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  1. - Top - End - #31
    Titan in the Playground
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Understandable. I'm willing to wait another day or two if anyone's still cooking!
    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.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  2. - Top - End - #32
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    GnomePirate

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    I've got nothing, unfortunately. Good luck, everyone!
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

    Song, Sword, and Sorcery: my 5E homebrew half-caster bard (Version 2.0!)

  3. - Top - End - #33
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    Venger's Avatar

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Dish submitted. This was a lot of fun.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!

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

  4. - Top - End - #34
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    RogueGuy

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Prepare thyselves, daremeto has slipped an entry into the entry pile

  5. - Top - End - #35
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    mattie_p's Avatar

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    You know what, maybe I will have time. Gimme a few hours and let's see what happens
    Blank 3.5 Character Creator Iron Chef Style Tables (in Google Sheets)

    Chairman Emeritus of Zinc Saucier.

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  6. - Top - End - #36
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    mattie_p's Avatar

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    ... and sent. Probably the fastest I ever prepared an entry. May I get what I deserve.
    Blank 3.5 Character Creator Iron Chef Style Tables (in Google Sheets)

    Chairman Emeritus of Zinc Saucier.

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  7. - Top - End - #37
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    Beholder

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Can you wait one more day? Today my problems in real life ended so I'm trying to do the build fast
    Finally my computer is without any problem!
    Spoiler: Iron Chef Optimization Challenge: E6 Appetizer Edition Medals
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    Silver medal as Xin in Round XVII
    Gold Medal as Smit in Round XVIII
    Silver Medal as Hit Me In Round XIX
    Gold Medal as The Exiled in Round XIX
    Silver Medal as Elec Tri in Round XX
    Gold Medal as Tawamios in round XXI

  8. - Top - End - #38
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    Default Ballista Joe

    "…or are you just happy to see me?"

    Quote Originally Posted by Ballista Joe
    Ballista Joe


    Race: Neraph (Planar Handbook p.12)
    Classes: Rogue 2/Monk 2/Fighter 1/Assassin 1 (DMG p. 180)
    Alignment: Lawful Evil
    Given Name: Cado
    Housename: Lost Mountain (exiled)
    Alias: "Ballista Joe"

    Sadly, there are no pictures of Neraphim carrying a ballista.

    Spoiler
    Show

    Attributes

    Base Character level increase Final
    Strength 11 - 11
    Dexterity 17 +1 (4th level) 18
    Constitution 10 - 10
    Intelligence 14 - 14
    Wisdom 12 - 12
    Charisma 12 - 12


    Table

    Level Class BAB Fort Ref Will Skills Feats Class Features
    1st Rogue (Mimic: Exemplars of Evil p.21) +0 +0 +2 +0 Sleight of Hand 4, Hide 4, Move Silently 4, Disguise 4, Balance 4, Tumble 4, Bluff 4, Escape Artist 4, Climb 4, Jump 4 Quick Draw Sneak Attack 1d6, Disguise Self 1/day
    2nd Monk (Sleeping Tiger: Unearthed Arcana p. 52) +0 +2 +4 +2 Sleight of Hand 5, Hide 5, Move Silently 5, Disguise 4, Balance 5, Tumble 5, Bluff 4, Escape Artist 4, Climb 4, Jump 4 Weapon Finesse(B) Flurry of blows, Unarmed Strike
    3rd Monk (Sleeping Tiger, Invisible Fist: Exemplars of Evil p.21) +1 +3 +5 +3 Sleight of Hand 5, Hide 6, Move Silently 6, Disguise 4, Balance 6, Tumble 6, Bluff 4, Escape Artist 4, Climb 4, Jump 4, Skill Trick: Hidden Blade Point Blank Shot, Improved Initiative (B) Invisible Fist
    4th Fighter (Thug: Unearthed Arcana p. 51, Sneak Attack variant: Unearthed Arcana p. 58, Hit and Run Tactics: Drow of the Underdark p. 58) +2 +5 +5 +3 Sleight of Hand 7, Hide 6, Move Silently 6, Disguise 4, Balance 6, Tumble 6, Bluff 4, Escape Artist 4, Climb 5, Jump 5, Skill Trick: Nimble Charge - Sneak Attack 2d6, Hit and Run Tactics
    5th Rogue +3 +5 +6 +3 Sleight of Hand 8, Hide 8, Move Silently 8, Disguise 5, Balance 6, Tumble 6, Bluff 6, Escape Artist 6, Climb 5, Jump 5 - Evasion
    6th Assassin +3 +5 +8 +3 Sleight of Hand 9, Hide 9, Move Silently 9, Disguise 6, Balance 6, Tumble 6, Bluff 6, Escape Artist 6, Climb 5, Jump 5, Skill Trick: Sudden Draw Precise Shot Sneak Attack 3d6, death attack, poison use, spells


