 8, Knowledge (arcana) 7, Knowledge (the planes) 12, Knowledge (religion) 9, Sense Motive 2, Speak Language (Abyssal), Spellcraft 22 Full Attack Telekinesis
    20th Master of the Unseen Hand 4 +12 +5 +5 +19 Bluff 6, Concentration 23, Intimidate 9, Knowledge (arcana) 7, Knowledge (the planes) 12, Knowledge (religion) 9, Sense Motive 2, Speak Language (Abyssal), Spellcraft 23 Improved Violent Thrust, Telekinetic Flight

    Spoiler: Spellthief Spellcasting
    Show

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

    New Spells Known (Spellthief)
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - armor lock, grease - - - - - - - -
    5th - - - - - - - - - -
    6th - - - - - - - - - -
    7th - - - - - - - - - -
    8th - benign transposition - - - - - - - -
    9th - - - - - - - - - -
    10th - - - - - - - - - -
    11th - - - - - - - - - -
    12th - - - - - - - - - -
    13th - - - - - - - - - -
    14th - - - - - - - - - -
    15th - - - - - - - - - -
    16th - - - - - - - - - -
    17th - - - - - - - - - -
    18th - - - - - - - - - -
    19th - - - - - - - - - -
    20th - - - - - - - - - -

    Spoiler: Ur-Priest Spellcasting
    Show

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

    Spoiler: Nar Demonbinder Spellcasting
    Show

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

    New Spells Known (Nar Demonbinder)
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - - - - - - - - - -
    5th - - - - - - - - - -
    6th - - - - - - - - - -
    7th - - - - - - - - - -
    8th - - - - - - - - - -
    9th - - - - - - - - - -
    10th - - - - dismissal, lesser planar binding, wall of fire summon monster V - - - -
    11th - - - - summon monster IV dispel good - - - -
    12th1 - obscuring mist gust of wind wind wall shout telekinesis control winds, fiendform ethereal jaunt summon monster VIII (air only) freedom
    13th - - - - - spell resistance planar binding - - -
    14th - - - - - - - blasphemy - -
    15th - - - - - plane shift greater dispel magic fire storm - -
    16th - - - - - - - - unholy aura -
    17th - - - - - - - - - -
    18th - - - - - - - - - -
    19th - - - - - - - - - -
    20th - - - - - - - - - -
    1. Air Bloodline acquired at this level




    Power. That one word has defined Urizen’s life. Because he lacked power he had no control over his life, captured and enslaved. His parents had power, but their enemies had more, and so his family fell into ruin. The truth is simple, self-evident. You need power to survive. You need power to control your destiny. You need power to protect what’s important to you. And so, little Urizen began to steal the power that he so desperately needed.

    It started small. Tricks gleaned from spying on teachers of students that had enough power to have teachers. Breaking into libraries to read, borrowing books from others’ private collections. Harmless, and he needed it ever so much.

    Then he learned that he could steal power directly from his enemies, if he got the drop on them. This was only fair, he reasoned. If they would attack him from a position of strength, then it was only right that he take that strength and return the favor. But the truth was, he had already started relishing the power to drag others down on his way to the top.

    As time went on, his craving for power grew ever stronger, and ever more twisted. He began siphoning power from the gods themselves, who had so fecklessly abandoned him to make his own way in the world. His quest for power was no longer about survival, protecting what was important to him, or even freedom; he cared only for power for its own sake.

    He began to conquer, an army of enslaved fiends in his wake. He would prove that he was greatest. He would prove that he was king. He would prove that his ways, the sins he had committed, the sacrifices he had made, were right, that the losses he had suffered had made him strong!

    Spoiler: Master Spellthief and Mystic Theurge
    Show
    The Master Spellthief feat is the linchpin of this build. The build uses a very conservative interpretation of the rules involved, though a less conservative interpretation of Mystic Theurge would result in a much more powerful build. The feat makes all of your “arcane spellcaster levels” stack for determining both the level of spell you can steal with Spellthief’s signature ability and your caster level for all arcane spells. Mystic Theurge advances caster level for both of the classes it advances, but is not technically an arcane casting class itself (as it lacks the Spellcasting class feature).

    I believe it is both RAW and RAI that the caster level increase granted by Mystic Theurge counts for Master Spellthief, as it is increased “as if he had gained a level in [the classes] he belonged to”. This gives you a final CL of (Spellthief 7 + Nar Demonbinder 12 + MotUH 4) 23 for telekinesis, 19 for other arcane spells, and 13 for Ur-Priest divine spells. (22/18/12 for the Sha’ir variant build below).

    Because Mystic Theurge isn’t technically an arcane casting class, RAW you cannot count its levels for your Nar Demonbinder caster level. I’m inclined to believe that this is RAI as well, but if you can convince your DM otherwise, your caster level increases by a total of 3, which is nice. With the Sha’ir variant, a favorable ruling increases the CL by 8, which is much better.

    Lastly, by RAW, neither Mystic Theurge nor the classes it advance count towards the level of spells you can steal. It does not seem like RAI to me that caster advancing prestige classes wouldn’t work for the feat, so I would argue against this one with your DM (or more likely, handwave it if you are the DM using this as an NPC). A favorable ruling here would let you steal up to 6th level spells (7th level for the Sha’ir variant: 1 Spellthief + 6 Sha’ir + 7 Nar Demonbinder = 1 Spellthief + 2 Sha’ir + 10 Mystic Theurge + 1 Nar Demonbinder = 14 effective Spellthief levels).


    Spoiler: Levels 1-5
    Show

    “I have walked among demons, and known their scorn. Merely human, they called me. Petulant mortal flesh. Cursed… the moment I was brought into this world.”

    Spellthieves are fantastic generalists. A little bit of precision damage, some nice skills, trapfinding if you’re willing to reallocate some skill points or put a higher score in Int, and decent HP.

