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  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Feb 2009
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    Default Iron Chef E6 Appetizer Edition, Round XXXI

    Welcome back to the Iron Chef Optimization Challenge E6 Appetizer Edition! I was told that the last round was a little bit too wide-open, so let's get back to basics with a simple base class that's hot garbage and doesn't do anything!

    The form of this challenge is to take a particular D&D 3.5 game element (our "secret ingredient," or SI) and turn it into a functional E6 build, which must feature the SI as heavily as possible. (The only hard rule about this is that you must take at least one level—where applicable—in the SI, though judges are encouraged to look favorably on builds that take as many levels as possible in said SI or that otherwise use it as heavily as possible.) Your final build submission should consist of your 6 regular levels and your first 10 epic bonus feats, though providing a snapshot at earlier points through the progression is heartily encouraged. Entries are to be PM'd to the Chair (that would be me!), and they will be posted anonymously; our volunteer judges will then grade each build on a 1-5 point scale in four categories: Originality, Power, Elegance, and Use of the Secret Ingredient. The builds with the highest three scores will be awarded medals, with the Honorable Mention award going to the non-medaling build that the Chair likes best and/or that receives the most votes for HM in this thread. (HM may not always be awarded, particularly if the number of builds is very small.) And then we all have cake!*

    *Note: You must provide your own cake.

    This is basically like the regular Iron Chef, and let's be brutally honest with ourselves here: this isn't a gargantuan community, and we basically all know what we're talking about at this point. Make the builds, send 'em in, post some scores, and have fun. If you've got questions, lemme know. Still, let's lay out a few rules!
    • Cooking Time: Builds must be submitted via PM to the Chair by 4:59 PM GMT - 9 on Monday, May 24, 2021 (1:59 AM GMT on Tuesday, May 25). The reveal shall be on the first evening the Chair has free following the cooking deadline, which is hoped to be that evening or the immediately subsequent one—I'll do my best, anyway. Judging is then encouraged to go as quickly as possible; if multiple judges volunteer, we'll set about a two-week window, but if we only get one judge, we'll try to wrap up as soon as possible after that judge presents scores. (I will admit that the deadline time may not be an exact science, but don't hide from me and we'll probably be cool.)
    • Kitchen: Let's break this one down a bit.

      Spoiler: Let's talk about sources
      Show

      • ALLOWED: Almost all D&D 3.5 material published by WotC: Core, Completes, monster books, Races Of books, alternate power source books (Expanded Psionics Handbook, Magic of Incarnum, Tome of Battle, Tome of Magic, etc.), Spell Compendium, Book of Exalted Deeds, Book of Vile Darkness, Eberron material, Forgotten Realms material, and other WotC-published 3.5 material. (This list is NOT exhaustive and there are many other legal books that I did not mention by name!)
      • ALLOWED: Material from the 3.5 archives of the Wizards of the Coast website (including, but not limited to, the Mind's Eye articles). If you use it, link it.
      • ALLOWED: Official errata from WotC. If you're relying on this in a material fashion, it's a good idea to link it and to discuss it.
      • NOT ALLOWED: Unofficial errata, including "class fixes" (regardless of the source, including from the original author if not published in a WotC book) or fan-created content.
      • ALLOWED: Unupdated WotC-published 3.0 material (e.g., Sword and Fist, Masters of the Wild, etc.) except for 3.0 psionics. No 3.0 psionics allowed. If you are using 3.0 material, use the general-purpose skill updates (Wilderness Lore becomes Survival, Innuendo becomes Bluff, etc.) and the general-purpose rules updates (spells with a casting time of "1 action" become "1 standard action," etc.) when appropriate.
      • NOT ALLOWED: 3.0 material for which a direct 3.5 update exists. Use the updated material instead.
      • ALLOWED: Dragon Compendium and its errata.
      • NOT ALLOWED: Content from Dragon Magazine and/or Dungeon Magazine unless said content appears in an otherwise allowed source.
      • ALLOWED: Oriental Adventures, including the 3.5 update to Oriental Adventures from Dragon Magazine #318. This is a specific exception to the "no Dragon" rule!
      • NOT ALLOWED: Pathfinder content, regardless of whether it is "D&D 3.5 OGL" or not. If it didn't come from WotC, we don't want it.
      • ALLOWED: From Unearthed Arcana: racial paragon classes, alternate class features/variant classes, spelltouched feats, and variant races. (Traits and flaws are technically legal, but traits warrant a -0.5 point penalty in Elegance, and flaws warrant a -1 penalty in Elegance.)
      • NOT ALLOWED: Other Unearthed Arcana content, including (but not limited to) bloodlines, LA buyoff, fractional BAB/saves, alternate casting systems, alternate skill systems, item familiars, prestigious character classes, generic classes, gestalt, etc. When you're wondering if UA content is allowed, err on the side of caution and don't mess around with it.
      • NOT ALLOWED: Leadership, regardless of source. Game elements functionally equivalent to Leadership (including, but not limited to, Dragon Cohort, Undead Leadership, and Thrallherd) are similarly banned. (Familiars, Improved Familiar, animal companions, Wild Cohort, psicrystals, elemental envoys, and similar game elements are allowed, and they are not considered to be "Leadership." If the difference isn't obvious, feel free to contact the Chair with specific questions.)
      • NOT ALLOWED: Third-party content, homebrew, or other non-WotC content.
      • NOT ALLOWED: Epic feats from the Epic Level Handbook. Just because you're "epic" in E6 after 6th level doesn't mean that you're that kind of epic.
      • NOT ALLOWED: Any race or template with a level adjustment other than +0. (Or any other source of LA other than a race or template, if any such things exist.) However, as a specific exception for round 26, see below.
      • NOT ALLOWED: For our judges: penalizing solely based on legal sources used, regardless of whether those sources are plentiful, sparse, common, obscure, or something in between. If the material is legal, then it doesn't matter how many or how few books it came out of.
      • ALLOWED: Also for our judges: penalizing for using a source (other than material in Core; don't be vindictive about genuinely obvious stuff) that isn't listed in the build writeup. The chef may choose to present the sources in-line with the text, in a consolidated source list, or somewhere else, but if the source is listed (and is otherwise legal), it counts. If the source is not listed, you may choose to penalize for that.

      If you have questions about anything in this section (or hell, in this ruleset), feel free to ask the Chair.
    • Character Creation: 32 point buy is assumed. For the purposes of this contest, Level Adjustment greater than +0 is banned. (This may be revised at a later point, but I don't feel that the E6 LA rules are conducive to fun in the context of this contest.) No more than two entries per chef per contest, please; if you submit two builds and somehow are so overcome with inspiration for a third that you can't help yourself, PM me and tell me which two you care about the most.
    • Highlighted because of past issues: It is not enough for your build to end with a level adjustment of +0. You must be +0 from start to finish. No using ANY build elements with a level adjustment above +0, even if they then get mitigated or reduced somehow. However, note that a special exception is in place for round 26...
    • Speculation: Please do not post any form of speculation before the reveal. Just don't do it, guys. It's not cool. This means NOT posting any of the following or anything substantially similar: what you think is going to be common, significant elements of your planned build or of other potential builds, or anything else that could directly influence someone else's build choices for good or for ill. (It's acceptable to ask for rules clarifications as appropriate, but try to avoid tipping your hand too much.) Speculation is bad because it can discourage people from posting builds and can also "taint the judging pool" when it comes to Originality, so please just try to be aware of how other people might react to your speculation.
    • E6: Here's how E6 works for the purposes of this contest. Build your character normally for the first six levels. After you reach level 6, you stop gaining levels and start gaining bonus feats every time you would gain 5,000 XP. Since we aren't actually tracking XP, you'll basically list your first ten epic bonus feats in the order that you take them, and we think of them as being kind of like levels. We will not use the LA-equals-reduced-point-buy rules, instead preferring to just ban races with LA, at least for now. We will not use the "capstone feats"; all feats that you take must be normal legal 3.5 feats, not homebrew E6 ones. You may not use the Epic feats from the Epic Level Handbook, though if for some reason there are non-Epic feats from the ELH that you qualify for, you may take those. (I don't think there are any, but I'm sure someone will prove me wrong.) It is up to the discretion of each judge whether this is a "hard E6" (magic above 3rd level spells is simply beyond mortal reach, items that have a listed CL above 6th are just plain not available, etc.) or a "soft E6" (if you can somehow get the magic on your character, it's yours, regardless of level), though I honestly don't expect it to come up. Don't go crazy with making assumptions about items and we probably won't have to find out.
    • Presentation: Please use the table found below in the spoiler. List your epic bonus feats (in clear order) after the table. If you find a clever way of formatting that that isn't annoying and that doesn't break anything, have fun; if it's portable, I may steal it for the next round. When sending your build or any disputes to the Chair, clearly include your build's name in the subject of the PM, and please present your build exactly as you want the Chair to copy and paste it into the thread.
      If you're using a picture, cite the source and follow any relevant citation rules. Because we have had issues with this in the past, when listing your skills, please make it very clear how many ranks you have at each level. There are multiple ways to do this and we do not wish to cramp anyone's individual style by dictating exactly how this must look, but make sure that somewhere in your entry there's an explanation of how many actual skill ranks you have. It's still fine to list total skill bonuses, if that's your style, but don't only list bonuses; make sure that there is a clear listing somewhere of your ranks alone.
      Spoiler
      Show
      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
      Code for the table:
      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]
      [/TABLE]
    • Contest houserules: Nearly the same as the main contest's rules here: all creatures are proficient with natural weapons they have or may acquire, bonus feats that are explicitly granted without meeting prereqs are usable even without those prereqs, and feats that affect which skills are class skills for you and/or how you spend your skill points (Able Learner, Martial Study, Truename Training, Apprentice, etc.) apply immediately at the level at which you take them (even though you normally spend skill points before taking a feat). When taking Open Minded as an epic feat, any skill that has ever been a class skill for you (including through your class, your race, your feats, or similar game elements, though please don't muck around with retroactively making something stop being a class skill for some stupid reason) is a class skill when determining how the 5 granted skill points may be spent. All usual rules about HD-related skill caps apply. When taking Open Minded as a non-epic feat, treat it as normal; the class skills of the class you took at the level you gained Open Minded (plus race, feats, etc.) are your class skills for those skill points, similar to if Open Minded's skill points came straight from your class.
    • Judging guidelines: The minimum score in a category is 1, and the maximum is 5 (except in high-Originality rounds, wherein the maximum in Originality is 10). Judges are expected to be fair, consistent, and open-minded, and they are expected to make a good-faith effort to engage with any reasonable disputes that arise, especially when RAW is in question. That said, contestants are asked to not dispute more than necessary; let's do everything in good faith and really only dispute when a judge is being inconsistent, being unfair, or is otherwise grossly misinterpreting a build.
      Judges may not penalize Originality solely because a build is a tribute or homage to an existing creative work (in or out of D&D canon; note that this is not the same thing as penalizing Originality for using well-known optimization tactics), nor may judges penalize based solely on sources used (whether those sources are plentiful, sparse, common, obscure, or something in between, you should judge the build elements and how they work together rather than what book or what books they came out of, as long as those books are legal for this contest and are cited in the entry).
      As with the main contest, we will follow the "One Mistake, One Penalty" guideline, and it is very important that the judges adhere to it. I'm going to directly copy and paste this from the main thread, and hopefully the original author won't mind too much:
      Spoiler
      Show
      Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

      Non-exhaustive list of examples:

      Skills
      Allowed:
      • Giving a penalty for miscalculating the number of skill points gained
      • Giving a penalty for not having enough ranks to meet a prerequisite
      • Increasing the harshness of a skill miscalculation penalty if it affects critical skills including prereqs


      Not allowed:
      • Giving separate penalties for miscalculating skill points and for non-qualification where the non-qualification is solely caused by the miscalculation

      Prereqs
      Allowed:
      • Giving a penalty for not meeting prereqs
      • Scaling the penalty depending on how important the item that the build failed to qualify for is
      • Giving minimum score in UotSI for not qualifying for the SI
      • Not giving credit for (note: not the same as penalising for) tactics using feats or classes other than the SI that were not qualified for (but see below)


      Not Allowed:
      • "Cascading" failures to qualify - declaring that because a build doesn't qualify for a feat, for example, it also doesn't qualify for anything using that feat as a prereq
      • Treating a build as having fewer levels than it does because of FtQ for classes

      Other general things that are no longer allowed:
      • Penalising because someone has chosen to build a tribute to an existing creative work
      • Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalise if a fluff prereq is not addressed at all, but not for how well it is addressed.


      Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.
    • Dispute guidelines (NEW, PLEASE PAY ATTENTION): Disputing is long, annoying, and emotional. It's also sometimes necessary, but it's often not actually something that makes everyone have more fun. Let's go into a little more detail here.
      Spoiler
      Show
      • Do NOT dispute to make an argument that goes fundamentally beyond what's in your write-up. It is the responsibility of the chef to make sure that the write-up is complete and contains their best arguments for what the build does and why it's awesome. If you didn't explain your tactics well or didn't spell out something that a judge misses, just do better next time. Don't drag it out after the fact.
      • Do NOT dispute just to be clever or witty or cheeky. Please. We're all adults here and so I assume you know what that means. Don't treat the build as a setup and your oh-so-clever dispute as the punchline. It's not as funny as it is in your head. Trust me. I've been down that road.
      • Do NOT dispute just to say "oh yeah, my bad, I missed that" or some equivalent. If you're not directly challenging the judge, save the commentary until after the reveal. I 100% get that the urge to respond to commentary is very strong, but type it out and sit on it for a while if you've gotta.
      • Do NOT dispute just to try to wheedle more points out of the judge. Note that this is different from saying that the judge is being truly unfair or is being truly wrong by black-and-white RAW. A dispute is NOT the place to try to scrape together a few last quarter-points. If you didn't put it in your write-up, that's on you. This also means that a dispute is really not the place to have long back-and-forth tit-for-tat arguments. That's a surefire way to get people grumpy. It's a contest on a D&D board, guys, not the results of a federal election.
      • Do NOT dispute to tear down another build. That's just plain not cool. If you entered the contest, it's not on you to judge the other builds.
      • DO dispute if the judge is being blatantly biased by giving you a substantially different ruling on a build element compared to another chef who used the same build element in nearly the same way. (Note that position in a build may affect if you're using that element in "nearly the same way" or not.) Please reserve this for the truly blatant examples. I mean it. Remember, it's the contestant's responsibility to make their best argument in the original write-up.
      • DO dispute if the judge is actively going against the contest rules. Note that there are relatively few ways in which a judge can go against contest rules (we intentionally give very wide discretion to our judges), but examples include truly breaking One Mistake One Penalty, penalizing just because of number of sources of (legal) material, and so on.
      • DO dispute if the judge is clearly ignoring unambiguous RAW. Note that this is for unambiguous RAW; if the RAW is shady and you're making an argument that isn't completely clear and that it wouldn't be strange for a GM to frown on, the judge has every right to frown on it as well. (You generally know when you're indulging in shady RAW. Be mature about this.) But if the judge is saying you didn't hit a prereq that you clearly did hit (and included in your write-up!), saying you can't do something that the plain text of the ability says you can do, or anything like that, by all means, call 'em out.
      • Do NOT dispute if the judge doesn't agree with your interpretation of ambiguous RAW. Yes, this is a retread of the previous bullet point; this is that important. If you're relying on ambiguous RAW, it's on you to lay out clearly why it should work the way you want it to work. Again, be mature and act in good faith: you really know when you're pushing things like this. If they don't like it, they don't like it. Move on.