    Of course, their most iconic ability is to steal the powers of others. Line up a flank, attack from ambush, or just cast grease or armor lock, and steal an enemy’s resistances, SLAs, buffs, and/or spell slots. You can only grab one of those with each attack (two once you reach 5th level), but that should be enough. Remember that even if you don’t know what specific spell/ability to target (or target one that they don’t have), you still steal one, just chosen at random. Stealing a spell lets you cast it, naturally. Stealing energy resistance is great against elemental foes, because this will usually make you resistant to their attacks (it also work on energy immune opponents). Stealing the right buff could potentially swing an encounter all on its own. Alas, the ability to steal SLAs is crippled by having a maximum level equal to 1/3 your class level, but that’s still enough to seriously annoy some enemies.

    Don’t forget that you can borrow spells from your allies, too. With good coordination, this can potentially double the casters’ action economy.

    Spoiler: Levels 6-10
    Show

    “Demons? Gods? They shall exist to provide me with strength. How fortunate for them,
    to serve such divine purpose.”

    Now we start really growing in power. Thanks to the Education feat, we have all the class skills we need to qualify for Ur-Priest, which is the logical conclusion of the Spellthief archetype. Normally I avoid the class, but in this case it just fits too perfectly both into the fluff and into the level range I had to work with. Two levels of Ur-Priest gives us 2nd level divine spells, and we could already cast 2nd level arcane spells by stealing or borrowing them, so now we qualify for Mystic Theurge to keep our arcane caster level up while still progressing Ur-Priest. In addition to all the cleric spells, we pick up benign transposition from Spellthief, which will come in handy for setting up flanks, as well as potentially bailing allies out of trouble.

    No longer content with merely stealing others’ power, Urizen is beginning to feel the need to prove that power by dominating others. Nar Demonbinder is the logical next step, given his dislike of demons both in the source material and in this version of him. After all, the most reliable allies are those you have summoned that are magically bound to obey your will, and now he can both dominate his minions and use them to dominate others.

    Compared to that, Evasive Reflexes pales somewhat, but it’s a handy trick to have nonetheless. Wielding a longspear for reach (and gauntlets to threaten adjacent), enemies will provoke AoOs approaching, casting, and trying to escape. Urizen couldn’t do much damage with that AoO unless the opponent happened to be positioned for a flank… but with Evasive Reflexes he can reposition himself to foil the charge, set up a flank for his turn, or block an escape route.

    Spoiler: Levels 11-16
    Show

    “What creature stands against a king?”


    And we neatly wrap up both Nar Demonbinder and Ur-Priest casting. Our spells known choices are prioritizing spells clerics don’t natively get, spells that benefit from a high CL, spells that become more versatile thanks to Inimical Casting, and spells that are useful to be able to cast spontaneously regardless of whether you prepared them enough times that morning. But two other very important things happen in this level bracket.

    Master Spellthief lets us take the sum of our arcane CL for arcane spells. At level 16, this comes out to CL 19, which has all sorts of nice benefits, from making it easier to penetrate spell resistance to boosting spells with effects dependent on CL.

    Which brings us to the second major development. Air Bloodline gives a new spell known for each spell level. I think by RAW all casting classes get access to these, but RAI is pretty clearly that only one spontaneous casting class gets them, so I’ve assumed they are only added to Nar Demonbinder’s spells known. Of these spells, potentially the most significant is telekinesis, which benefits massively from an inflated CL.

    Telekinesis uses CL instead of BAB and your casting stat instead of Str or Dex for performing combat maneuvers. This gives us a modifier for any given maneuver roughly on par with an equal level Fighter that’s invested a feat or a magic item into boosting that specific combat maneuver. This makes it a great method for battlefield control via grappling, bullrushing, and tripping, and debuffing by disarming/sundering and tripping.

    Even that, though, pales in comparison to the violent thrust use of telekinesis. It uses our regular BAB, but with one attack per CL that’s not a big deal. The way the maximum carry weight works out, Large greatswords are your best bet for damage/weight. That gives you an impressive 3d6 per CL, which can be further improved by 2d6 SA each if you’re flanking or invisible (it’s not a volley attack because you’re rolling for each attack separately), and you can sacrifice some or all of that SA to steal spells, energy resistances, buffs, or SLAs. The restrictions on Steal Spell Effects means it won’t be much use on full casters, but half-casters or opponents buffed by lower level minions are in trouble. Plus you can fling enemies around, bludgeoning other enemies with them, or you can do the same with allies (possibly summoned) to reposition them while still damaging the enemy. Invest in carts and donkeys for carrying around ammunition if you can’t get reliable access to a bag of holding or Tenser’s floating disc.

    Spoiler: Levels 17-20 – Sweet Spot and SI Breakdown
    Show

    “ ‘Not fair’? That is nothing but the pitiful cries of those that lack strength. Come to me, heroes!
    I. Shall.
    Enlighten. You!”

    Why MotUH? Partially aesthetics. Urizen is more inspired by the Devil May Cry 5 villain than a direct adaptation of him, but it would feel remiss not to include his iconic combat tentacles. Using telekinesis works extremely well to represent his ability to attack, grapple, and fling his opponents around at range, and without visible physical effort. The other reason is that it makes mechanical sense. We’ve already got max casting in not one but two classes; those can’t be advanced any further, and advancing a third would be more than a little redundant. No, it’s time to specialize, and as discussed above, telekinesis is one of our strongest spells. Master of the Unseen Hand is the logical next step. So let’s talk what the class does for us!

    Improved Caster Level – Every point of CL is another free attack. This is great.

    Versatile Telekinesis – Lets us switch between using the spell for battlefield control, utility, mobility, and direct damage at will, which is nice; our spell slots are limited after all.

    Telekinetic Wielder – No size limit, no requirement for proficiency… grab a Colossal greatsword and go to town. Your to-hit is about on par with an equivalent level Fighter. While flanking or invisible, use this to get some nice damage while using your Spellthief abilities. Not as good as telekinetic thrust, but can be used multiple turns in a row without burning through spell slots.

    Sustained Concentration – With two casts of telekinesis, you can now levitate yourself (and maybe another party member, too) as a move action while attacking as a standard action. Or levitate yourself or something in the environment as a move action while casting other spells with your standard.

    Full Attack Telekinesis – At this point, your CL based ‘BAB’ is over 20, giving you 5 attacks with a standard action, any of which or all of which can be swapped for a combat maneuver. Pretty sweet!

    Telekinetic Flight – Your levitation trick just got better. Perfect maneuverability, and bring some friends along!

    Improved Telekinetic Thrust – Most of the above tricks are somewhat situational or utility-focused, because in most combat cases it’s better to just use telekinetic thrust if you’ve got the spell slot to spare for telekinesis in the first place. However, now not only is your BAB equal to your fantastic CL, the spell isn’t lost when you telekinetic thrust. Keep two casts of the spell going at once, and rotate between thrusting, flying, levitating, and full attacking. Now this is a capstone.

    I decided not to take the final level of MotUH. I just couldn’t justify an additional attack option that’s worse than telekinetic thrust at the expense of extra 9th level spells in one class, all 8th level spells in the other, and 5th/4th level spells for casting telekinesis in both.

    Which brings us to the final trick of this build. Versatile Spellcaster lets you combine any two spell slots (including Ur-Priest spell slots) to cast any known spell one level higher. This lets you use Ur-Priest spell slots to cast Nar Demonbinder spells, including telekinesis (though they probably don’t benefit from your high arcane CL), and 8th level spell slots to cast your 9th level bloodline spell freedom.


    Spoiler: Options & Alternatives
    Show

    Extra feats from flaws or magical locations open up quite a few options for this build. Craven potentially increases your telekinetic thrust damage by an incredible 460. Practiced Spellcaster increases your CL by another 4. Mage Slayer, Combat Reflexes, and/or Robilar’s Gambit or Karmic Strike will give you more use out of Evasive Reflexes. Southern Magician lets your Ur-Priest spells benefit from Master Spellthief, and potentially lets you enter Mystic Theurge at 7th level, netting you 2nd level Spellthief spells and an extra arcane CL. And Extra Spell lets you pick up greater planar binding in addition to unholy aura (I chose the latter because it can buff you as well as a decent-sized horde of minions, and can be customized with Inimical Casting).

    I also worked on a variant of this build using early entry Mystic Theurge to meet the skill requirements for Ur-Priest, using Sha’ir and Precocious Apprentice to enter MT at 4th level. While Sha’ir was a good thematic fit, siphoning magic from the planes, and got you some highly flexible low-level spell slots that would be valuable even at high level, I’m glad I found the Education feat, as that’s a much more elegant method of qualifying. There was also the problem of Sha’ir being a divine caster and how that interacted with Ur-Priest; even though their fluff is actually highly synergistic, RAW you can’t enter Ur-Priest as a Sha’ir, and if you do you permanently lose the ability to cast divine Sha’ir spells.
    Here’s a version of the build using Sha’ir (you could also go Sha’ir 1/Spellthief 2):
    Spoiler: Sha’ir Variant Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Sha’ir 1 +0 +0 +0 +2 Skills Iron Will, Precocious Apprentice (aid) Summon Gen Familiar
    2nd Spellthief 1 +0 +0 +0 +4 Skills Sneak Attack +1d6, Steal Spell, (0, 1st), Trapfinding
    3rd Sha’ir 2 +1 +0 +0 +5 Skills Spell Focus (evil)
    4th Mystic Theurge 1 (Spellthief/Sha’ir) +1 +0 +0 +7 Skills
    5th Mystic Theurge 2(Spellthief/Sha’ir) +2 +0 +0 +8 Skills
    6th Ur-Priest 1 +2 +0 +0 +10 Skills Evasive Reflexes
    7th Ur-Priest 2 +3 +0 +0 +11 Skills Rebuke Undead
    8th Mystic Theurge 3 (Sha’ir/Ur-Priest) +3 +1 +1 +11 Skills
    9th Mystic Theurge 4 (Sha’ir/Ur-Priest) +4 +1 +1 +12 Skills Spell Focus (conjuration)
    10th Nar Demonbinder 1 +4 +1 +1 +14 Skills Fiendish Familiar, Inimical Casting
    11th Mystic Theurge 5 (Nar Demonbinder/Ur-Priest) +4 +1 +1 +14 Skills
    12th Mystic Theurge 6 (Nar Demonbinder/Ur-Priest) +5 +2 +2 +15 Skills Air Heritage
    13th Mystic Theurge 7 (Nar Demonbinder/Ur-Priest) +5 +2 +2 +15 Skills
    14th Mystic Theurge 8 (Nar Demonbinder/Ur-Priest) +6 +2 +2 +16 Skills
    15th Mystic Theurge 9 (Nar Demonbinder/Ur-Priest) +6 +3 +3 +16 Skills Master Spellthief
    16th Mystic Theurge 10 (Nar Demonbinder/Ur-Priest) +7 +3 +3 +17 Skills Steal Spell (2nd or up to 7th)
    17th Master of the Unseen Hand 1 +8 +3 +3 +19 Skills Improved Caster Level, Versatile Telekinesis
    18th Master of the Unseen Hand 2 +9 +3 +3 +20 Skills Versatile Spellcaster Telekinetic Wielder, Sustained Concentration
    19th Master of the Unseen Hand 3 +10 +4 +4 +20 Skills Full Attack Telekinesis
    20th Master of the Unseen Hand 4 +11 +4 +4 +21 Skills Improved Violent Thrust, Telekinetic Flight

    You could also use Sublime Chord instead of (or even in addition to) Nar Demonbinder. However, I don’t believe Sublime Chord’s CL boosting actually interacts with Master Spellthief, as the former affects the spells directly while the latter is dependent on the classes, and without that the fluff is far less synergistic and you lose 8th arcane level spells (at least).