      Disputing is a privilege, not a right. In the Chair's sole discretion, disputes that do not meet these guidelines and/or that do not seem to be offered in good faith may be suppressed. The Chair reserves the right to choose to post all, some, or none of a dispute if appropriate.

    • Other bits and bobs: If there's something major and relevant I haven't mentioned, assume that the way I handle it will probably be the same as the main contest unless stated otherwise or unless doing so would be an obviously absurd result. If you've got questions, I'll give you answers.



    This round's secret ingredient:
    The RANGER, from the Player's Handbook!

    Allez Optimizer!




    The Builds:

    Build Skeleton Score Place Chef
    Ündermount LG unseelie fey razorclaw shifter ranger 4 / paladin 1 / ashworm dragoon 1 13.5 6th daremetoidareyo
    Smolboi LG muckdweller ranger 4 / fighter 1 / beastmaster 1 16.5 1st, gold ciopo
    Ored Fav LG half-elf ranger 5 / paladin 1 13.5 6th Quentinas
    Mr. Sandman LE deepwyrm half-drow ranger 4 / slayer 1 / scar enforcer 1 11.75 8th, hon. mention daremetoidareyo
    Magwyrn NE air goblin ranger 5 / beastmaster 1 14.75 4th PanosIs
    Kraagesh NE frostblood orc ranger 6 13.75 5th MinimanMidget
    Gleae CN frostblood half-orc ranger 4 / beastmaster 2 15.25 2nd, silver Quentinas
    Garth NG hadozee ranger 6 15 3rd, bronze MinimanMidget


    Last edited by Zaq; 2021-06-13 at 01:23 PM.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  2. - Top - End - #2
    Titan in the Playground
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    Here's a few gentle recommendations that are intended to improve scores and make things easier for the judges. As always, THE RECOMMENDATIONS IN THIS POST ARE NOT RULES. Judges and contestants are free to honor them or ignore them; my intent here is only to help, and NONE of what I'm saying here is required. (That said, did you see the new dispute guidelines? Those ARE rules, so please go read them. And I'm even going to be better about enforcing them this time.)

    Recommendations:
    • Double-check ALL of your prereqs. Every. Single. One. Feats, PrCs, whatever. You might even go so far as to spell out when you meet each one, but again, that's not a requirement. But one of the single biggest causes of point loss is failure to meet prereqs.
    • Tell the judges what's cool about your build! You spent hours or days on this (y'know, probably) and know it inside and out, but the judges are getting a whole bunch of these dishes all at once and don't know the build history of each one. You're significantly more likely to score well if you spell out exactly what makes you awesome than if you try to just let it stand on its own.
    • Make it easy to read! Skill tables are awful, though they're an incredibly necessary evil. Full Monster Manual-style statblocks are occasionally useful but are also insanely dense if not formatted well. Judges are very likely to miss something if you aren't careful with how you present your info. Remember that judging takes a lot of time, energy, and focus, so don't rely on the judge being willing/able to decode something in order to see what makes you interesting!
    • Be memorable. Remember that we've all seen these ingredients used at least once before.What makes you different?



    I'll admit to some personal bias here—the ranger is probably my least favorite PHB class. I just hate the sucker. But you know what? I'm confident that you can do SOMETHING interesting here. There's no shortage of ACFs and substitution levels and such, so I'm sure you'll find a way to make this interesting!
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  3. - Top - End - #3
    Orc in the Playground
    Join Date
    Jun 2019
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    Bear mountains! (Alps)
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    I think I'm going to try to cook something, but the link to the E6 pdf is broken.

    I vaguely recall the relevant info about E6, but I'd rather be sure and check the "official" rules on it

  4. - Top - End - #4
    Bugbear in the Playground
     
    EvilClericGuy

    Join Date
    Aug 2010

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    Quote Originally Posted by ciopo View Post
    I think I'm going to try to cook something, but the link to the E6 pdf is broken.
    The link successfully opens for me in Windows 10.
    I'm taking part in the Character Creation Challenge (#charactercreationchallenge): 1 character per day for January 2021. Come see who I've made at:
    https://www.livejournal.com/rsearch?...earchArea=post

  5. - Top - End - #5
    Orc in the Playground
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    does for me too, now.

    Of course with the result that I found out I already had it =)

  6. - Top - End - #6
    Titan in the Playground
    Join Date
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    I've been asked about the feat Favored Power Attack, which is in both CWar and DragComp, so here's a ruling: Under normal circumstances, because DragComp was published after CWar, you would use the version of Favored Power Attack in DragComp. However, as a specific exception to this, you may use the version from CWar.

    That feat wasn't OP and didn't need a nerf in the first place, so I don't mind throwing you this bone! If for some weird reason you find it more advantageous to use the DragComp version, you may, but you'll probably want to specify that you're doing so (and why you find that to be helpful). Judges are not to penalize solely based on choosing the CWar version or the DragComp version (though of course they may penalize or reward you for other choices you make surrounding this or any other build element).
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  7. - Top - End - #7
    Orc in the Playground
    Join Date
    Jun 2019
    Location
    Bear mountains! (Alps)
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    What is the protocol about a potential entry when the contestant (me) realizes it hinges on an assumption that he himself would judge as failure to qualify?

    What I mean is, I'd consider this second entry I've worked on as disqualified, or at least taking a read on a build element that could be RAI but is clearly not RAW, and I clearly know that so I'd be very uncomfortable pretending otherwise and submit it anyway.

    But I worked on it a good while, i want to share it, can I still submit it but as a not-to-be-judged? maybe I should just sit on it and send it here and not as a PM to the chair? or just not share it? I'll be extra sad at not sharing it

    I feel bad enough I revised twice my first entry, sorry for the inbox bother Zaq!

  8. - Top - End - #8
    Orc in the Playground
     
    NecromancerGuy

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    Feb 2021
    Location
    France
    Gender
    Male

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    It is a common practice to send in unfinished or unviable builds after the "judgeable" ones have been rendered public. I do not think there would be any problem if you sent your unfinished build here, and I would gladly take a look at it.
    Trying to resurrect the Negative LA thread, any comment and discussion are very welcome!

  9. - Top - End - #9
    Orc in the Playground
    Join Date
    Jun 2019
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    Bear mountains! (Alps)
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    Fair, thank you.

    I scrapped it in the end because it was unsatisfying to me, in following the concept the character was rather anemic in power, but I'll write down the core idea after the entries are revealed.

    Ironically I am recicling it for a 7th level oneshot, if adeguately tinkered. That extra level and no "epic" feats to worry about makes it much more viable to be used within the scope of a oneshot

  10. - Top - End - #10
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    This class is so inconsistently written across the splats

  11. - Top - End - #11
    Titan in the Playground
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    Feb 2009
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    You're not wrong.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  12. - Top - End - #12
    Bugbear in the Playground
     
    RogueGuy

    Join Date
    Jun 2015
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    Rocky Mountains, Colorado

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    Ok, i think i can make the May 24th deadline (or close). I have something, and it's all in good fun, right? Learn by doing.

    Funny, I've built a LOT of e6 rangers, but I'm not using them.

  13. - Top - End - #13
    Titan in the Playground
    Join Date
    Feb 2009
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    Male

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    That's the spirit!
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  14. - Top - End - #14
    Dwarf in the Playground
    Join Date
    Apr 2013

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    How's the field looking? I have another build cooking, but I think it'd take an extension to get it across the line.

  15. - Top - End - #15
    Dwarf in the Playground
    Join Date
    May 2016

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    I've got my entry pretty much ready, so I'll send it in today.

    Edit: Entry is in, although I have the feeling I'm missing something
    Last edited by PanosIs; 2021-05-24 at 09:31 AM.

  16. - Top - End - #16
    Bugbear in the Playground
     
    RogueGuy

    Join Date
    Jun 2015
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    Rocky Mountains, Colorado

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    I don't think I'll be ready by midnight.

  17. - Top - End - #17
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    Me neither, and my fundamental premise works better than last time I asked for an xtension

  18. - Top - End - #18
    Titan in the Playground
    Join Date
    Feb 2009
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    Male

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    How long does everyone need? We can do an extension!
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  19. - Top - End - #19

  20. - Top - End - #20
    Dwarf in the Playground
    Join Date
    Apr 2013

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    I could really use another day, if that's alright.

  21. - Top - End - #21
    Bugbear in the Playground
     
    RogueGuy

    Join Date
    Jun 2015
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    Rocky Mountains, Colorado

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    I don't need a week. A few days would do.

  22. - Top - End - #22
    Titan in the Playground
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    Feb 2009
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXI

    Cool. You got it, folks.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  23. - Top - End - #23
    Titan in the Playground
    Join Date
    Feb 2009
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    Default Ündermount

    If you burrow under your foe while on a mount, is that foe then riding you? Like, whoa, man…


    Quote Originally Posted by Ündermount
    THE ÜNDERMOUNT


    UNSEELIE FEY: VERNAL TOUCH (preferred)
    RAZOR CLAW SHIFTER
    LAWFUL GOOD
    Str 12
    Dex 16
    Con 14
    Int 10
    Wis 14
    Cha 10
    Add +1 to str or something

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Shifter Planar Ranger 1 2 2 0 2 k. religion (cc), 4 Ride, 4 handle animal, 4 Survival, 4 k. Planes, jump 2, climb 2 Mounted combat, track Favored Enemy, track, wild empathy (uses wis, applies to fiendish/celestial templated animals)
    2 Fang shields Ranger 2 3 3 0 5 Ride, Quick dismount skill trick, survival 5, k. Planes 5, search 1 Improved natural attack Natural attack Combat Style
    3 Ranger 3 3 3 1 6 ride, 6 k. Planes, 6 survival, 3 climb, speak celestial Ride by attack, endurance Endurance
    4 Shifter fang shields planar ranger 4 4 4 1 7 ride, 7 k. Planes, 7 survival, 4 climb, 3 search Fangshield animal companion, planar ranger companion, share shifting, spells
    5 Avenging vigilant eye of the helm paladin 5 6 4 1 8 ride, k. Nobility Aura of good, expanded spell list, know greatest enemy, smite evil 1/day, Favored Enemy
    6 Ashworm dragoon 6 8 4 1 9 Ride, 1 spot Devoted tracker ashworm mount, saddle bonus, Consecration of the Sifting Sand

    EPIC FEATS
    1 Natural bond
    2 Shifter multiattack
    3 Extra shifter trait swift wing
    4 great rend
    5 Spirited charge
    6 Razor claw elite
    7 Tunnel fighting
    8 Tunnel riding
    9 Healing factor
    10 Improved favored enemy

    BUILD NOTES
    First off, let’s take a look at that celestial ashworm:
    Spoiler: Ashworm
    Show

    Large Magical Beast
    Hit Dice: 9d10+27 (~76 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), burrow 30 ft., climb 5 ft. Fly 20 (while shifting)
    Armor Class: 22 (-1 size, +13 natural), touch 9, flatfooted 22
    Base Attack/Grapple: +9/+12 Attack: Sting +9 melee (1d8+7 plus poison)
    Full Attack: Sting +7 melee (1d8+7 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Evasive diver, tremorsense 60 ft., Empathic link, link, improved evasion, share spells, share saving throws, devotion, share shifting, Spell resistance 14, Damage reduction 5/magic, resistant 10 to cold, acid, and electricity,
    Saves: Fort +11, Ref +8, Will +4
    Abilities: Str 24, Dex 10, Con 17, Int 6, Wis 13, Cha 6
    Skills: Climb +16, Listen +6, Spot +3
    Feats: Alertness, Lightning Reflexes, barbed stinger, snatch
    Environment: Warm deserts or plains Organization: Solitary, cluster (2-4), or herd (6-30)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement: 4-6 HD (Large); 6-9 HD (Huge)
    Level Adjustment: —


    Ashworms are sometimes caught and trained as mounts, though a trainer clips off the dangerous stinger. Ashworms can be induced to travel on the sand's surface (or even packed earth or stone) exclusively by a skilled rider. However, the rider must succeed on a DC 15 Ride check once every 24 hours it in a sandy environment or be swept off the back of the ashworm as it dives below the surface for 1d4 rounds before returning to the surface. Expert riders who put up with this behavior are somewhat mollified by the ashworms ability to secrete a substance that allows it to stick to vertical surfaces; a rider securely strapped to an ashworms back can climb up walls or other impediments with his mount, albeit slowly. An ashworm is hard to control in combat (see Mounted Combat, page 157 of the Player's Handbook), unless it belongs to an ashworm dragoon (see page 66). Carrying Capacity: A light load for an ashworm is up to 500 pounds; a medium load, up to 900 pounds; and a heavy load, up to 1,400 pounds. An ashworm can drag 6,900 pounds.

    COMBAT
    Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 2d6 Str. The save DC is Constitution based
    Most paladins who become ashworm dragoons go through a lengthy ritual known as the Consecration of the Sifting Sand. The daylong ritual includes wilderness fasting, prayer, and the removal of the ashworm's poison-producing glands (followed by cure spells so the ashworm doesn't suffer).

    When the Consecration of the Sifting Sand is complete, the ashworm has permanently lost its poison attack, but a mystic bond has developed between the ashworm and the paladin/dragoon. The ashworm gains the benefits of being a paladin's special mount (as described on page 44 of the Player's Handbook), and the dragoon can now call the ashworm from the celestial realms in which it now resides (often the white sands of the Mithardir layer of Arborea, despite that plane's chaotic tendencies).

    Evasive Diver (Ex): In areas of sand (not packed earth or stone), the ashworm feels more secure because of its evasive diver ability. If the ashworm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the ashworm instead manages to instantly dive below the protective sand or earth and takes no damage.

    An ashworm's rider might be swept from the ashworm's back unless it makes a DC 15 Reflex save when the ashworm dives below the sand. If the rider tails this save, it is swept from the ashworm's back. Particularly skilled riders, such as ashworm dragoons with the sand rider ability, go along for the dive and also take no damage from the effect that prompted the ashworm's Reflex save.

    Smite Evil (Su) Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

    If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Size Increases
    A creature may become larger when its Hit Dice are increased (the new size is noted parenthetically in the monster’s Advancement entry).

    A size increase affects any special ability the creature has that is affected by size. Increased size also affects a creature’s ability scores, AC, attack bonuses, and damage values as indicated on the tables below.


    This is the ÜberÜndermount ranger build. It’s pretty neat and it uniquely does one thing that only the ranger can do: Share a shifter’s shifting with a celestial animal companion. This ability is then supercharged by dipping paladin and then ashworm dragoon to create the undermount via share shifting, share spells, and devoted tracker.

    The favored enemy entries are left blank, because it can vary, and that isn’t the primary focus of the build. Favored enemy Arcanists is always a safe bet, as is aberration or dragon. It’s best to ask the DM what you should pick when favored enemies are chosen at level 1. This build has two favored enemies as if it had reached a fifth level of ranger.

    The Razorclaw shifter race was chosen because it has better spell and feat support for sharing shifter feats with a giant celestial sandworm. The share shifting ranger 4 ability doesn’t impart any new natural weapon attack forms on the companion. Luckily, there’s a first level ranger spell that does. So that means that all those subsequent shifter feats geared for razorclaw work after casting this spell. Claws of the bear is the spell that you’re gonna want to commission a wand for so that other spells that are available to a wisdom 14 ranger can be used

    This build uses unseelie fey for one reason: entry into the fangshields and their substitution ranger levels. If shifter is bestial enough for your DM, and it is highly likely to be handwaived, especially if the alternative is to put unseelie fey into play, then rejigger some ability scores and be grateful for your elegant build. The non-humanoid typing at LA 0 offered by the unseelie fey template is the only thing this build needs, so no additional focus will be placed on the template.

    The fangshields ranger sub levels are important for two reasons: they add +2 to your effective druid level for the ashworm, which is great! But these substitution levels grant access to new combat style choices: natural attacks! And improved natural attack is a shifter feat. So when shareshifting is activated, the ashworm stings with a 1d8, and if claws of the bear is cast upon the ashworm, each claw deals 3d6 damage, more if it’s size advances with hit dice.

    Level 3 gives endurance, which grants a +4 to holding breath. That will be relevant when tunnel riding.

    For feats, Mounted combat and rideby attack are prerequisites but they are quite good on this build. Especially with shifter multi attack and spirited charge. The Undermountie can go claw nuts at double damage on a charge and then keep moving...and if they need one more hit, they can use the dismount attack skill trick to be treated as charging the victim again. The ability to negate entire hits to the ashworm with mounted combat, who already has DR 5, makes it a damage sponge.

    At level 4, spells and a celestial animal companion is obtained. It’s probably best to get a wolf or something until level 6, refluff it as a baby sandworm. The fangshields sub level just adds two to the effective ranger level, and the shifter sub level trades away share spells for share shifting, so the two classes are compatible. Planar ranger variant adds the celestial template for you. If you mess up and use the planar ranger from planar handbook, dont’ worry, natural bond and the fangshields make reaching the effective druid level of 6 benchmark and its 2 extra hit dice possible.

    Avenging paladin advances the favored enemy, adds a 1/day smite, and would typically gain detect evil...but that was traded for an always-on know greatest enemy spell. If you can use wands that pertain to your mount from the paladin spell list, the following spells are suggested, but this is just speculative gravy, not an insistence that this is vital to the build: golden barding (spell comp 106), and devastating smite (forge of war 113).

    Ashworm dragoon has a ritual that makes it into a paladin’s mount, with nary a mention of what happens when you only have a single paladin level.

    And since the ashworm is now a mount, devoted tracker makes it into a mount that we can share shifting with. The builds’ smite damage increases from +1 to +5, and its, wild empathy, which shifters use on wisdom rolls on, stacks with the paladin level.

    Natural bond lifts the ashworm to effective Druid level 6. That gives us latitude to choose two feats for it. Barbed stinger and snatch make for a nasty combo, especially if the ashworm size is advanced to huge from the spare HD.

    And the next five feats make the now fully online 9 HD mount shine. Shifter multi attack brings down full attack routine extra attacks, extra shifter trait gives the ashworm mount a fly speed while share shifting. Great rend, spirited charge, and razorclaw elite allow two double damage claw attacks at +2 and possibly a rend, and then the ashworm can make an attack and move on. And this thing can go from burrowing to flying, or the reverse. Potentially improved grabbing them to drag the underground to maroon or to fling them from up on high.

    Next, it gets wierder.

    Basically read tunnel riding in light of a worm that will drag you under the ground unless you fail a ride check… it appears that you can fight while burrowing. With ride by attack that’s fantastic.

    Healing factor and improved favored enemy recommit the undermount to its core conceit: pushing the boundaries of the ranger chassis.



    Spoiler: ”Sources”
    Show

    SOURCES
    Racial Unseelie fey (Dragon Compendium 223)
    Shifter (Monster Manual III 151)
    Ashworm (Sandstorm 140)
    Celestial Template (MM1)
    Classes Shifter Ranger Sub levels (Races of Eberron 128)
    Fangshields Ranger Sub levels (Champions of Valor 41)
    Planar Ranger Variant (Unearthed Arcana 55)
    Avenging Paladin (Unearthed Arcana 58)
    Vigilant Eye of the Helm (Champions of Valor 51)
    Ashworm Dragoon (Sandstorm 66)
    Feats Improved natural attack (Eberron Campaign Setting 55)
    Devoted Tracker (Complete Adventurer 108)
    Natural bond (Complete Adventurer 111)
    Shifter Multiattack (Eberron Campaign Setting 60)
    extra shifter trait (swiftwing) (Races of Eberron 114)
    great rend (Eberron Campaign Setting 54)
    spirited charge
    razorclaw elite (Races of Eberron 114)
    Tunnel fighting (Races of Stone 145)
    Tunnel Riding (Races of Stone 145)
    Planar touchstone(Planar Handbook 41): spire of thorns (plH 170)
    Stalwart planar ally (Planar Handbook 42)
    Healing factor (Eberron Campaign Setting 51)
    improved favored enemy (Complete Warrior 111)
    dismount attack (Complete Scoundrel 86)
    Barbed stinger (serpent kingdoms 144)
    Snatch (Monster Manual V 205)
    Spells extend shifting (Races of Eberron 185)
    Claws of the Bear (Spell Compendium 47)
    Instant of power (Forge of War 114)
    Rhino's Rush (Spell Compendium 176)
    Rapid Burrowing (Spell Compendium 166)

  24. - Top - End - #24
    Titan in the Playground
    Join Date
    Feb 2009
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    Male

    Default Smolboi

    This feels like an animated movie. Your choice whether that movie is heartwarming or cloying.

    Quote Originally Posted by Smolboi
    Spoiler: writeup
    Show

    Once upon a time, there was a coral reef. It was there, near a thinning of the planar bubble, such that the influence of a nearby celestial-aligned plane was felt.
    Creatures big and small congregated there and it was good. The holy place must be defended! Greedy adventurers wants those resources, or straight up set up to invade the celestial plane at the bidding of their dark masters...

    Smolboi grew up there and took a vow at an early age to protect and safeguard the place, which actualized later in life to a stricter vow of service to his community.

    The place has several "guardians of the land" (big plus plus plus size magical beasts / animals), it is traditional for young reefkeepers to bond with some youngling descendant of these guardians, whom are likely to awaken their celestial bloodline as they grow up.

    At first, he wasn't much taken seriously, what with his tiny bite! Much "Hehe, that tickles!".

    But he persevered! He was a muckdweller with a dream! He shall protect the homereef!

    Spoiler: chargen
    Show
    Point buy
    str 13 dex 17 con 16 int 12 wis 8 cha 8
    Muckdweller :
    -6 str, +6 dex, -2 wis, -2 cha
    tiny size (+2AC, +2 to hit, +8 hide, -8 grapple)
    3 natural armor
    1d3 bite natural attack
    bonus Feat finesse
    speed 20 feet , swim speed 20feet
    Racial +8 to swim
    Squirt : range 25feet, reflex save or be blinded for 1 round ( DC 10+dex mod)

    Spoiler: statbloc at level 1
    Show

    Size/Type LG Tiny monstrous humanoid (Ranger 1)
    Hit Dice max(1d8)+3(11)
    Initiative +6
    Speed 20 ft. (4 squares), swim 20 ft.(4 squares)
    Armor Class 21 (+2 size +3 natural +6 dex), touch 18, 15 flat-footed
    Base Attack/Grapple +1/-9
    Attack tiny light crossbow +9 ranged (1d4) OR bite +9 melee (1d3-2)
    Full Attack tiny light crossbow +9 ranged (1d4) OR bite +9 melee (1d3-2)
    Space/Reach 2½ ft./0 ft.
    Special Attack Squirt
    Special Qualities Favored Enviroment (Aquatic), Track in Water, Spiritual Connection
    Saves Fort +5, Ref +8, Will -2
    Abilities Str 7, Dex 23, Con 16, Int 12, Wis 6, Cha 6
    Skills handle Animal +2, Hide +19, Listen +4, Move Silently +11, Ride +9, Spot +4,Survival +4, Swim +9
    Feats Weapon Finesse , Sacred Vow

    Spoiler: statblock at E6 10 feats
    Show

    Size/Type LG Tiny monstrous humanoid (Ranger 4/ fighter 1/ Beastmaster 1)
    Hit Dice 2d10+3d8+max(1d8)+18 (50 average)
    Initiative +7
    Speed 20 ft. (4 squares), swim 40 ft.(8 squares)
    Armor Class 29 (+2 size +3 natural +7 dex+ 6 exalted armor +1 deflection), touch 20, 23 flat-footed
    Base Attack/Grapple +6/-4
    Attack tiny light crossbow +18 ranged (1d4+11) +(1d6 sneak attack +6) (close shot) OR tiny light crossbow +17 ranged (1d4+4) + (1d6 sneak attack +6) (long shot)
    Full Attack tiny light crossbow +16/+16/+11 ranged (1d4+11) + (1d6 sneak attack +6)
    Space/Reach 2½ ft./0 ft.
    Special Attack Squirt
    Special Qualities Animal Companion, Favored Enviroment (Aquatic), Track in Water, Spiritual Connection, Wild Empathy, Sustenance, Exalted Strike, Endure elements, AC bonus, Sneak Attack (1d6)
    Saves Fort +11, Ref +13, Will +4
    Abilities Str 7, Dex 24, Con 16, Int 12, Wis 6, Cha 6
    Skills handle Animal +10, Hide +22, Listen +9, Move Silently +13, Ride +13, Spot +9, Survival +4, Swim +13
    Feats Aquatic shot, Craven, Crossbow sniper, Dead eye, Endurance, Exalted Companion(b), Point Blank Shot, Precise shot, Rapid reload, Rapid Shot, Rapid Swimming, Sacred Vow, Skill Focus(Handle Animal), Steadfast determination, Swim-by Attack, Vow of Poverty , Weapon Finesse(b), Weapon Focus(Light crossbow)

    Spoiler: leveling table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st (Aquatic) Ranger 1 +1 +2 +2 +0 handle Animal +4, Hide +3, Listen +4, Move Silently +3, Ride +3, Spot +4,Survival +4, Swim +3 Sacred Vow Favored Enviroment (Aquatic), Track in Water, Spiritual Connection
    2nd Ranger 2 +2 +3 +3 +0 handle Animal 4+1, Hide 3+1, Listen 4+1, Move Silently 3+1, Ride 3+1, Spot 4+1, Survival 4, Swim 3+1 Rapid Shot Combat Style (Archery)
    3rd Ranger 3 +3 +3 +3 +1 handle Animal 5+1, Hide 4+1, Listen 5+1, Move Silently 4+1, Ride 4+1, Spot 5+1, Survival 4, Swim 4+1 Skill focus (Handle Animal) Endurance
    4th (Fangshield)(Champion of the wild) Ranger 4 +4 +4 +4 +1 handle Animal 6+1, Hide 5+2, Listen 6+1, Move Silently 5+2, Ride 5, Spot 6+1, Survival 4, Swim 5 Point blank shot Animal Companion, +1Dex
    5th Sneak Attack Fighter 1/ Ranger 4 +5 +6 +4 +1 handle Animal 7+1, Hide 7, Listen 7, Move Silently 7, Ride 5+1, Spot 7, Survival 4, Swim 5+1 Sneak Attack (1d6)
    6th Beastmaster 1 / Fighter1 / Ranger 4 +6/+1 +8 +6 +1 handle Animal 8+1, Hide 7,Listen 7+2, Move Silently 6, Ride 7, Spot 7+2, Survival 4, Swim 7 Vow of poverty, Exalted Companion Animal Companion, Wild Empathy
    feat 1 Craven
    feat 2 Weapon Focus (Light Crossbow)
    feat 3 dead eye
    feat 4 rapid reload
    feat 5 Aquatic Shot
    feat 6 crossbow sniper
    feat 7 precise shot
    feat 8 steadfast determination
    feat 9 Swim-by Attack
    feat 10 Rapid Swimming

    Spoiler: How the build came to be
    Show
    The initial concept was a straight fangshield ranger 6 with natural bond, going off the idea "be as small as possible riding the largest possible", so an hengeyokai crab or carp, with vow of poverty tacked on because if I'm not going to be using any equipment anyway becouse of shapeshift, we might as well take those goodsie, right? 2 feats for 7 AC plus some extra gravy sounded worthwile to me for a character that would be "high" AC anyway between size modifier and dex modifier. Exalted companion is a kinda natural choice if we're going with Vows, because it's the "easy entry" into giving vow of poverty to the animal companion too. Also the "justified" reason to have exalted feats on the companion ( since they'd be of good alignment )

    That got eventually axed because it didn't really make much use of the combat style, which feels very central to the ranger "feel" to me, so I moved from full fangshield to archery style, trying to make use of the combat styles to "easy qualify" for greater manyshot.. and then getting some precision damage, because if we can apply precision more than once, we better have some precision to make that happen, right?

    But in staying true to "tiny thing riding BIG thing", the 6th level of ranger got dropped for beastmaster when I realized I could "break" out of E6 and take the huge Elasmosaurus. So if I'm dropping manyshot, might as well go crossbow instead, because of Crossbow sniper.

    Later on, I felt the Elasmosaurus was a bit too "sketchy", so I downgraded to more palatable companions, sad!

    Later on, I realized I don't qualify for taking the assassin stance by feat because unlike martial study it has initiator prerequisite, so I had to "bit the bullet" and find some way to get sneak attack but still be at full bab for that extra attack, this ended up with yet again reshuffling those damn feats around!