    Spoiler: Sources
    Show

    SRD – Human. Iron Will, Spell Focus. Mystic Theurge. Blasphemy, control winds, ethereal jaunt, fire storm, freedom, grease, greater dispel magic, gust of wind, planar binding, obscuring mist, shout, spell resistance, summon monster, telekinesis, unholy aura, wind wall.
    Complete Adventurer – Spellthief.
    Complete Divine – Ur-Priest.
    Complete Scoundrel – Armor lock.
    Complete Warrior – Master of the Unseen Hand.
    Dragon Compendium – Air Bloodline.
    Player’s Guide to Faerun – Education (also found in various other sourcebooks).
    Spell Compendium – Benign transposition.
    Tome of Battle – Evasive Reflexes.
    Unapproachable East – Nar Demonbinder. Fiendform.


    “How… How are you so powerful? You never lost anything!”
    “It’s not about loss… Strength is a choice. Fighting like hell to protect what’s important.”

  4. - Top - End - #34
    Orc in the Playground
     
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    Entry the fourth:

    Cassius spell palm

    Spoiler: Backstory
    Show

    Cassius was born to noble parents in thay, and when they were assassinated with deadly poisoned, that prevented him from ever fully developing into a Martial battle-mage like the rest of his family line. He was sent to live in a monastery, hidden there until politics would let him come back in the right time so he could be used in the intrigues of thay, but soon enough found the ways of magic much more fascinating than the mortal concerns of politics and the internal squabbles of nobles.
    He saw magic as an opportunity for himself to become great, to achieve the power that was taken from him as a child, and to leave his mark on the world. He started researching magic in a fanatical devotion, looking for ways to exert his mental strength in places where his physical wasn't enough.
    He went to adventure in order to hone his skills and connect to the truest from of magic he could find, and eventually became skilled enough so he could harness this magic in different ways and even bestow parts of it in others.

    While adventuring, Cassius eventually learned to reshape his magic through pure force of will, to lock it inside the bracelet on his deformed hand, and exert his will force on the world from there - rising from an ambitious scholar into a famed mercenary, and it was said that he walked through entire armies without even scratches to show he did the deed.

    Now he vigrously researches magic, scours the land in order to hone his skills, lends his hand (wink wink) in exchange for magical tomes and secrets, until his hunger for true power would be satisified.



    Spoiler: Chassis
    Show
    Race: Human (mulan)
    Class: Monk 2/crusader 1/cloistered cleric 5/crusader 1/Rune caster 6/Master of the unseen hand 3/Rune caster 2
    Ability scores:
    Str: 12 (+1)
    Dex: 14 (+2)
    Con: 12 (+1)
    Int: 12 (+1)
    Wis: 16 (+3)
    Cha: 12 (+1)
    After level modification
    Str: 13 (+1)
    Dex: 14 (+2)
    Con: 12 (+1)
    Int: 12 (+1)
    Wis: 20 (+5)
    Cha: 12 (+1)


    Spoiler: Character build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Monk +0 +2 +2 +2 Concentration 4, listen 4, Knowledge (religion) 4, spot 4, tumble 4 Stunning fist, Improved grapple, choke hold Decisive fist, AC bonus, unarmed strike, bonus feat
    2nd Monk +1 +3 +3 +3 Concentration 5, listen 5, Knowledge (religion) 5, spot 5, tumble 5 Improved trip Invisible fist, bonus feat
    3rd Crusader +2 +5 +3 +3 Concentration 6, listen 6, Knowledge (religion) 6, spot 5, tumble 5 Evasive reflexes Furious counterstrike, steely resolve, maneuvers, stances
    4th Cloistered cleric (champion) +2 +7 +3 +5 Concentration 7, listen 6, Knowledge (religion) 6, spot 5, tumble 5, Knowledge (arcane) 2, Knowledge (the planes) 2, Knowledge (dugeoneering) 2 Knowledge devotion, improved initiative Spellcasting, smite evil 1/day, spell domain, time domain, knowledge domain, lore
    5th Cloistered cleric +3 +8 +3 +6 Concentration 8, listen 6, Knowledge (religion) 6, spot 5, tumble 5, Knowledge (arcane) 4, Knowledge (the planes) 4, Knowledge (dugeoneering) 4
    6th Cloistered cleric +3 +8 +4 +5 Concentration 9, listen 6, Knowledge (religion) 6, spot 5, tumble 5, Knowledge (arcane) 6, Knowledge (the planes) 6, Knowledge (dugeoneering) 6 Southern magician New Class Abilities
    7th Cloistered cleric +4 +9 +4 +6 Concentration 9, listen 6, Knowledge (religion) 9, spot 5, tumble 5, Knowledge (arcane) 8, Knowledge (the planes) 8, Knowledge (dugeoneering) 7
    8th Cloistered cleric +4 +9 +4 +6 Concentration 9, listen 6, Knowledge (religion) 10, spot 5, tumble 5, Knowledge (arcane) 10, Knowledge (the planes) 10, Knowledge (dugeoneering) 9 Smite evil 2/day
    9th Crusader +5 +10 +4 +6 Concentration 11, listen 6, Knowledge (religion) 10, spot 5, tumble 5, Knowledge (arcane) 10, Knowledge (the planes) 10, Knowledge (dugeoneering) 10 Inscribe rune Indomitable soul, stance
    10th Runecaster +5 +12 +4 +8 Concentration 13, listen 6, Knowledge (religion) 10, spot 5, tumble 5, Knowledge (arcane) 10, Knowledge (the planes) 10, Knowledge (dugeoneering) 10 Rune craft +1
    11th Runecaster +6 +13 +4 +9 Concentration 14, listen 6, Knowledge (religion) 11, spot 5, tumble 5, Knowledge (arcane) 11, Knowledge (the planes) 10, Knowledge (dugeoneering) 10 Rune power +1
    12th Runecaster +7 +13 +5 +9 Concentration 15, listen 6, Knowledge (religion) 11, spot 5, tumble 5, Knowledge (arcane) 11, Knowledge (the planes) 11, Knowledge (dugeoneering) 11 Practiced spellcaster Improved runecasting
    13th Runecaster +7 +13 +5 +9 Concentration 16, listen 6, Knowledge (religion) 11, spot 5, tumble 5, Knowledge (arcane) 11, Knowledge (the planes) 12, Knowledge (dugeoneering) 12 Rune craft +2
    14th Runecaster +8 +14 +6 +10 Concentration 17, listen 6, Knowledge (religion) 12, spot 5, tumble 5, Knowledge (arcane) 12, Knowledge (the planes) 12, Knowledge (dugeoneering) 12 Rune power +2
    15th Runecaster +9 +15 +7 +11 Concentration 18, listen 6, Knowledge (religion) 13, spot 5, tumble 5, Knowledge (arcane) 13, Knowledge (the planes) 12, Knowledge (dugeoneering) 12 Death blow Maximize rune
    16th Master of the unseen hand +10 +15 +7 +13 Concentration 19, listen 6, Knowledge (religion) 13, spot 5, tumble 5, Knowledge (arcane) 13, Knowledge (the planes) 13, Knowledge (dugeoneering) 13 Versatile telekinesis, Improved caster level
    17th Master of the unseen hand +11 +15 +7 +14 Concentration 20, listen 6, Knowledge (religion) 14, spot 5, tumble 5, Knowledge (arcane) 13, Knowledge (the planes) 13, Knowledge (dugeoneering) 14 Telekinetic wielder, sustained concentration
    18th Master of the unseen hand +12 +16 +8 +14 Concentration 20, listen 6, Knowledge (religion) 14, spot 5, tumble 5, Knowledge (arcane) 14, Knowledge (the planes) 14, Knowledge (dugeoneering) 14 Combat casting Full attack telekinesis
    19th Runecaster +13 +16 +8 +14 Concentration 21, listen 6, Knowledge (religion) 15, spot 5, tumble 5, Knowledge (arcane) 14, Knowledge (the planes) 14, Knowledge (dugeoneering) 15 Rune craft +3
    20th Runecaster +14 +17 +9 +15 Concentration 21, listen 6, Knowledge (religion) 15, spot 5, tumble 5, Knowledge (arcane) 15, Knowledge (the planes) 15, Knowledge (dugeoneering) 15 Improved rune casting