    Spoiler: Build decisions explained
    Show
    Having settled on the idea of tags :"tiny creature riding big creature, aquatic, crossbow, sneak attack, vow of poverty"
    Feats for level 1,3,6 are kinda mandatory for having both vow of poverty and qualifying for beastmaster, the alternative that was considered was dropping the vows and just getting Exalted companions with a normal feat, and the other free feat getting the exotic profiency(aquatic crossbow), but I liked being "high" AC, so I stood course.

    level 1-4 : Aquatic ranger trades track for track in water, and I took the ACF favored enviroment over favored enemy because I make use of all the offered skills and having settled on dumping WIS on a Muckdweller, listen and spot could use all the help. The spiritual connection ACF feels spot on with the "defender of the land" vibe I had in mind, besides, with no point in diplomacy and a dumped CHA, Wild empathy wouldn't see use :(
    Champion of the wild ACF : this fitted so well I can't even. we dumped WIS so we would have no spellcasting anyway, AND with our high dex we want to take Dead eye ASAP to put dex-to-damage, kicking off a prereq was such gravy!
    fangshield substitution level is a bit of a sore point, because the "nonhumanoid" prereq, does it mean non-humanoid type, or non-humanoid shape? I assume type, because afaik there are no rules related to creature-shape, other than counting the number of limbs for trip

    level 5 : This is the only "Jolly" Level, and wanting some sneak attack and/or skirmish, there aren't much choices. In wanting to keep the full BAB for the extra attack, variant fighter was the obvious choice. We have a total modifier to attack that gives us an acceptable chance of hitting with the -5 attack +2SIZE +6BAB+7DEX+1 weapon focus +1 point blank shot +1 exalted strike for a total +18 on single attack, or +16/+16/+11 when doing rapid shot. That's for out of water enemis at least. Underwater penalties are a thing we have to be mindful for, but even at the underwater limit of Dead eye we have a passable +10/+10/+5, nothing special, but serviceable

    level 6 : nothing to see here, the choice was locked in the moment I decided for "exalted companion beastmaster". Celestial creature template is a nice package of goodies, but build deciding one here is the INT increase to 3, because it allows "humanlike intelligence", and therefore more evolved tactics than just using handle animal tricks, especially with the SLA speak with animals we have from Spiritual connection.
    if it's ruled that fangshield isn't applied to exalted companion EDL because Exalted companion explictly says to count ranger/2, then we're sad we only have a 5HD celestial squid, but them the breaks.
    Otherwise, I'm switching to a 6HD celestial porpoise. Because of 1) faster movement and 2) can choose two feats for her. In the part 2 you will have juicy animal companion data. There is the cheesy Elasmosaurus "rule of cool", but it's kinda only a big bunch of HP and little else ( and HUGE size, TINY RIDES HUGE! , I can't NOT imagine it!)

    Bonus feats order reasoning:
    Craven : Basically doubles our average damage
    Weapon focus (Light Crossbow) : Dead eye prerequisite
    Dead eye : if Craven was a +6, this is a +7, what's not to love?
    Rapid reload : what a long time to get a payout out of rapid shot
    Aquatic shot : if we're totally underwater fightning other underwater enemies, the range penalties are HARSH, this more than halves these penalties when dealing with enemies within Dead eye range (outermost enemies within Dead eye range go from -10 to -4 penalty for underwater shooting, I'm counting "to be within 30feet one is at 25 feet of distance traveled")
    crossbow sniper : we got some sneak attack, so this is a nobrainer. the +3 damage is gravy on top, too bad about the dead eye range limitation. This also helped sell me sticking to vow of poverty instead of taking exotic profiency(Aquatic bow/crossbow), because unless it's houseruled we can't use crossbow snipers with the stormwrack weapon :(
    Precise shot : It used to be much earlier, but with the exchanging of a grappler with a faster mount, it's less critical to get
    Steadfast determination : the core build is complete, this is covering up one of our weaknesses, our will save modifier goes from -1 to +4 with this. Still bad, but it's hopefully a noticeable difference. No nat 1 on fortitude check is good, given the aquatic setting, plus it makes nice for OUSI purpose given the endurance prereq. We're craven and will likely fail fear effects just the same, but I like that too, it makes the "flaw" of craven meaningful
    Swim-by attack : the rational here is mostly for tactical repositioning when we aren't riding our favourite pal, In particular when engaging flying enemies or enemies that are on ships. pop up, shoot, go back underwater for nice cover bonuses <3
    Rapid Swimming : more shoring up weaknesses, 20 feet of movement means we don't really have a way of disengaging if the animal companion is out of the picture. 40 swim speed should at least get us far away to let us attempt a hide check. We are in a reef, not open ocean!

    Shortlist of considered but discarded feat :
    Darkstalker -> it's a bit less relevant in E6,
    Natural bond -> RAW doesn't seem to work with exalted companions :( , will see use in the cheesy BIGDINO opt in animal companion :)
    Shape soulmeld -> technically this is fine with vow of poverty, but very inelegant in my opinion
    Martial study shadow jaunt : We absolutely hate being grappled!, but Alas :(
    Martial stance Assasin stance : 2d6 sneak attack, too bad we don't qualify and I absolutely built around this ARGH

    Spoiler: tactics
    Show
    The generic assumed tactic is : keep the range advantage if possible, doing hit and run. Our Animal companion is smart enough and we can communicate with him that setting ups detailed tactics is believable. It comes down to the details of number of enemies/number of allies and so on.

    If the invaders are underwater, the most important factor is the difference in swim speeds, the squid Jet should help with Getting away in case of deadly encounters, but otherwise, we make do with him double moving to allow me to full attack

    If the invaders are on a ship or flying or otherwise not underwater with us, hit and run is much easier. we do the peekaboo, shoot and drop back underwater where we have juicy cover. With the squid doing the distraction if needed, this is where the swim-by feat is most relevant.

    Spoiler: Snapshots
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    level 1-3 is the hard part, because our damage is terrible. we either bite for 1 damage, or shot crossbow with severe range penalties.
    At least "landbound" invaders are very unlikely to have a swim speed at these level, so we can shot them at our heart contents.
    Wildlife is a slighty bigger problem, because we are very unlikely to outswim aquatic animals, but we have a high AC and high HP for those levels, more or less being hit only on a nat 20 or thereabouts from cr appropriate encounters
    Squirt is a bit of a saving grace, DC 16 is fairly high, so it should help with surviving against single opponents. just squirt and then hide as part of the move action. I'm snickering thinking of "hiding" behind your own opponent!

    level 4 makes a big difference, blessed be you, Dear Takoyaki! WE get a 5HD squid companion to grapple things for us, safety in number!

    E6 is fairly straightforward : shoot things, hide, let the animal companion "have fun" when it isn't just doing us a taxi service, the Build decision explained section should give you the picture. Dear takoyaki goes on living his life and we ride Miss Porpoiseful to battle instead

    Spoiler: Feature recaps
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    By order of aquisition :
    Favored enviroment (aquatic) : +2 bonus on Hide, Listen, Move Silently, Spot, and Survival in the chosen enviroment
    Track in water : what it says on the tin
    Sacred vow : +2 diplomacy, prerequisite
    Spiritual connection : 3/day SLA speak with animals/plants
    Rapid shot : on full attack can make one extra attack at highest bonus, all attacks are with a -2 penalty
    Skill focus(Handle animal) : +3 to handle animal
    Endurance : bonuses related to fortitude, constitution and other tiring activities
    Point blank shot : +1 to attack and damage with close range ranged attacks
    Animal Companion : what it says on the tin
    Vow of poverty : +6 armor AC, +1 Deflection AC, 1 bonus feat, sustenance, endure elements, exalted strike ( +1 to hit and damage of attacks, they are considered magic)
    Exalted companion : can apply celestial template to animal companion
    Wild Empathy (regained form beastmaster): can use diplo on animals
    Craven : -2 to saves vs fear but +6 sneak attack damage
    Weapon focus : +1 to attacks with chosen weapon
    dead eye : add DEX mod to close range ranged damage
    precise shot : no penalty for shooting in melee
    rapid reload : reloading light crossbow is a free action
    Aquatic shot : smaller penalties for underwater ranged attacks
    Crossbow sniper : add 1/2DEX mod to ranged damage, can sneak attack up to 60 ft.
    Steadfast determination : use CON mod for will saves, no autofail on nat1 of fortitude saves
    Swim-by attack : can take a standard action during the movement, then finish moving
    Rapid swimming : +20 ft. to swim speed

    Spoiler: Sources
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    SRD, PHB : various
    Serpent Kingdoms : Muckdweller
    Stormwrack : Aquatic ranger ACF, swim-by attack, aquatic shot , rapid swimming
    Book of Exalted deeds : sacred vow, Vow of poverty, exalted companion, touch of golden ice
    Complete Adventurer : beastmaster
    Champion of valors : fangshield ranger ACF
    Complete Champion : Champion of the wild ranger ACF, Spiritual Connection
    Dragon Compendium : Dead eye
    Champions of ruin : Craven
    Player Handbook II : Crossbow sniper, Steadfast determination
    Unearthed Arcana : Favored enviroment ACF


    Spoiler: Miss Purpoiseful (6HD celestial Porpoise)
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    Size/Type Medium Magical beast (extraplanar)
    Hit Dice 6d8 +6(33)
    Initiative +3
    Speed Swim 80 ft. (16 squares)
    Armor Class 27 (+6 exalted armor, +4 Dex, +6 natural +1 deflection), touch 15, flat-footed 23
    Base Attack/Grapple +4/+5
    Attack Slam +9 melee (2d4+2)
    Full Attack Slam +9 melee (2d2+2)
    Space/Reach 10 ft./5 ft.
    Special Attack Smite evil 1/day
    Special Qualities Blindsight 120 ft., hold breath, low-light vision, darkvision 60ft., Damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 11
    Saves Fort +8, Ref +5, Will +6
    Abilities Str 13, Dex 19, Con 13, Int 3, Wis 12, Cha 6
    Skills Listen +15*, Spot +15*, Swim +8
    Feats Weapon Finesse, Sacred Vow, Vow of Poverty, touch of golden ice
    * : I can't make sense of the Porpoise skill ranks in the SRD, so I'll just assume capped listen, capped spot and whatever leftover is spent on learning languages, she has a racial +4 to listen and spot because of the big blindsight.
    Why miss Porpoiseful instead of Dear Takoyaki : Faster general movement, and that's a large blindsight there!

    Spoiler: Musings on animal companion
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    Reasoning for not applying the warbeast template :
    1) it's debatable if it can be applied to an exalted animal companion, since the order of application necessarily means the inherited celestial template comes first, making the animal companion invalid for the warbeast template because of the magical beast type. It will depend if it's ruled that beast type means magical beast for the purpose of warbeast template in a 3.0->3.5 conversion.
    2) we have a vow of poverty, we can't pay someone else for the training, and with our total modifier on handle animal of +14 (9 rank +3 feat -2 cha +4 circumstance from the Link(ex)) we can't "trivially" meet the DC to do the training ourself. It's possible but unlikely, and necessitates a friendly GM to rule that the animal companion is domesticated for the static DC20, instead of the "beast "DC of 25+HD. I realize the story as presented is friendly to the interpretation that the animal companion is domesticated, but I'm not going to make the assumption. But, will an int 3 creature accept to be "trained" like that? this is very "ask your GM", because it can go either way : "he's offended you're trying to train him like a common animal" vs "he understand what you're trying to do, you get a massive circumstance bonus because he's cooperative, don't even roll"


    I'm assuming the RAW reading that we do not use magical beast HD when advancing our animal companion, per the rules of animal companion. a friendly GM that rules that exalted companions advances using magical beast HD would of course make these better ( +3 average hp per 2HD, BAB upgraded from 3/4 to full).

    the srd rules of animal companions do not say if the increased HD triggers a size change when appropriate. Initially I went happily with advancing Dear Takoyaki, thinking I could largefy him at the +4HD step, but then by way of more research I discovered the Skip Williams article on that, so I was sad :( and took the Porpoiseful alternative, because going from 2HD to 6HD was just enough to give her VoP

    I'm handwaving away the extra skill point from the increased intelligence.
    Technically, it's an inherited template, so Dear Takoyaki has intelligence 3 from level 1 onward, assume those extra skill points from the increased intelligence are all spent on speak language; Celestial->common->aquan->other common languages and so on, they aren't much relevant for the beatstick routine, but I'm mentioning it anyway because if it's ruled that I can't SLA speak with animal with my magical beast companion, I *shrug* and "actually, he can speak common!"

    At level 4 we are EDL (Equivalent druid level) 4 (Ranger/2+2 fangshield).

    this puts the advancement in the +2HD bracket, The chosen bond at this level is a Squid, because grapple!
    Spoiler: Dear Takoyaki (5HD squid)
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    Size/Type Medium Animal
    Hit Dice 5d8(22)
    Initiative +4
    Speed swim 60 ft.(12 squares)
    Armor Class 19 ( +5 natural +4 dex), touch 14, 15 flat-footed
    Base Attack/Grapple +3/+9
    Attack Arms +5 melee (0)
    Full Attack Arms +5 melee (0) and bite +0 melee (1d6+1)
    Space/Reach 5 ft./5 ft.
    Special Attack Improved grab
    Special Qualities Ink cloud, jet, low-light vision
    Saves Fort +4, Ref +8, Will +2
    Abilities Str 15, Dex 18, Con 11, Int 1, Wis 12, Cha 2
    Skills Listen +9, Spot +9, Swim +10
    Feats Alertness, Endurance

    Our dear Takoyaki ride is there to provide faster transportation than our native 20feet swim speed, With the "yeet!" option of jettisoning from the engagement if things go dire.
    Other than that, he's there to grab things and keep them grabbed. Go meatshield go!
    He's still an animal at this level, so we're limited to handle animal skill tricks, but "grab" and "run" as a baseline is good enough for these levels, it's still a massive improvement compared to our lonesome levels 1-3

    At level 6, what Animal companion we get to use depends on how "hard" vs "soft" the E6 are in regard to beastmaster, which expressly doesn't cap the EDL at the ECL, like natural bond does. I will present here in order from "hard" to "soft", the one that's the official entry is the one that has been listed outside the Musings, and goes with a "medium" E6 of EDL6

    Our calculated EDL is 1/2ranger+2(fangshield)+4(beastmaster)-1(exalted companion)=7

    For completeness, I'll list other variations, based on the E6 hardness scale I came up with, plus the Wow! cheesy entry this build was birthed for

    "hard E6" : EDL caps at 6 and THEN is reduced to 5 by exalted companion OR fangshield ACF isn't stackable to Exalted companion, making our EDL 2ranger+4beastmaster-1Exalted companion.

    In this Case , we keep using our dear Takoyaki, it's the same 5HD as before, except his bloodline finally awakened and he gained the celestial template. not much of a difference for his beatstick role, a bunch of defensive goodies in DR and resistance. The biggest gain is intelligence 3, which makes complex tactics a reality, so it's still worth it in my opinion, and on point with the flavor
    Spoiler: Dear Takoyaki (5HD celestial squid)
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    Size/Type Medium Magical beast (extraplanar)
    Hit Dice 5d8(22)
    Initiative +4
    Speed swim 60 ft.(12 squares)
    Armor Class 19 ( +5 natural +4 dex), touch 14, 15 flat-footed
    Base Attack/Grapple +3/+9
    Attack Arms +5 melee (0)
    Full Attack Arms +5 melee (0) and bite +0 melee (1d6+1)
    Space/Reach 5 ft./5 ft.
    Special Attack Improved grab; Smite evil 1/day
    Special Qualities Ink cloud, jet,low-light vision, darkvision 60 ft., Damage Reduction 5/magic, resistance to acid 5, cold 5, and electricity 5 , Spell Resistance 10
    Saves Fort +4, Ref +8, Will +2
    Abilities Str 15, Dex 18, Con 11, Int 3, Wis 12, Cha 2
    Skills Listen +9, Spot +9, Swim +10
    Feats Alertness, Endurance


    "Medium E6" : our EDL is reduced from 7 to 6 to "cap it at e6" This is the animal companion for the purpose of the entry, Miss Purpoiseful.

    "soft E6" : Aka the cheesy option...
    Imagine if you will a fangshield ranger with one level of beastmaster, exalted companion and natural bond, With this order of application : 1/2ranger(2) +2 fangshield -1exalted companion+3 natural bond)=6+4 beastmaster = EDL 10!
    This lets us take the EDL-6 option Elasmosaurus, and still be allowed to advance it by 2 HD, then we add the cherry on top warbeast template.
    Now that he's smart enough to realize he picked awful feats, with the help of a friendly NPC Guru of the island, we psychic reformation them away to better choices! ( I know, we can't psychic reformation :( let Smollboi dream BIG! )

    And since we're being cheesy, why not double dip and use magical beast HD, yes? no? yes!!

    It's Dino time!!
    Spoiler: Bigboi (13HD celestial warbeast Elasmosaurus)
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    Size/Type Huge Magical beast (extraplanar)
    Hit Dice 13d10+91 (228 hp)
    Initiative +2
    Speed 30 ft. (6 squares), swim 80 ft.
    Armor Class 26 (-2 size, +2 Dex, +6 natural +8 armor+2 deflection), touch 12, flat-footed 24
    Base Attack/Grapple +13/+31
    Attack Bite +27 melee (3d8+20)
    Full Attack Bite +27 melee (3d8+20)
    Space/Reach 15 ft./10 ft.
    Special Attack Smite evil 1/day
    Special Qualities Low-light vision, scent, darkvision 60ft.,damage reduction 10/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 18
    Saves Fort +18, Ref +13, Will +9
    Abilities Str 34, Dex 14, Con 24, Int 3, Wis 15, Cha 9
    Skills Omitted, it's a beatstick!
    Feats Rapid Swimming, Swim-by attack; Improved Natural Attack, Sacred vow, Vow of Poverty, Touch of golden ice(b)
    You go and try find a tiny creature "riding" a huge dinosaur! The poor fools. They are probably more worried about the Dino

    His VoP bonuses : 1 feat, +4str/+2con, +2 resistance bonus to saves, +2 exalted strike, +8 Ac bonus, +2 deflection bonus, +1 natural armor bonus


    A more conservative and less cheesy Bigboi would be a large shark, advanced by 4HD from EDL and 1 HD from warbeast, just enough to give him Vow of poverty, but we're sad that he's "Only" large

  25. - Top - End - #25
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Ored Fav

    Fun fact: "Ored, half-elf arctic ranger" is trochaic tetrameter, which means you can sing it to the tune of "Teenage Mutant Ninja Turtles."

    Quote Originally Posted by Ored Fav
    LG Half elf arctic ranger 5/paladin 1
    An half elf member of the Eternal order who was trained at hunting various type of creatures with the knowledge behind, especially undead and dragons (no time for a better fluff sorry)
    Spoiler: Stats
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    Stat Point buy
    Strength 16 10
    Dexterity 12 4
    Constitution 15 8
    Intelligence 14 6
    Wisdom 12 4
    Charisma 8 0
    4th level point to constitution

    Spoiler: Build
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Elf Ranger 1 +1 +2 +2 +0 Knowledge (arcana) 2, Knowledge (religion) 2 Knowledge nature 4 Hide 4 Listen 4 Move silently 4 Spot 4 Survival 4 Handle animal 4 Heal 4 Foe hunter , Track (bonus) elf favored enemy , Track, wild empathy, Champion of the wild ACF
    2nd Ranger 2 +2 +3 +3 +0 Knowledge (arcana) 2, Knowledge (religion) 2.5 Knowledge nature 5 Hide 5 Listen 5 Move silently 5 Spot 5 Survival 5 Handle animal 5 Heal 4 Two weapon fighting (bonus) Combat styles (two weapon)
    3rd Ranger 3 +3 +3 +3 +1 Knowledge (religion) 3 Knowledge arcana 4 Knowledge nature 6 Hide 6 Listen 5 Move silently 6 Spot 5 Survival 5 Handle animal 5 Heal 4 Trick collector of stories Knowledge devotion (knowledge arcana), Endurance Endurance
    4th Elf ranger 4 +4 +4 +4 +1 Knowledge (religion) 3.5 Knowledge arcana 7 Knowledge nature 7 Hide 7 Listen 6 Move silently 7 Spot 6 Survival 6 Handle animal 5 Heal 4 Improved favored enemy (bonus) Spiritual guide, Champion of the wild feat bonus
    5th Ranger 5 +5 +4 +4 +1 Knowledge (religion) 4 Knowledge arcana 8 Knowledge nature 7 Hide 8 Listen 8 Move silently 8 Spot 8 Survival 6 Handle animal 5 Heal 4 2nd favored enemy
    6th Eternal order Paladin 1 +6 +6 +4 +1 Knowledge (religion) 6 Knowledge arcana 8 Knowledge nature 7 Hide 8 Listen 8 Move silently 8 Spot 8 Survival 6 Handle animal 5 Heal 4 Trick Listen to this Extra favored enemy 1st favored enemy, aura of good , detect evil, corpsestrike 1/day, undead knowledge
    Cross class skill for this level
    Spoiler: Favored enemy table
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    Level/source Favored enemy (dragon) Favored enemy (undead) Favored enemy (magical beast) Favored enemy (construct) Favored enemy (giant)
    Foe hunter +2 - - - -
    Elf ranger 1 +2 +6 - - -
    Ranger 5 +4 +6 +2 - -
    Extra favored enemy +6 +6 +2 +2 -
    Inquisitor paladin 1 +6 +9 +2 +2 +2

    Spoiler: Epic feats
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    1° Power attack
    2° Favored power attack
    3° Oversized two weapon fighting
    4° Unquenchable flame of life
    5° Wise your ways (dragon)
    6° Darkstalker
    7° Quick reconnoiter
    8° Azure enmity
    9° Shape soulmeld (wormtail belt)
    10° Bonus essentia


    Spoiler: Tactics
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    Spoiler: Level 1
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    This character is based on the main feature of the basic ranger, the favored enemy, but to optimize this feature we need various favored enemy as it will be easier that we found one of our favored enemy in a campaing , even if we will have a minor bonus if compared to focusing only on one favored enemy? But how gain more favored enemy with a good bonus? The answer for the race is the half elf as we can gain a regional feat called foe hunter that give us a favored enemy based on our race, and for half elves their favored enemy are dragons, a good type for a favored enemy. As the half elves are considered elves we can choose the elf ranger substitution level from races of the wild and this substitution level is fantastic if we gain many favored enemy. Why? The motivation is quite simple , as the word used for the elf ranger are quite different from the other rangers as the srd ranger says “At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2” so the bonus is increased only at level 5 10 and so on, but the elf ranger says “Each time an elf ranger gains a new favored enemy, he can increase the bonus for one favored enemy by 2, or by 3 if he chooses to increase his bonus against orcs, undead, or the servants of Lolth. “ so every time we gain a favored enemy. So at level 1 as we gained a new favored enemy (we had one from foe hunter) we can already increase one of our favored enemy bonus so we have favored enemy (undead) +6 and favored enemy (dragon) +2 quite good for being only at level 1. We have various alternative class features at this level, champion of the wild for which we sacrifice the spellcasting for a bonus feat that is not bad, spiritual connection instead of wild empathy as our charisma is not so good. The elf ranger have another bonus for us which is 8+int skillpoints instead of 6+ int so we have 40 skill points instead of 32 which is useful as we have two cross class skill , one knowledge arcana and the other knowledge religion. The only malus is that the elf ranger have a d6 for the hitpoints instead of a d8. Another peculiar thing of the elf ranger is that the bonus of the favored enemy are different from the standard, and for that we can focus on our skills that define us as the scout of our group as we have track thanks to the ranger. The arctic half elf is quite useful even as race as we have a bonus to listen and spot , and even to survival instead of diplomacy (we still have the one to gather information but we will not use that ability so much)

    Spoiler: Level 2-3
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    The ranger in these level give us two bonus feat, one that is useful for various thing (endurance) and the other one that we couldn’t have as we don’t have enough dexterity to use it but is useful as more attack means that favored enemy damage is applied more time on our enemies, which is good for us . The penalty on attack is not a big problem as at this level we gained another feat that is quite useful. Knowledge devotion! We will be focused on the types of our favored enemy, with knowledge nature as our knowledge with five ranks as many enemies fall in that category (excluding the various humanoid in knowledge local) and I choose as knowledge abilty for the class knowledge arcana

    Spoiler: Level 4-5
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    The level 4 is quite strange as I take an elf ranger level but I can’t gain the elf animal companion as I choose to take another alternative class feature, the spiritual guide. Why this instead of the animal companion? Because the elven hound is not so strong and later will be quite weak, while spiritual guide will be a good bonus (and at least for knowledge nature thanks to this bonus we will not need to put other ranks) and it give us commune with nature that will be quite useful. This character isn’t created for city adventures so is not a problem not having the spirit while in a city. The skill points from the elf ranger are useful as I use them to boost knowledge arcana and the other skills. Thanks to the champion of the wild I gain a bonus feat and obviously is improved favored enemy so now I do more damage against my favored enemy. At level 5 I gain another one which is magical beast that can be quite annoying and they are in the same knowledge as the dragon so is good for knowledge devotion, for the elf ranger we boosted the dragon favored enemy as they are quite strong. For the increase in the stat I boost constitution as I will be in melee so is useful having more hit points

    Spoiler: Level 6
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    This last level is not a ranger level but a paladin level , and there are three motivations for this. First we have knowledge religion as class skill so we can boost our last knowledge that was behind. Second thanks to the inquisitor from Unearthed arcana we gain another favored enemy even if only from a restricted list , third there is a substitution level that is useful and that change the smite that we would not use, the eternal order from champions of the valor. This level give us a way to bypass the dr of undead for one minute each day, the same aura and detect evil of the paladin and undead knowledge that boost our knowledge religion for undead! Thanks to this ability we can invest the 2 skill points in a trick that could be useful when we scout as we can mimic the voice of the enemies . The paladin is a full bab class so we don’t have a problem of missing our full attack and has a d10 so is a boost in the hit dice compared to the ranger. We gain another feat and it is extra favored enemy, that give us another favored enemy so in this level we gained 2 new favored enemy and for the elf ranger we boosted our favored enemy again the dragon one and with the paladin as we will fight undead we boosted the undead. As now we have giants we can use the ranks in knowledge nature from the ranger even in a better way. With the ranks we have and collector of stories as trick we don’t have any problem at gaining the +2 bonus from knowledge devotion as for each knowledge (considering intelligence and collector of stories) we have a total of +15 before the dice. With some luck we could even gain a +3

    Spoiler: Epic 1-3
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    The previous feat were to boost our favored enemy and gaining more of them but for what ? Thanks to power attack we have the answer as we take favored power attack, which is quite the capstone of our offensive . This feat boost the damage of the power attack doubling it against the favored enemy. So for example against undead with a full attack we will have three attacks if with power attack at maximum the main hand will deal at least 28 damage as we have (+12 from favored power attack+3 improved favored enemy+9 favored enemy+3 strength +1 minimum dice) . This is quite good , but obviously is not easy as to hit go down fast. Because of that it could be better using a double weapon and each time choosing if we want the penalty for the two weapon fighting. For this the third feat help us as with oversized two weapon fighting even the second part of a quarterstaff is considered light for two weapon fighting , and is quite useful.

    Spoiler: Epic 4-5
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    Gaining many favored enemy has helped us in boosting some of them , but these are offensive options for now. Because now we have two feats that have the same function boosting our saves against two of our favored enemy, the first is unquenchable flame of life that give +9 at the saves against undead abilities, and the second is the generic wise to your ways, which we apply against dragons as they are the main creatures of the remaining where we need saves so is quite good.

    Spoiler: Epic 6-7
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    We are the scout of our group so we need to be sneaky and with a good listen and spot, so how boost these ? First we need darkstalker as there are various creature that can find us, and then we don’t need to lose time doing spot and listen checks as they can be quite annoying as we don’t need them in a reactive way but in an active way. For this we use quick reconnoiter that let us doing a spot and listen check each turn and it even boost our initiative that is quite good.

    Spoiler: Epic 8-10
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    There is another feat that can be an help doing more damage against our favored enemies , which is azure enmity and use essentia point to work so to boost it we use shape soulmeld (that is not bad as we need more AC) and then bonus essentia to fill azure enmity to do even more damage against our favored enemy and gaining more AC

    Spoiler: Sources
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    Ranger, paladin, power attack, track, endurance: Player handbook
    Eternal order : Champions of valor
    Elf ranger: Races of the wild
    Arctic half elf , inquisitor :Unearthed arcana
    Champions of the wild, spiritual connection, spiritual guide: Complete champion
    Favored power attack, improved favored enemy : Complete warrior
    Unquenchable flame of life:Libris mortis
    Wise to your ways ,Extra favored enemy: Ghostwalk +update is not from the wizard archive because the page were it was was lost
    Darkstalker: Lord of madness
    Oversized two weapon fighting , quick reconnoiter :Complete adventurer
    Azure enmity, bonus essentia, shape soulmeld, wormtail belt :Magic of incarnum
    Foe hunter: Player guide to faerun
    Listen to this, Collector of Stories :Complete scoundrel

  26. - Top - End - #26
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Mr. Sandman

    Allow me to play you the song of my people.