    Spoiler: Spells
    Show

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






    Spoiler: Basic combo
    Show

    This build is based on a combination of the runecaster's ability to create runes that activate every time someone passes them, the evasive reflexes feat, and thicket of blade stance (If you can get your hands on a sparring dummy of the master, which will double the distance you move each time you use evasive reflexes.

    In order to create the rune, Cassius uses the greater anyspell spell from his spell domain to prepare telekinesis, and then he uses southern magician in order to cast it as a divine spell, and into a rune

    Now, in actual combat, the build works like this. Cassius wears on him a visible rune of telekinesis. in his non-deformed hand he wields a whip (with which he is non-proficient). When combat begin, Cassius lets enemies advance towards him. The moment an enemy moves inside his threatened area, Cassius moves aside, so when the enemy completes his movement he has "passed" the rune (The actual ruling on what counts as passing differs from a gm to gm, but a 5-10 ft step will usually suffice to be in the position to ensure the rune will actually be triggered.

    Thus, pretty much every time an enemy approaches you, he is affected by telekinesis - and after taking three levels of the prc, he can push, pull, grab, or trip every enemy that approaches him.


    Spoiler: Build writeups
    Show


    Spoiler: Level 15 - sweet spot
    Show

    While not having the raw power of the full build, at 15th all the pieces come together - you get the ability to affect enemies with the telekinesis rune you have (probably limited by charges, but whatever you prefer works here), you can use evasive reflexes + thicket of blades in order to keep throwing people around every time they try to reach you, and if you get someone into a grapple you can pin them in one round, choke them, and then coup de grace as a standard action in your turn.


    Spoiler: Level 20 - maximum power
    Show

    At that level, you get two huge boons.
    1 - you can craft a rune as a permanent item, meaningyoull never run out of juice again.
    2 - you can full attack with each activation of telekinesis. That can make you into a whirlwind of movement every time someone gets close, and you can not only full attack each time you use it in order to move people around the battlefield like ragdolls - you can also maintain the casting as a move action, letting you pin someone and coup de grace them without actually leaving concentration of the spell.

    In addition, you just got 7th level cleric spells - albiet at a pretty low CL - don't expect to throw debuffs and save-or-dies around, but you can get lots of heals and buffs in order to help you go through tougher battles, and the spells on you domains aren't shabby.


    Spoiler: Non-essential build parts
    Show

    Knowledge devotion you get for free from the knowledge domain, and it gives you neat attack bonuses which will help your telekinetic attacks. All crusader features are neat little things that can help you push through injuries and give you a little "oomph" for attacks after you get hurt. Decisive strike helps you if you want to actually attack someone with an attack of opportunity using your UAS - you are not going to be brilliant, but if you approach a squishy guy that can also be helpful.

    Finally, Invisible fist feature is pretty hillarious for the build - you turn insivible, run to the middle of the enemy group, and thus they are stuck in place or they "pass" in front of your rune, thus triggering said whirlwind.


    Spoiler: RAW for passing a rune
    Show

    While it seems that way at first, the example given in the runecaster class description of passing through a portal is just that - example. The description says it "counts" as being passed, not that it is the only condition. It seems from the vague description that the only limits to being passed include having a LoS to the rune and being in 30 ft range, but even it is narrowed down to something like "move adjacent" to the rune, this can also be arranged thanks to the evasive reflexes feat


  5. - Top - End - #35
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    There they are, folks. Cast your eyes upon them (from afar, of course). Judges, begin your judging!
    Spoiler: Op Awards
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  6. - Top - End - #36
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    I was contemplating a Githyanki build, but after realizing the MotP version with at will Telekinesis got nerfed, I couldn't really find inspiration.

  7. - Top - End - #37
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    What is Motp? sounds intriguing
    wdit - oh, ok, got it - the version from manul of the planes
    Last edited by Heavenblade; 2020-05-05 at 05:32 AM.