    Quote Originally Posted by Mr. Sandman
    Mr. Sandman



    Mr Sandman/
    sand me a man/
    grind down his bones/
    clean out his brain pan
    (bum bum bum bum)

    Mr. Sandman/
    bring all your sand/
    blow it all out/
    with tubes in each hand
    (bum bum bum bum

    Pick a choice foe/
    to increase your numbers/
    make it a favored one,
    best while he slumbers




    Lawful Evil Deepwyrm (Dragon Magic 6) Half Drow (races of faerun 62)
    Str
    8
    Dex 15
    Con 14
    Int 12
    Wis 16
    Cha 12

    Add 1 to dex at level 4

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 arcane hunter (complete mage 32) elf ranger (Races of the Wild 155) 1 2 2 0 36: Knowledge Arcana 1 (cc), Knowledge (Dungeoneering) 4, Bluff 2 (cc), Hide 4, Move silently 4, spellcraft 2 (cc), Survival 4, listen 4, spot 4, sense motive 1 (cc) hidden talent (XPH67) :call weapon (XPH 82), unspeakable vow (Dotu 55), Track Elf favored enemy, Track, wild empathy, Favored Enemy (arcanists)
    2 ranged combat style weapon ranger 2 3 3 0 7: survival 5, k. dungeoneering 5, hide 5, move silently 5, listen 5, spot 5, craft (projectile instruments) 1 rapid shot combat style
    3 ranger 3 3 3 1 7: bluff 3(cc), spell craft 3(cc), survival 6, k. dungeoneering 6, hide 6 Bane of Infidels (lolth) (Power or Faerun 53), Endurance Endurance
    4 elf ranger 4 4 4 1 9:survival 7, k. dungeoneering 7, hide 7, move silently 7, listen 7, spot 7 Elven hound companion
    5 Slayer 5 4 4 3 Bluff 8 Vow of vengeance (Dotu 56) Favored enemy +2, enemy sense
    6 Scar Enforcer (Races of Destiny 130) 5 4 4 5 7: spellcraft 4(cc), k. local 4, open lock 1 improved favored enemy (CW 101) Favored enemy (elves and humans)

    1 extra favored enemy (humanoid (elf))(Masters of the wild 22)
    2 wise to your ways (arcanist) (ghostwalk 94)
    3 quick draw
    4 craft wondrous item
    5 Foehunter (Favored enemy dragon) (Players guide to faerun 38)
    6 Practiced spellcaster (complete arcane 82)
    7 Craft arms and armor
    8 improved unarmed strike
    9 Ascetic hunter (Complete Adventurer 105)
    10 natural bond (Complete adventurer 111)



    Spoiler
    Show
    Elf Favored Enemy (Ex): An elf ranger's favored enemy ability grants him a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks used against creatures of the chosen type, and a +2 bonus on weapon damage rolls against such creatures. If the elf ranger chooses humanoid (orc), undead, or "servants of Lolth" as his favored enemy, these bonuses rise to +3. "Servants of Lolth" includes drow, monstrous spiders of all sizes, and driders; this is an addition to the normal list of options for a ranger's favored enemy.
    This substitution feature replaces the standard ranger's 1st-level favored enemy class feature.
    This substitution feature also affects the elf ranger's later improvements to his favored enemy ability. Each time an elf ranger gains a new favored enemy, he can increase the bonus for one favored enemy by 2, or by 3 if he chooses to increase his bonus against orcs, undead, or the servants of Lolth.

    Level: 1st.
    Special Requirement: Knowledge (arcana) 1 rank.
    Replaces: At 1st level, you do not select a favored enemy from Table: Ranger Favored Enemies. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal.
    Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability. The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities).



    Are you ready to destroy some drow?

    Spoilered above are some favored enemy based class features. I want to unequivocally argue, and get you to agree with me that the elf ranger 1st level ranger substitution level is the absolute best racial substitution level as well as the most robust favored enemy option in the entirety of dnd 3.5. In order to argue that thesis, i would typically copy a bunch more text than what ive supplied here, but im going to try to make this short.

    The entirety of the Elf favored enemy text replaces the typical ranger favored enemy text. This is the purple text in the spoiler above.
    The typical ranger favored enemy text has this: “If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.” Kobold sub level states that its favored enemy is otherwise identical while the gnome favored enemy restates this text
    The elf favored enemy does not have this text, so one could reasonably assume that this was a purposeful choice: therefore, elf favored enemy stacks if your enemy falls within the bounds of multiple favored enemy lists.


    This is a significant power boost and it is on top of adding balance to the ranger’s skills and adding 2 more skill points to what the class offers.

    Reading carefully, the elf sublevel also has an interesting interaction with the arcane hunter ACF.
    You trade your ability to choose from the table of ranger favored enemies in return for favored enemy arcanists. See: Red text for arcane hunter in the spoiler above
    There is one choice you can make that isn’t on that list: Servants of Lolth. Because this category of favored enemy is in addition to the list of favored enemies
    This means you can select the servants of lolth as FE and you get FE arcanists for free, thereby triggering the other most amazing thing about the elf sub level: Favored enemies improve not with class level, but upon acquisition of other favored enemies!
    Start the game with +2 damage vs. arcanists and +6 vs. spiders and drow and driders. And those bonuses stack if they both apply. So the typical male drow is eating +8 damage at level 1.

    In the typical high school 5 paragraph essay, you’re supposed to restate your original thesis one more time for effect: The elf ranger 1st level ranger substitution level is the absolute best racial substitution level.

    —-
    Deep in the recesses of monster manual 3 there is the single most ridiculous weapon. It is called the sand blaster. It’s an alphorn that you stuff five pounds of sand into and then blast into a ten foot cone of pain. Check it out on page 58 or check the spoiler below

    Spoiler
    Show
    Sand Blaster: A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone sand, doing 1d8 points of age (Reflex DC 22 half). creatures that fail their saves are tormented by itching skin and burning eyes, imposing a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based. (It relies on the user’s ability to blow a hearty gust of air through the tube.) A sandblaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action. A sand blaster costs 30 gp.


    A ten ft cone doesn’t need an attack roll. So we are going to carry around two of these and double weapon fight, taking the full penalties for doing so with Ill sized weapons and being non proficient. This works with rapid shot combat style for an additional attack. Sure, each attack roll is at -16 but you don’t make attack rolls.

    So that’s 1d8 plus your favored enemies bonus in a 10ft cone, 3 times a round.

    ——
    Bane of infidels is fun little feat. If you choose lolth as your favored enemy, not only do you get a stacking bonus against drow and driders who are very lolthy, but one of the other favored enemy bonuses advance by a step.

    By my calculation that puts us at +4 arcanists, +9 servants of lolth, +2 followers of lolth.

    ——
    Elven hound companion. It’s a thing. It’s ok.

    ——
    Now, it’s time to become a slayer. Choose a psionic enemy, humanoid (psionic) should work. Bringing out favored enemy bonuses to +6 arcanists, +9 servants of lolth, +2 followers of lolth, and +2 humanoid (psionic).

    Better than anything else though is the fantastic enemy sense. You know when there’s a drow to slay. Or a lolth follower. Or an arcanist. Or a psionic humanoid. It’s fifth level, so it’s time for a free vile feat. We’re worshipping an elder evil of course, so just pick one that makes sense. Vow of vengeance allows for a +2 profane damage on top of all these sandblaster blows for one creature type or subtype. Humanoid (elf) is a good option.

    Slayer also actually gives access to bluff.

    —-
    Scar enforcer is a worthless pile of trash outstripped in value by most other classes. But what it does offer is either two favored enemies (humanoid : human) and (humanoid: elf) or another non-conventional grouping of favored enemies (humans and elves) like soldiers of lolth. Either way, it rocks. Let’s assume the latter cuz that’s what the text implies, possibly…

    Improved favored enemy adds three to all damage from all favored enemy bonuses. This brings our favored enemy damage to:
    Arcanists: 9
    Soldiers of lolth:15
    Followers of lolth: 5
    Humanoid (psionic): 5
    Humans and elves: 5(+2 profane against elves)

    That’s 1d8+32 against drow, add another 9 if they prepare spells or cast invocations. 3 times per turn, no attack rolls.

    ——

    Then we take extra favored enemy! If human and elf are a single favored enemy category from scar enforcer, it is now time to add favored enemy humanoid elf. If not, get aberrations.


    Arcanists: 11
    Soldiers of lolth:15
    Followers of lolth: 5
    Humanoid (psionic): 5
    Humans and elves: 5
    Humanoid (elf): 5 +2 profane

    ——

    wise to your ways allows you to add your favored enemy bonus to saving throws against spells because you would obviously choose that.

    ——

    Quick draw facilitates switching already loaded sandblasters into action. Call weaponry, which we got way back at first level to qualify for slayer, to gain the psionic subtype and to summon adequate sand for ammunition is worthy of mentioning here.

    ——
    Craft wondrous item allows us build one thing:

    Enemy spirit pouch (magic item compendium 97)

    An enemy spirit pouch for psionic dragonblood half drow. Or 5 enemy spirit pouches, it doesn’t matter, what we want is to be considered 1st level again for any calculation of character level, which is exactly what 5 negative levels would give us.

    Why?

    Because that qualifies us for foehunter, a first level only regional feat. This feat adds favored enemy dragon to our reservoir of death damage.

    Arcanists: 11
    Soldiers of lolth:18
    Followers of lolth: 5
    Humanoid (psionic): 5
    Humans and elves: 5
    Humanoid (elf): 5 +2 profane
    Dragon: 5


    Now stop wearing those things, they’re a liability. Or make some new one for aberrations or followers of lolth.
    ——
    Next we nab practiced spellcaster to grow our ranger up a little and use the caster level of 5 to qualify for craft magic weapons and armor. Time to start crafting the hunting property (magic item compendium 36) onto your sandblasters for +4 against favored enemies. And, if you’ve peaked ahead, you’ll want to add the ki focus property as well as the torturous property (ghost walk 64).

    I’m sure you could make other items too, but this will add up to something.

    ——
    Improved unarmed strike is filler. What we want is ascetic hunter. We get one amazing benefit on our stunning attacks, we add our favored enemy bonus to our stunning DCs. The torturous property has a dc of 12, but you could, theoretically, shoot these things three times a round. A drow would have to beat three dc 52 fort saves and survive 3d8+120 hp damage.

    Natural bond is there because I ran out of time, and adding two hd to your elven hound, better traded for an urban companion monkey who is trained to reload sandblasters, but elf rangers get elven hounds so that’s what we’re doing.


    Are you ready to devastate the entire underpinnings of the elven pantheon?

  27. - Top - End - #27
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Magwyrn

    Calling Brownie "the first bat" kind of breaks my heart, so I'm going to imagine that Magwyrn and Brownie still remain friends and make it a point to have dinner together at least once a week.

    Quote Originally Posted by Magwyrn
    Magwyrn, the Terror of Raskav
    Neutral Evil Air Goblin Ranger 5 / Beastmaster 1

    Spoiler: Ability Scores
    Show
    Ability Total Base Race Level
    Strength 7 9 -2
    Dexterity 22 17 4 1
    Constitution 12 14 -2
    Intelligence 12 12
    Wisdom 12 12
    Charisma 12 12

    Spoiler: Build Outline
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 +1 +2 +2 +0 Craft (Alchemy) 4, Handle Animal 4, Hide 4, Move Silently 4, Ride 4, Spot 4, Survival 4 TrackBonus, Master of Poisons Favored Enemy: Humanoids (Humans) +2, Wild Empathy
    2nd Ranger 2 +2 +3 +3 +0 Craft (Alchemy) 5, Handle Animal 5, Hide 5, Move Silently 5, Ride 5, Spot 5, Survival 5 Rapid ShotBonus
    3rd Ranger 3 +3 +3 +3 +1 Craft (Alchemy) 6, Handle Animal 6, Hide 6, Move Silently 6, Ride 6, Spot 6, Survival 6 EnduranceBonus, Skill Focus (Handle Animal)
    4th Ranger 4 +4 +4 +4 +1 Craft (Alchemy) 7, Handle Animal 7, Hide 7, Move Silently 7, Ride 7, Spot 7, Survival 7 Animal Companion (Effective Druid Level 2), Spellcasting (Allowing the crafting of alchemical items)
    5th Ranger 5 +5 +4 +4 +1 Craft (Alchemy) 8, Handle Animal 8, Hide 8, Move Silently 8, Ride 8, Spot 8, Survival 8 Favored Enemy: Humanoids (Humans) +4, Favored Enemy: Animals +2
    6th Beastmaster 1 +6 +6 +6 +1 Craft (Alchemy) 9, Handle Animal 9, Hide 8, Move Silently 8, Ride 9, Spot 9, Survival 9 Mounted Combat Animal Companion (Effective Druid Level 6)

    Epic feats below:

    Feat Name
    Mounter Archery
    Rapid Reload
    Weapon Focus (Light Crossbow)
    Crossbow Sniper
    Point Blank Shot
    Dead Eye
    Improved Mounter Archery
    Grenadier
    Mad Alchemist
    Natural Bond

    Spoiler: Level Breakdown
    Show

    Spoiler: Hiding in the Shadows (1-3)
    Show
    In the beginning, Magwyrn is a fairly innocuous goblin. She Tracks the enemies of her tribe while remaining hidden in the deep jungle and attempts to deliver debilitating poisonous arrows from her light crossbow using her Master of Poisons feat. She can also use a shortbow with Rapid Shot at this point, but even this is not that effective given her meager strength, so she prefers to remain hidden and wait for the right moment to attack, her small size and high dexterity aid in this regard. While she has learned some herbalism and alchemy from the tribe shamans, they are more applicable to Craft (Alchemy) than poisonmaking, which means making her own poisons will have to wait for a while. Magwyrn is also quite good with animals, gaining Skill Focus (Handle Animal) which will later help qualify for Beastmaster and train in the art of riding a jungle dire bat, a long tradition of her tribe.

    Spoiler: Riding Bats and Eating Humans (6, Epic 1)
    Show
    Becoming a more adept handler of animals, Magwyrn befriends a dire bat, a species common in the jungle and often used by her tribe. She has been training to be a batrider and with a level in Beastmaster her companion is already quite formidable. At the same time she invests further in learning how to fight while riding her dire bat, gaining the Mounted Combat and Mounted Archery feats, which make her hard to pin down while she peppers her adversaries with arrows.

    Spoiler: Death in her Eye (Epic 2-7)
    Show
    As she gains further experience, Magwyrn decides to train further in archery and precision, Rapid Reload allows her to utilize rapid shooting techniques with a light crossbow, while Weapon Focus improves her accuracy and Crossbow Sniper and Dead Eye put her high dexterity to good use, granting a formidable +9 to damage. In combination with her mounted techniques and her flying mount, she can prove quite troublesome to invaders in her forest, while Improved Mounted Archery further improves her skirmishing abilities.

    Spoiler: Deadly Napalm (Epic 8-9)
    Show
    Having learned much from the tribe shamans about how to make humans burn, Magwyrn decides to permanently equip her bat mount with a satchel of alchemical supplies such as Alchemist's Fire and Tanglefoot Bags. Her knowledge of alchemy allows her to make many of these items herself. The Grenadier feat improves both her accuracy and damage with these thrown weapons, while the Mad Alchemist feat grants further tricks. Particularly the Fiery Blaze maneuver allows Magwyrn to first throw some alchemist's fire at any grouped adversaries and then follow up with a barrage of Dragonsbreath bolts to set multiple enemies on fire and deal additional damage.

    Spoiler: Leaving the Jungle (Epic 10)
    Show
    With much of her tribe decimated by constant raids from the nearby human settlements, Magwyrn seethes with revenge and decides to leave her home to extract bitter vengeance on those who took her loved ones away. Before doing so, however, she decides that she will need a more hardy and capable mount. She searches the forest for a strong and agile dire bat and trains it to be a Warbeast (something she can do with a total of +15 to Handle Animal with masterwork tools). Through bonding with this new animal she also gains the Natural Bond feat, further improving her companions' abilities.