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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Quote Originally Posted by Heavenblade View Post
    What is Motp? sounds intriguing
    wdit - oh, ok, got it - the version from manul of the planes
    Yeah, I got quite excited looking for creatures with innate Telekinesis, finding this in MotP:

    Quote Originally Posted by MotP Githyanki
    Psionics (Sp): At will - clairaudience/clairvoyance, dimension door, mage hand, telekinesis. Upon advancing to 8th character level, a githyanki can use plane shift once per day. These abilities are as the spells cast by a 16thlevel wizard.
    Then it was pointed out to me that they'd been updated.

    Quote Originally Posted by 3.5 MM Githyanki
    Psionics (Sp): 3/day - daze (DC 9), mage hand. In addition, githyanki of 3rd level or higher can use blur three times per day, githyanki of 6th level or higher can use dimension door three times per day, and githyanki of 9th level or higher can use telekinesis (DC 14) three times per day and plane shift (DC 16) once per day. Effective caster level equals the githyanki’s class levels. The save DCs are Charisma-based.
    I thought maybe a Githyanki ToB build, then into MotUS...but abilities from the PrC just didn't seem to mesh that well with ToB stuff.

    Congrats to the entrants in a difficult round.

  9. - Top - End - #39
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Out of curiosity, do we have anyone out there working on judging? Planning to?
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  10. - Top - End - #40
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    No judges? At all?
    *Taps the mic*
    Hello? Anyone?
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  11. - Top - End - #41
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    If there're no judges, do we want to steal the Game Warpers' format for the contestants judging each other?

    Quote Originally Posted by The Kool View Post
    Once all the builds have been posted, follow these guidelines for judging:

    1. Entrants will read all of the entries and rate all the other builds. Each build must be given at least a short paragraph of observations, including at least a passing elaboration on each of the following categories: Originality, Power, Elegance, and Theme*. Entrants will not judge their own builds.

    2. The judge will summarize all of their thoughts comparing the entries into a final paragraph, and end with a first place selection and a second place selection. If there are at least 5 entries, a third place will also be chosen.

    3. These judgments, just like the builds, will be PM'd to the chair. Any entrant that does not judge will be disqualified. You have one week from the posting of the builds to submit your judgment. At the end of this one week period, all the judgments will be posted and a final ranking given.

    Scoring: All first place ratings will earn 4 points. All second place ratings will earn 2 points. All third place ratings, should they be needed, will earn 1 point. Ties will be broken by number of 1st place rankings, then by number of 2nd place rankings. If the builds are still tied after that, the medal is shared.

    There is no dispute process! What you see is what you get. Take it all in good stride, keep things friendly and cordial, and we'll move on promptly to the next round.

    Spectator input: Spectators may chime in a vote for Honorable Mention. It's your way of providing recognition, and votes may be either posted in the thread or PM'd to the chair. If we receive none, the chair may choose one, but there may not always be an honorable mention.
    Disputes being impossible is a bit of a bummer, but it's definitely nice to get at least 3 different commentaries on your build.
    Last edited by PoeticallyPsyco; 2020-05-23 at 11:03 PM.
    Quote Originally Posted by Darths & Droids
    When you combine the two most devious, sneaky, manipulative, underhanded, cunning, and diabolical forces in the known universe, the consequences can be world-shattering. Those forces are, of course, players and GMs.
    Optimization Trophies

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  12. - Top - End - #42
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Quote Originally Posted by PoeticallyPsyco View Post
    If there're no judges, do we want to steal the Game Warpers' format for the contestants judging each other?

    Disputes being impossible is a bit of a bummer, but it's definitely nice to get at least 3 different commentaries on your build.
    I'd like to thank you, PoeticallyPsyco, for your suggestion. I would be willing to entertain (and even enact) the notion, on a few conditions:
    1. We all recognize that this is not a precedent for future rounds. I'm okay going to this well for a fix, but let's not leave here with the expectation that it will become the norm.
    2. All (and I do mean all!) contestants this round agree to it. No one came into this competition with the understanding that we would do this. If someone is unable (for whatever reason) or unwilling to judge, we need to respect that. Contestants of this round: Do NOT reply in-thread about your intention or willingness (or lack thereof) to judge the other builds this round. Please, ONLY respond to this notion via PM to the Chair (me). By keeping it off-the-record and anonymous, hopefully we can reduce any "peer pressure" aspects that might otherwise arise.
    3. Uhmmm.... something else that I was thinking about before I started typing out the above, but can't remember now. [sigh]My brain used to work, honest, it did.[/sigh]


    All of that being said, if we indulge this judging rubric this round, I see no reason that we couldn't augment it slightly to include disputes. We would just need to set up a system where responses to disputes were send via PM to the Chair, as the disputes themselves are.
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  13. - Top - End - #43
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Naturally, I'm up for it.
    Quote Originally Posted by Darths & Droids
    When you combine the two most devious, sneaky, manipulative, underhanded, cunning, and diabolical forces in the known universe, the consequences can be world-shattering. Those forces are, of course, players and GMs.
    Optimization Trophies

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  14. - Top - End - #44
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    I apologize for being so quiet here of late. I shouldn't be "gone" for nearly a month. These contests shouldn't take as long as this one has.
    But...
    A look out the window is enough to see just how topsy-turvy our world has become. A global pandemic. Economic strife. Murder bees. (Murder bees? Murder bees?!? Next Junkyard Wars: Necessary: Murder. Necessary: Bees. Forbidden: MURDER BEES!) And then, just a proverbial stone's throw from me, Mr. George Floyd is murdered. (And not by bees.)
    Needless to say, my city has been busy of late. (As, no doubt, yours has become, too.)
    I am safe (relatively speaking), and thankful to be so. But the last few weeks have taken more time and energy than I had prepared for. And time here for me has taken a backseat to life in the "real world".
    I'd like to thank you for your patience during all of this.