    Spoiler: Summary
    Show
    Magwyrn - Small Humanoid (Goblin)
    Hit Points 38 (5d8+1d10+6)
    Armor Class 19 (10 + 1 Size + 2 Armor + 6 Dexterity)
    Saves Fort +7 Ref +12 Will +2
    Attack Light Crossbow +14 to Hit (6 Base Attack Bonus + 6 Dexterity + 1 Weapon Focus + 1 Size), 1d6+9 damage, 19-20/x2 critical
    Full Attack Light Crossbow +12/+12/+7 to Hit, 1d6+9 damage, 19-20/x2 critical
    Skills Craft (Alchemy) +10, Handle Animal +13, Hide +14, Move Silently +14, Ride +17, Spot +10, Survival +10
    Notable Items Acidic Fire, Alchemist's Fire, Antitoxin, Dragonsbreath Bolts, Drow Poison, Dust Eggshell Grenade, Tanglefoot Bag, Viper Poison


    Brownie, the First Bat (Level 6, Effective Druid Level 3)
    Hit Points 45 (6d8+18)
    Armor Class 22 (10 - 1 Size + 6 Dexterity + 7 Natural)
    Saves Fort +8 Ref +11 Will +7
    Attack Bite +7 to Hit, 1d8+6 damage
    Abilities Str 18 Dex 23 Con 17 Int 2 Wis 14 Cha 6
    Feats Alertness, Stealthy, Flyby Attack
    Special Blindsense, Link, Share Spells, Evasion

    Blackwing, the Bat of War (Epic 10, Warbeast, Effective Druid Level 6)
    Hit Points 86 (9d8+45)
    Armor Class 25 (10 - 1 Size + 7 Dexterity + 9 Natural)
    Saves Fort +11 Ref +13 Will +9
    Attack Bite +11 to Hit, 1d8+9 damage
    Abilities Str 23 Dex 24 Con 20 Int 2 Wis 16 Cha 6
    Feats Alertness, Stealthy, Flyby Attack, Tunnel Fighting
    Special Blindsense, Link, Share Spells, Evasion, Devotion

    Spoiler: Sources
    Show
    Complete Adventurer - Beastmaster, Natural Bond
    Complete Warrior - Improved Mounted Archery
    Dragon Compendium - Dead Eye
    Drow of the Underdark - Master of Poisons
    Monster Manual - Dire Bat
    Player's Handbook II - Crossbow Sniper, Grenadier, Mad Alchemist
    Player's Handbook - Ranger, Track, Rapid Shot, Endurance, Skill Focus, Point Blank Shot, Mounted Combat, Mounted Archery, Rapid Reload


  28. - Top - End - #28
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Kraagesh

    TWF? Archery? ¿Por que no los dos?

    Quote Originally Posted by Kraagesh
    Kraagesh
    NE Frostblood Orc Ranger 6

    Spoiler: Introduction
    Show

    The Iron Skull orc clan and the nearby city of Havenville had maintained an uneasy peace for a long time. The balance was upset by a party of adventurers who thought they were hired to defend against raids. They went throught the clan like a sunblade through a zombie. Just another quest for them, but the enterprising fellow who hired them made his fortune when he rounded up the survivors and sold them into slavery. Kraagesh ended up as a gladiator, and quickly built a reputation as a champion. All the while he dreamt of revenge. Revenge against the slavers of the arena, against Havenville, and most of all, against the adventurers who had slaughtered his family like animals.


    Spoiler: Ability Scores
    Show
    Ability Score Modifiers Final Score
    Strength 17 +4 (racial) + 1 (level 4) 22 (+6)
    Dexterity 14 - 14 (+2)
    Constitution 14 - 14 (+2)
    Intelligence 10 -2 (racial) 8 (-1)
    Wisdom 13 -2 (racial) 11 (+0)
    Charisma 8 -2 (racial) 6 (-2)


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 +1 +2 +2 +0 Craft (weaponsmithing) +4, Handle Animal +4, Ride +4, Spot +4, Survival +4 Brutal Throw, Endurance (racial) Favored enemy (humans) +2, Track, wild empathy
    2nd Ranger 2 +2 +3 +3 +0 Craft (weaponsmithing) +5, Handle Animal +5, Ride +5, Spot +5, Survival +5 Two-Weapon Fighting (B) Combat style (two-weapon combat)
    3rd Ranger 3 +3 +3 +3 +1 Craft (weaponsmithing) +6, Handle Animal +6, Ride +6, Spot +6, Survival +6 Point Blank Shot, Quick Draw (B) -
    4th Ranger 4 +4 +4 +4 +1 Craft (alchemy) +2, Craft (weaponsmithing) +6, Handle Animal +7, Ride +7, Spot +6, Survival +7 - Animal companion
    5th Ranger 5 +5 +4 +4 +1 Craft (alchemy) +4, Craft (weaponsmithing) +6, Handle Animal +8, Ride +8, Spot +6, Survival +8 - Favored enemy (dwarf) +2, favored enemy (humans) +4
    6th Ranger 6 +6 +5 +5 +2 Craft (alchemy) +6, Craft (weaponsmithing) +6, Handle Animal +9, Ride +9, Spot +6, Survival +9 Rapid Shot, Improved Two-Weapon Fighting (B) Improved combat style

    E6 Feats:
    1. Natural Bond
    2. Feral Animal Companion
    3. Far Shot
    4. Precise Shot
    5. Mounted Combat
    6. Mounted Archery
    7. Improved Mounted Archery
    8. Weapon Focus (light hammer)
    9. Tunnel Fighting
    10. Tunnel Riding



    Spoiler: Breakdown
    Show

    Spoiler: Level 1
    Show

    Throwing weapons is underrated, but it's good for getting a lot of attacks, and it's easier to get damage out of it than most ranged attacks - you just need a good Str score. Light hammers are the way to go, both for their excellent statline, and because throwing a bunch of hammers is way more fun than daggers or whatever else. (The original proponent of this fighting style was, of course, Hammer Bro.) The majority of PCs are humans, so it's a good favored enemy for an orc hunting adventurers.

    Spoiler: Level 2
    Show

    And here's where it starts - Two-Weapon Fighting without the Dex requirements.

    Spoiler: Level 3
    Show

    Getting Endurance as a racial feat turns it into a generic bonus feat when you get it from Ranger.

    Spoiler: Level 4
    Show

    Animal companions make great mounts, and mounts are great for ranged characters. For now we're stuck with a lowly horse, but we'll upgrade to something more orc-worthy soon enough. In other news, we're a spellcaster now, which gives us access to Craft (alchemy). Throwing alchemical items is expensive, but it's a great backup if you find yourself fighting something your usual strategy doesn't work on.

    Spoiler: Level 5
    Show

    Dwarves are next on the list of enemies, but humans get the upgraded bonus.

    Spoiler: Level 6
    Show

    Two-Weapon Fighting is doable, but the requirement for Improved Two-Weapon Fighting is just prohibitive for non-Rangers. BAB +6 and Rapid Shot arrive at the same time, jumping straight from 2 attacks to 5. As a side note, we finally get a single, solitary 1st-level spell per day. It's not much, but the Primal Hunter spell has a fixed 24 hour duration and fixed effects, so it doesn't suffer from our crappy caster level, and it gives some minor skill bonuses to us and our mount.

    Spoiler: Natural Bond, Feral Animal Companion
    Show

    Who needs a lowly horse when you can ride a mighty bison? A feral bison, no less.

    Spoiler: Far Shot, Precise Shot
    Show

    Classic feats for ranged characters, but they're staples for good reasons. Far Shot is especially important for throwers - they have short ranges to begin with, and they get more benefit from Far Shot on top of that.

    Spoiler: Mounted Combat, Mounted Archery, Improved Mounted Archery
    Show

    They're not required, since mounted archery incurs no penalties if your mount only makes a single move, but the mobility boost you get from a double move where you can attack in the middle is significant.

    Spoiler: Weapon Focus
    Show

    It's lame, but accuracy boosts are a big deal when you're making 5 attacks per round.

    Spoiler: Tunnel Fighting, Tunnel Riding
    Show

    A Large mount can be a problem sometimes, and penalty-free squeezing helps with that.



    Spoiler: Kraagesh
    Show

    Size/Type: Medium Humanoid
    Hit Dice: 6d8 + 12 (42.5 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +4 armor), touch 12, flat-footed 14
    Base Attack/Grapple: +6/+12
    Attack: Light hammer +14 melee or ranged (1d4+7)
    Full attack: Light hammer +10/+10/+10/+5/+5 (1d4+7)
    Space/Reach: 5 ft./5 ft.
    Saves: Fort +7, Ref +7, Will +1
    Abilities: Str 22, Dex 14, Con 14, Int 10, Wis 9, Cha 6
    Skills: Craft (alchemy) +5, Craft (weaponsmithing) +5, Handle Animal +7, Ride +11, Spot +6, Survival +9


    Spoiler: Nali
    Show

    Size/Type: Large Animal
    Hit Dice: 8d8 + 32 (68 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
    Base Attack/Grapple: +6/+17
    Attack: Gore +12 melee (1d8+10)
    Full attack: Gore +12 melee (1d8+10)
    Space/Reach: 10 ft./5 ft.
    Saves: Fort +9, Ref +7, Will +2
    Abilities: Str 25, Dex 11, Con 18, Int 2, Wis 11, Cha 4
    Skills: Listen +8, Spot +7


    Spoiler: Sources
    Show

    • Frostblood Orc, Primal Hunter spell: Dragon Magic
    • Brutal Throw, Natural Bond: Complete Adventurer
    • Feral Animal Companion: Champions of Ruin
    • Improved Mounted Archery: Complete Warrior
    • Tunnel Fighting, Tunnel Riding: Races of Stone
    • Everything else: SRD content


  29. - Top - End - #29
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Gleae

    I dunno man, flying half-orcs is a pretty cool band name.

    Quote Originally Posted by Gleae
    Gleae the bandit
    CN Frostblood Half orc ranger 4 /Beastmaster 2
    Spoiler: Background
    Show
    In the nearest inn to the mountains there are some voices of a group of bandit that fight from the sky, some half orcs. No one think that these voices are true, how an half orc could fly, generally the big animals are quite difficult to rear so it’s quite difficult that these orcs would fly. But who gone up in the mountain had seen him, the bandit responsible for the voice , an half orc who use a bow while raiding with his dire eagle on who pass on the mountain. Who know maybe if paid he could even become an hero , a ruthless hero but not only a bandit

    Spoiler: Stats
    Show
    Stat [Point buy After racial
    Strength 16 10 18
    Dexterity 15 8 15
    Constitution 14 6 14
    Intelligence 12 4 10
    Wisdom 10 2 10
    Charisma 10 2 8
    4th level point to dexterity

    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger +1 +2 +2 +0 Handle animal 4, Ride 4, Survival 4, Listen 4 Spot 4 Knowledge (nature)4 Track (bonus) Endurance (bonus) Favored Favored environment (mountain) , track , wild empathy Champion of the wild ACF
    2nd Ranger +2 +3 +3 +0 Handle animal 5, Ride 5, Survival 5, Listen 5 Spot 5 Knowledge (nature) 5 Rapid shot (bonus) Weapon style (ranged)
    3rd Ranger +3 +3 +3 +1 Handle animal 7, Ride 6, Survival 6, Listen 6 Spot 6 Knowlegde (nature) 6 Primary contact (handle animal), Skill focus (handle animal) (bonus) Endurance
    4th Ranger +4 +4 +4 +1 Handle animal 8 Ride 7 Survival 7 Listen 7 Spot 7 Knowledge nature 7 Point blank shot (bonus) Animal companion
    5th Beastmaster +5 +6 +6 +1 Ride 8 Listen 8 Spot 8 Knowledge nature 8 Survival 7 Handle animal 8 Animal companion wild empathy
    6th Beastmaster +6 +7 +7 +1 Ride 9 Listen 9 Spot 9 Knowledge nature 8 Survival 8 Handle animal 8 Natural bond Alertness Alertness

    Spoiler: Epic feats
    Show
    1 ° Precise shot
    2° Coordinated shot
    3° Mounted combat
    4° Mounted archery
    5° Improved mounted archery
    6° Mounted mobility
    7° Manyshot
    8° Weapon focus (shortbow)
    9° Dead eye
    10° Plunging shot

    Spoiler: Bandit's eagle
    Show
    Dire eagle (races of stone)
    Size/Type: Large Animal
    Hit Dice: 9d8+27 (67 pf)
    Initiative: +4
    Speed: Land 10 ft (2 squares) Fly 90 ft( maneuvrability good)
    Armor Class: 23 (-1 size +9 natural +5 Dex), touch 14, flat-footed 18
    Base Attack/Grapple: +6/+16
    Attack: Talon + 11 melee (1d8+6)
    Full Attack: 2 talon +11 melee (1d8+7) Bite +6 (1d8+3)
    Space/Reach: 10 ft./10 ft.
    Special Qualities: Low light vision ,devotion (from ranger), evasion (from ranger)
    Saves: Fort +9, Ref +11, Will +5
    Abilities: Str 22, Dex 21 , Con 17, Int 2, Wis 14, Cha 6
    Skills: Listen +4 Spot +24
    Feats: Alertness, Fly by attack, Improved flight, Air heritage
    Tricks: Attack (bonus trick), Guard (bonus trick) Defend (bonus trick) Down (taught), Come (taught), Heel (taught) Pin (taught) Fetch (taught) Warn (taught)

    Spoiler: Tactics
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    Spoiler: Level 1-2
    Show
    We are frostblood half orc and this races has some negative aspect as the total of modifiers is negative, but we have some resistance a feat and a vulnerability. Let’s start from the resistance which is cold 10 . This is not bad especially as it helps against low temperature , but the other side of the medals is that we are susceptible to fire damage that could be bad. Then we have endurance as bonus feat but on this we will go later. The increase in strength isn’t bad but I chose to fight ranged, as we are ranger so we can use the composite bow that can be made on our strength instead of a crossbow with which we would not add strength. We don’t have so many skill points but for the skills we need we have enough. We will be based on our animal companion , so ride and handle animal will be useful, and the other skills are here because we need these in our favored environment . Why choosing a favored environment instead of a favored enemy? Because is quite easier finding our environment instead of a single favored enemy, and so we choose mountain and the majority of our skill have a boost from that. We use the champion of the wild acf as we will not have many ranger levels so not many spells.