    That being said....
    I have received responses from more than one contestant expressing an inability to judge this round (for differing reasons). So we will not be doing the 'judging each other' thing this round.
    I do have another idea. I'll send a PM to someone about it. (I don't want to just "volunteer" someone else.)
    Failing that, I will try to carve out enough time in my schedule to judge things myself. By this point, I've forgotten who submitted what, so anonymity shouldn't be an issue. I can't, however, make any promises as to when that might happen.

    Again, thank you all for your understanding and patience. These are indeed trying times. And the best we can do in them is try.
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    I can try to judge , i will need to read the build, but they are only four it shouldn't be so long
    Finally my computer is without any problem!
    Spoiler: Iron Chef Optimization Challenge: E6 Appetizer Edition Medals
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    Silver medal as Xin in Round XVII
    Gold Medal as Smit in Round XVIII
    Silver Medal as Hit Me In Round XIX
    Gold Medal as The Exiled in Round XIX
    Silver Medal as Elec Tri in Round XX
    Gold Medal as Tawamios in round XXI

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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Quote Originally Posted by Quentinas View Post
    I can try to judge , i will need to read the build, but they are only four it shouldn't be so long
    Thank you. I'm sure I can speak for everyone when I say: your efforts will be greatly appreciated!
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  17. - Top - End - #47
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Any word? Dang minimum 10 characters...
    Quote Originally Posted by Darths & Droids
    When you combine the two most devious, sneaky, manipulative, underhanded, cunning, and diabolical forces in the known universe, the consequences can be world-shattering. Those forces are, of course, players and GMs.
    Optimization Trophies

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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    I asking about judging volunteers for Zinc Saucier XL as a chairman and Junkyard Wars XXXVI as competitor, but it isn't fair ask something I myself don't do. I think I should be an example.
    This round hadn't been judged for almost two years. Well, better late than never.

    Spoiler: Judging criteria
    Show
    Originality. Starting from 3. Highly subjective category. Are your classes, feats, combos, and tricks obvious and expected? Did I see something similar before? Or were you able to surprise me?

    Power. Starting from 0. Pun-pun is 10. Before you built your build it was able to do nothing. With every level, every feat, ability and spell it was starting to do more. I'll be evaluating not only raw power, but utility, survivability, flexibility, and other parameters.

    Elegance. Starting from 5. Till you place the first brick in your build there were zero mistakes. Guaranteed. Each mistake which I can find will take away some part of this five.

    Use of the Secret Ingredient (latter UotSI). Starting from 0, for obvious reasons. How well you use SI? Do it something for your build or you took it just because you need? What would happen if it'll be removed?


    Spoiler: Yannich (10.75)
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    Spoiler: Originality (3.5)
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    Classes and feats selected didn't give me some special. Sorcerer is expected, but 13 levels isn't (0). Githyanki is some original (+0.5).

    Spoiler: Power (2)
    Show
    Well, you have 6th level spells (+1). Your skills are... mech (+0). You can do damage, but until you become MotUH it isn't significant (+0.5). When your combo starts to work all becomes better (+0.25). Your saves, hp, AC are bad (+0).
    Quicken SLA is late but good (+0.25)

    Spoiler: Elegance (2.25)
    Show

    At level 3, he tales the evasive reflexes feat. He can now sidestep up to four times away from a foe moving to attack him, and he usually uses this movement to draw the enemy closer to his allies.
    This doesn't work. One action - one AoO (-1)
    he can make a full attack with a telekinetic greatsword with BAB +29/+24/+19/+14/+9/+4 when cast as a SLA.
    Sorry, only four iteratives (-0.5).
    You are item dependent (-0.5).
    Hold the Line while giving you something before entering MotUH, after is useless (-0.25).
    Martial Weapon Proficiency (Greatsword), too (-0.25).
    You have not sources for race and spells (-0.25)

    Spoiler: Use of Components (3)
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    All 5 levels of PrC, took feat, not took Ghost (+1).
    Normal entry, but late finishing (+0.5).
    You build around MotUH, yes, your main tactic is totally about this PrC (+1), but Evasive Reflexes... You try to use it on low levels (+0.5), but later... It gives you not much.



    Spoiler: Zuul (12)
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    Spoiler: Originality (3.5)
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    I see VoP. While it isn't too rare, it still isn't expected for casting based entry (+0.25).
    Erudite, I like Erudite and see it less frequently than desired (+0.5). Erudite to Elocater isn't expected, either (+0.25).
    Warblade on the other hand is always expected (-0.5).
    And I like the haphephobia mentioned in the story. Nice catch (+0.25).
    Using Sparring Dummy of the Master... Well, it isn't the first thing that appears in the mind, but while we have 5-ft step SI it easily finds. And 50% entries having it confirm my assumption (-0.25).

    Spoiler: Power (3.75)
    Show
    Well, you are an 11th level manifester. Very good (+1). But your power repertoire isn't very broad (+0). You have good skills (+0.5). Your offensive capability is good. Many power options and telekinesis full attack, you can be a pain in the ass, but action economy is your weak spot, you can't do all what you can do at the same time. Sustained Concentration helps a bit, but not as well as we want (+0.75). Almost perfect mobility (+1). Very good defenses - AC, saves, hp, DR, resists, FoM, etc. (+1), but you have VoP. Yes, you avoid its limitations in some way, but it still is a drawback (-0.5).

    Spoiler: Elegance (2)
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    Maneuvers Readied: Action Before Thought, Action Before Thought, Moment of Perfect Mind
    You can't prepare one maneuver twice (-0.5).
    You can't take Linked Power on the first level, you trade Erudite's bonus feat for Convert Spell to Power ACF (-0.5).
    You can't enter Master of the Unseen Hand on the 16th level.
    Quote Originally Posted by Convert Spell to Power
    You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane spell into a power you can add to your repertoire. You treat the spell as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the spell's level) and then a Psicraft check as per the normal rules of learning a discipline power.
    Quote Originally Posted by Learning Discipline Powers
    An erudite can learn discipline powers only by directly learning a power from another's repertoire, learning it from a power stone, or taking the Expanded Knowledge feat. In any case, an erudite can learn a discipline-only power only if it is up to 1 level lower than the highest level power he can manifest.
    You can't learn Telekinesis until 11th unmodified by Practiced Manifester ML (-2).
    There can be some troubles to find Telekinesis to learn it, but it is inherent Erudite issue, I don't want penalize this (-0).

    Spoiler: Use of Components (2.75)
    Show
    Took feat, not took Ghost, but only 3 levels of MotUH (+0.75).
    Late entry (+0.25).
    You are very good in using Evasive Reflexes (+1) and very thematic (point this in Originality). Your MotUH... Well, it gives you interesting combat options, but... I don't see why it is so better than 3 other Erudite levels (+0.75).



    Spoiler: Urizen (9)
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    Spoiler: Originality (4.25)
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    Your classes... Well, I didn't expect them (+1.5).
    On the other hand Master Spellthief cheese (-0.5). Even conservative variant of cheese.
    Feats are nothing special, but Air Bloodline (+0.25).

    Spoiler: Power (3.25)
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    9th level Ur-Priest casting, 8th level Nar Demonbinder, Versatile Spellcaster, Spellthief's Stealing... Well, it's great (+2)! Good skills (+0.5). Your offensive capability is very good. Spells, of course, and MotUH Telekinesis uses. Yeah, action economy is some problem, it's always a problem (+0.75). Your defenses aren't so good. Saves are weak, hp too low, AC... don't know exactly, but don't expect something great (+0).

    Spoiler: Elegance (0)
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    Ok. Here I have bad news.
    and we could already cast 2nd level arcane spells by stealing or borrowing them, so now we qualify for Mystic Theurge
    No. Stealing spells doesn't work for Mystic Theurge's requirements. And you even don't qualify later, via Nar Demonbinder, because it doesn't have 2nd level casting, either (-5).
    You didn't qualify for Ur-priest, you need Fort +3, you have +1 (-5).
    Full Attack Telekinesis – At this point, your CL based ‘BAB’ is over 20, giving you 5 attacks with a standard action, any of which or all of which can be swapped for a combat maneuver. Pretty sweet!
    Sorry, only four iteratives (-0.5).
    You named Air Bloodline Air Heritage in the tables. This is two different feats and mess isn't helpful (-0.25).

    Spoiler: Use of Components (1.5)
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    Took feat, not took Ghost, but only 4 levels of MotUH (+0.75).
    Late entry (+0.25).
    You almost don't use Evasive Reflexes (+0).
    MotUH... I don't see why it is here. Yeah, I use it some way, it's a good PrC, it's hard not to use it, but in your build... Yes, you have 4 empty levels, but I don't think MotUH is the best option (+0.5).



    Spoiler: Cassius (12.25)
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    Spoiler: Originality (3.5)
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    Runecaster. I wasn't expecting you (+1).
    Crusader as all initiators expecting everywhere (-0.25)
    Sparring Dummy of the Master (-0.25)
    Choke hold, Death blow? Interesting (+0.25).
    Cloistered cleric with Knowledge devotion? I know you (-0.25).

    Spoiler: Power (3.25)
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    7th level cleric casting. Good (+1). Good skills (+0.5). If your main trick works (more about this in Elegance) it is powerhouse (+1)! Defenses apart from spells... Well, I don't know your exact AC, but it doesn't seem like height, saves - normal, hp above the average, it's not all that bad (+0.5). Your runes are a good addition to your power and versatility (+0.25).

    Spoiler: Elegance (2)
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    Okay. Where are your sources (-0.5)? Cleric with smite evil? Yeah, it is somewhere, but I don't want to search. An, why do you take smite evil instead turns (-0.25)?
    What are your maneuvers and stances known are (-0.25)?
    Combat casting on 18th level? Waist feat (-0.25).
    Improved trip as 2nd level Monk's bonus feat (-0.25)?
    Why did you mention a whip? You think it gives you a 15-foot threaten area? It doesn't.
    Quote Originally Posted by PHB, p. 121
    The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack.
    Your main trick. It doesn't work. Telekinesis casted via your rune isn't equal Telekinesis casted by yourself. You can't use MotUH class features with it, you can't concentrate on it. It's just a portable trap, smart, but not so deadly (-1.5).

    Spoiler: Use of Components (3.5)
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    Took feat, not took Ghost, but only 3 levels of MotUH (+0.75).
    Late entry (+0.25).
    You try to use both parts of SI in a single combo. Combo doesn't work, but it still deserve attention (+2.5)



    Name Alignment / Race Class Levels Chef Loky1109 Place
    Cassius L? Human Monk 2/Crusader 2/Cloistered Cleric 5/Runecaster 8/Master of the Unseen Hand 3 12.75 1st
    Zuul NG Human Erudite 6/Cobra Strike Monk 2/Warblade 2/Eloacter 7/Master of the Unseen Hand 3 12.00 2nd
    Yannich ?? Githyanki Sorcerer 13/Master of the Unseen Hand 5 10.75 3rd
    Urizen CE Human Spellthief 5/Ur-Priest 2/Mystic Theurge 10/Nar Demonbinder 1/Master of the Unseen Hand 4 9.00 4th

    It's bad I can't know who the Chefs are, but I did what I could.
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

    Spoiler: For purposes of clarity
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    1109 is September, 11 - my birthday.

  19. - Top - End - #49
    Orc in the Playground
     
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    Default Re: Junkyard Wars XXIX: Social Distancing Edition!

    Thank you for judging, loky. Your efforts are much appreciated!
    Having received no disputes....

    Cassius..... 12.25 ... Gold .......... HeavenBlade
    Zuul ......... 12 ....... Silver ........ Falontani
    Yannich .... 10.75 ... Copper ...... 3Power
    Urizen ........ 9 ....... HM ........... PoeticallyPsycho

    Congratulations, contestants!
    Spoiler: Op Awards
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