    Spoiler: Level 3-4
    Show
    Now it’s the time to talk about endurance as from the ranger we would gain it. But the frostblood half orc specifically say that if they would gain endurance again they gain a bonus feat and thanks to this we can gain the feat we needed. First we have primary contact necessary as we need to have 8 ranks in handle animal to enter in our future prestige class , and we would need skill focus handle animal so the half orc combined with the ranger helped us attain that prestige class which boost our animal companion Thanks to the champion of the wild acf we gained a feat that will be useful as it is a prerequisite for some feats

    Spoiler: Level 5-6
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    And now we are beastmaster, why I was aiming at this prestige clss? Easy because there is an animal companion quite good and that as a ranger would be quite difficult to use. The beast master prestige class is mainly for ranger as there is no progression in the spellcasting but is a full bab class with the same saves as a ranger and boosting the animal companion. A normal ranger 5 beastmaster 1 would be the same at a druid level 6 for the animal companion without feats. But as the beastmaster 2 is 5 and ranger 4 is 2 (without wasting any level thanks to primary contact) we are considered as a level 7 druid . The animal we choose is the dire eagle one of the few flying animal that is quite strong and large enough to be rode from an half orc. It has a good damage in the full attack and with the feat we gain at level 6 we boost him with natural bond our level 6 feat . This feat let us count as a level 6 druid for the animal companion so some very useful abilities. The increase in hit dice permit our animal to learn two feats, one is improved flight so he has a better maneuverability and an higher flying speed that will be useful later.

    Spoiler: Epic 1-2
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    It’s time to optimize that rapid shot we gained from our combat style and thanks to champion of the wild we have point blank shot. Then as first epic feat we choose precise shot necessary as without it is quite a problem fighting with a bow. But as we have a large animal companion is better if we use even another feat to doesn’t have any problem, which is coordinated shot so the enemy will not gain cover hiding behind our dire eagle .

    Spoiler: Epic 3-6
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    Why we boosted the movement of the eagle with the feat the animal companion gained? Because we will fight while mounted on that as it is quite good as life and as AC We have the ranks in ride and thanks to link from animal companion we don’t have many problem giving an action but with mounted combat we can boost the AC if we make a good roll. Then we have mounted archery which is good but the best is improved combat archery becausee now we can shoot when we want while our animal companion is moving which is quite useful (we will never miss the boost from point blank shot for example) The boost in movement now permit us to go down of 30 feet (15 feet of movement) attacking, reversing our movement (5 feet) then going up of 35 feet and we have reach so is quite useful as the enemy will have problem at hitting us and thanks to mounted mobility our eagle have even more AC against AoO. Our attack not have any problem with cover from our eagle thanks to coordinated shot .

    Spoiler: Epic 7-10
    Show
    Now that we can do the attack without so many problem we need to hit and to boost our damage and these last four feats help us. One of the feat quite ideal as we can attack after our eagle attacked is coordinated strike that is basically a weapon focus with a condition that our animal companion must have attacked. But it’s not a problem as we will take weapon focus shortbow as we need more damage with the next feat as the one I’m talking about is dead eye as with this feat other than strength from the composite bow we have dexterity at damage and is not difficult staying at the distance we need to. But there is a last feat that only thanks to improved mounted archery we can use combined to the other feats we have. This feat is plunging shot which require that the creature is at least 30 ft lower than me so now we will attack when we will be in a vertical position compared to the enemy 30 ft higher so we will have plunging shot deadeye shot and point blank shot after our creature attacked (to go down of 30 feet our mount need 15 feet, to reverse 5 feet and to go up again at 30 feet we need 60 feet so the total is 80 feet of movement used , we will attack in the returning point probably if we don’t need other movement. Luckily our mount has 10 feet of reach so is not a problem staying only 30 feet higher even if we have to move in other direction but it could happen

    Spoiler: About the animal
    Show
    As I talked enough about the character let’s talk about the animal and why I chose the tricks and how can I teach to my animal companion even if Gleae is not good with charisma and I don’t have enough ranks in handle animal. First I have skill focus that help as it is a +3 on that skill and then as the dire eagle is an animal companion Gleae have a +4 at handle animal so it’s not a problem doing a DC 15 (with one at dice it would work) . And each one of the trick taught is a DC 15 so it’s not a problem. Let’s start from the bonus trick as each one have a motivation . Attack is quite obvious why so I will not talk about that but the other two are more interesting as while guard could be considered normal is more a prerequisite than anything else as we will need this. Even the next trick while quite useful is a prerequisite as defend is quite necessary when we will fight with our eagle . We taught down as we doesn’t want our eagle to die because he engaged something we didn’t want to engage, and it can be useful even if we need to let some of the enemies live. Come and heel are quite similarly we need our eagle near, or being able to call her without any problem maybe to do an ambush while the enemy are thinking that we are only an archer. Now that we have Attack Come down Defend Guard and Heel we basically taught our eagle the general purpose combat riding that is quite useful for us as good part of our strategy is around our eagle as mount that fight not only riding her normally. Then there are some tricks interesting , first fetch that is more useful in other mounts because our eagle has a flying speed and quite a good strength so is quite easy to fetch something . Then there is pin as we have a creature of large size so being able to grapple someone is good especially if of medium size or lesser . The last trick is the only one when we will need something more than 1 at dice as it is Warn (but is still less than 10 so is not a problem) . This trick let us use the high spot modifier of the eagle to know that there are other creatures as while we will be flying we could not see who is quite lower than us , and the warning of our eagle will be for us an alarm . And if our eagle engage while we don’t want to engage we can use the down trick to block the eagle and continuing to fly without many problem.

    Spoiler: Final stats
    Show
    Hit points 8+3d8+2d10+12=44
    The ac probably will be around 17 (10 base +3 dexterity +4 armor) , but we use our animal companion as thank
    To hit 6 (base attack)+3 (dexterity) +1 (coordinated strike)+1 (weapon focus)+1 (point blank shot) =+12
    To hit with rapid shot 12- 2 =10
    Damage of a single arrow 1d6+4 (strength)+1 (point blank shot)+1d6 (plunging shot)+3 (deadeye)=17 on average
    Skills; Ride +14 (3 dex , 9 ranks , 2 from synergy) Handle animal +14 (8 ranks +3 skill focus +4 my animal companion -1 charisma) Survival +8 (8 ranks +2 in natural environments +2 in mountains) Listen +11 (9 ranks 2 alertness +2 in mountains) Spot +11 (9 ranks 2 alertness +2 in mountains) Knowledge nature +8 (8 ranks +2 for mountains)

    Spoiler: Sources
    Show
    From player handbook
    Precise shot, point blank shot, weapon focus,, rapid shot, skill focus , ranger, track, endurance mounted combat, mounted archery, alertness , many of the tricks
    From Complete adventurer
    Beastmaster, natural bond, improved flight , warn trick
    From Dragon magic
    Frostblood half orc
    From Dragon compendium
    Dead eye
    From Heroes of battle
    Coordinated shot , Mounted mobility
    From Complete warrior
    Improved mounted archery
    From Planar handbook
    Air heritage
    From Monster manual
    Flyby attack
    From Cityscape
    Favored, Primary contact
    From Races of the Wild
    Coordinated strike, Plunging shot
    From Unearthed arcana
    Favored environment ACF
    From Complete champion
    Champion of the wild ACF
    From here
    Pin trick

  30. - Top - End - #30
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Garth

    Fun fact: "Neutral good hadozee ranger" is also trochaic tetrameter. (Or at least really close to it. Kinda have to fudge the stress on "do." But that's a sacrifice I'm willing to make.)

    Quote Originally Posted by Garth
    Garth
    NG Hadozee Ranger 6

    Spoiler: Introduction
    Show

    The people of Rashemen have defended their borders against Thay for generations. The bulk of their forces are comprised of their famous berserkers, who have proven themselves a match for the armies of slaves and undead sent against them. But it is not enough to slaughter the fodder - the only true strike against Thay is the death of a Red Wizard. Of course, there are countless warriors (and monks, for some reason), that claim to be experts in this particular field, but true professionals are few and far between. The Wychlaran treasure such individuals, even those who are...unusual.


    Spoiler: Ability Scores
    Show
    Ability Score Modifiers Final Score
    Strength 14 - 14 (+2)
    Dexterity 17 +2 (racial) +1 (level 4) 20 (+5)
    Constitution 14 - 14 (+2)
    Intelligence 9 - 9 (-1)
    Wisdom 14 - 14 (+2)
    Charisma 8 -2 (racial) 6 (-2)


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 (Arcane Hunter, Champion of the Wild) +1 +2 +2 +0 Hide +4, Knowledge (arcana) +1, Listen +4, Move Silently +4, Spellcraft +1, Spot +4 Weapon Finesse Favored enemy (arcanist) +1, Track, wild empathy
    2nd Ranger 2 +2 +3 +3 +0 Hide +5, Knowledge (arcana) +1, Listen +5, Move Silently +5, Spellcraft +1.5, Spot +5 Two-Weapon Fighting (B) Combat style (two-weapon combat)
    3rd Ranger 3 +3 +3 +3 +1 Hide +6, Knowledge (arcana) +1, Listen +6, Move Silently +6, Spellcraft +2, Spot +6 Exotic Weapon Proficiency (kusari-gama), Endurance (B) -
    4th Ranger 4 +4 +4 +4 +1 Hide +7, Knowledge (arcana) +1, Listen +7, Move Silently +7, Spellcraft +2, Spot +7, Survival +1 Blind-Fight (B) Animal companion
    5th Ranger 5 +5 +4 +4 +1 Hide +8, Knowledge (arcana) +1, Listen +8, Move Silently +8, Spellcraft +2, Spot +8, Survival +2 - Favored enemy (undead) +2, favored enemy (arcanist) +3
    6th Ranger 6 +6 +5 +5 +2 Hide +9, Knowledge (arcana) +1, Listen +9, Move Silently +9, Spellcraft +2, Spot +9, Survival +3 Combat Reflexes, Improved Two-Weapon Fighting (B) Improved combat style

    E6 Feats:
    1. Nemesis (arcanist)
    2. Mage Slayer
    3. Pierce Magical Protection
    4. Pierce Magical Concealment
    5. Improved Favored Enemy
    6. Stand Still
    7. Double Hit
    8. Natural Bond
    9. Darkstalker
    10. Iron Will



    Spoiler: Breakdown
    Show

    Spoiler: Level 1
    Show

    Hadozee is a cool race with great stat bonuses. Weapon Finesse is one of those feats you have to have, and it's important to get it as early as possible. Favored enemy (arcanist) is great for anyone, with its broad range of applicable targets, but it's especially great for a mage killing specialist.

    Spoiler: Level 2
    Show

    Two-Weapon Fighting is a style with both pros and cons, but it offers some particular advantages for us down the road.

    Spoiler: Level 3
    Show

    The kusari-gama is a light weapon, for two-weapon fighting and Weapon Finesse, but more importantly, it has continuous reach, which is vital. This prevents enemies from escaping your threatened area just by taking a 5ft step.

    Spoiler: Level 4
    Show

    Champion of the Wild kicks in, preventing us from getting spellcasting, but offering a much needed bonus feat. Blind Fighting is a pre-req, but it's not without some value in itself. We also pick up an animal companion - for the time being, a hawk helps with scouting.

    Spoiler: Level 5
    Show

    Undead is a nice favored enemy to have, especially if you're going up against Red Wizards. Favored enemy (arcanist) improves here, which is considerably nicer.

    Spoiler: Level 6
    Show

    Combat Reflexes is another must have feat, and Improved Two-Weapon Fighting for free is great too.

    Spoiler: Nemesis
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    Unbeatable detection will really put a crimp in a mage's day, and an extra 1d6 damage on attacks is a great bonus on top of that.

    Spoiler: Mage Slayer
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    And here's the feat that it's all about. Spellcasters you threaten can't cast defensively, so they'll take an AoO every time they try to get a spell off, which will hopefully prevent said spell from being cast.

    Spoiler: Pierce Magical Protection
    Show

    Ooooh, yeah. Make an attack that ignores buffs to AC, then automatically dipels all such buffs. The only (small) problem is that it's a standard action. So instead of charging (or similar), just use your move action to stroll on into melee, then hit them with it.

    Spoiler: Pierce Magical Concealment
    Show

    Magical concealment effects are another layer in any competent mage's defenses, so ignoring them gets you one step closer to hitting them as if they were a commoner in a robe.

    Spoiler: Improved Favored Enemy
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    It's not a lot of damage, but damage is damage, especially when making plenty of attacks.

    Spoiler: Stand Still
    Show

    So, there's a small flaw in our setup: a smart mage will, rather than trying to cast spells, just accept some damage from an AoO and use a move action to get out of reach so they can cast freely. Stand Still patches this hole, preventing movement at the cost of some damage.

    Spoiler: Double Hit
    Show

    This is a seriously underrated feat. Firstly, if a spellcaster makes the foolish mistake of casting while threatened, this lets you force two Concentration checks instead of one. Then there's Stand Still - I'm not sure whether both attacks from Double Hit will do no damage and be added to the DC, or if one will do damage as usual, but either way, it's a win.

    Spoiler: Natural Bond
    Show

    This turns your animal companion into a real flanking buddy. Our animal of choice is a leopard - we need something stealthy to sneak around with us. Having a flanker is handy for anyone, but it's especially great for us. See, Mage Slayer doesn't just give you an AoO when they cast, it prevents them from casting defensively at all. So everyone in melee with the target will get an AoO.

    Spoiler: Darkstalker
    Show

    Stealth is vital for getting the drop on spellcasters so you can get into melee with them before they can do anything to you. They have all kinds of ways to detect you, so you need Darkstalker to bypass that.

    Spoiler: Iron Will
    Show

    Will is our weakest saving throw, and probably the most important one, so this is a bonus well worth getting.



    Spoiler: Garth
    Show

    Size/Type: Medium Humanoid
    Hit Dice: 6d8 + 12 (42.5 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+5 Dex, +4 armor), touch 15, flat-footed 13
    Base Attack/Grapple: +6/+8
    Attack: Kusari-gama +11 melee (2d6+8)
    Full attack: Kusari-game +9/+4 (2d6+8) and kusari-gama +9/+4 (2d6+7)
    Saves: Fort +7, Ref +7, Will +7
    Abilities: Str 14, Dex 20, Con 14, Int 9, Wis 14, Cha 6
    Skills: Hide +14, Listen +11, Move Silently +14, Spot +11, Survival +5


    Spoiler: Whisper
    Show

    Size/Type: Medium Animal
    Hit Dice: 5d8 + 10 (32.5 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), climb 20ft.
    Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
    Base Attack/Grapple: +3/+6
    Attack: Bite +8 melee (1dd+3)
    Full attack: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)
    Saves: Fort +6, Ref +9, Will +2
    Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +13, Climb +11, Hide +10, Jump +11, Listen +6, Move Silently +10, Spot +6


    Spoiler: Sources
    Show

    • Hadozee: Stormwrack
    • Arcane Hunter: Complete Mage
    • Champion of the Wild: Complete Champion
    • Kusari-game: DMG
    • Nemesis: Book of Exalted Deeds
    • Mage Slayer, Pierce Magical Protection, Pierce Magical Concealment: Complete Arcane
    • Improved Favored Enemy: Complete Warrior
    • Double Hit: Miniatures Handbook
    • Natural Bond: Complete Adventurer
    • Darkstalker: Lords of Madness
    • Everything else: SRD content


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