    Epic Feats:
    1: Weapon Focus (Heavy Crossbow)
    2: Deadeye (Dragon Compendium p. 95)
    3: Craven (Champions of Ruin p. 17)
    4: Weapon Focus (Dagger)
    5: Weapon Focus (Shuriken)
    6: Crossbow Sniper (Player's Handbook II p. 77)
    7: Darkstalker (Lords of Madness p. 179)
    8: Fade into Violence (Player's Handbook II p. 79)
    9: Combat Reflexes
    10: Shadow Heritage (Planar Handbook p. 42)


    Spells per day including bonus spells
    Level 0lvl 1st
    1st - -
    2nd - -
    3rd - -
    4th - -
    5th - -
    6th - 1

    Spells known
    Level 1: Secret Weapon (Cityscape p. 68), Sniper's Shot (Complete adventurer p. 138)


    Skill Trick Hidden Blade (Hidden Ballista in our case)
    Ballista Joe's main trick relies on the skill trick Hidden Blade. Hidden Blade doesn't specify what kind of weapon is drawn. The spell Secret Weapon allows Joe to hide any weapon on his body with a +10 bonus on the sleight of hand check. Joe chose to hide a ballista which is according to the Dungeon master's guide p. 100 a "huge heavy crossbow". Therefor it is a weapon which can be hidden on Joe's body for 10 minutes by casting secret weapon. A huge heavy crossbow weighs 32 lb. (quadruple weight of a medium sized one). Joe's carrying capacity for a light load is 38 lb. Since a ballista is a heavy crossbow, Deadeye and Crossbow Sniper can be applied. When Joe approaches his mark he seems to be completely unarmed and unarmored. As soon as Joe is within 30 ft. of his mark, he draws the ballista as a move action thereby triggering Hidden Blade turning his mark flatfooted which enables Sneak Attack damage (+3d6) + Hit an Run fighter bonus to damage (Dexterity as competence bonus) + Deadeye (untyped Dexterity to damage) + Crossbow Sniper (1/2 Dexterity on damage) + Point Blank Shot (+1) + Craven (+6). As a standard action Joe fires his ballista for 3d8+3d6+2.5*Dex+7 damage. The -4 to hit from wielding a huge weapon hurts Joe's chance to hit but it is still d20+ Dexterity (BAB + Point Blank Shot cancel the penalty from wielding a huge weapon out) versus flatfooted AC. If in no hurry Joe could even use a death attack. Joe probably smeared poison on the ballista bolt for good measure. Of course all of this works with a regular heavy crossbow too as well as shuriken and daggers for a less "dramatic" approach.

    Skill Trick Sudden Blade
    Sudden Blade requires Joe threatening squares which is why the monk's unarmed strike comes in handy. Thereby Joe always threatens despite not carrying a weapon. When an enemy triggers an attack of opportunity Joe draws a concealed weapon (mostly a dagger) and stabs the now flatfooted opponent triggering sneak attack + craven and hit and run tactics.

    Skill Trick Nimble Charge
    Neraphim camouflage works on charge attacks which most often are hindered by difficult terrain. Nimble charge is one way to help secure a charge.


    All the rest

    When Ballista Joe isn't doing Ballista Joe things, he is a very capable assassin. Some ranks in disguise + Disguise self, full ranks in hide + move silently with Darkstalker and a decent Bluff check is a solid chassis for infiltration. Shuriken and daggers can easily be hidden on his body. Even fully unarmed Joe can still use his unarmed strikes and charge people with neraphim camouflage or simly win initiative. Neraphim also get +2 natural armor which is very welcome when Joe cannot wear armor on a mission.

  9. - Top - End - #39
    Titan in the Playground
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    Default Bane

    "To thine own self be true" hits different for someone like this.

    Quote Originally Posted by Bane
    Bane never knew who they were going to be. Yeah, sure, for now, he was Tom the apprentice baker, but next week? Who knows? She might be Sue, the new maid hired to help keep up the Royal Palace in Korth. Or perhaps he would be Jacob, the bean-selling merchant in Flamekeep. Or perhaps Jaime, a pan-handler in Thronehold who was missing a finger.

    As an agent of the Aurum, they were utilized best in as a deep cover spy and assassin. Once the job was complete, it was like Tom, Sue, Jacob, and Jaime never existed. And perhaps they never did. Or perhaps they live on, in the mind of a spy named Bane.

    True Neutral Changeling Rogue 3 / Spellthief 1 / Wizard 1 / Spymaster 1

    Stat array: Str 8, Dex 17, Con 12, Int 16, Wis 9, Cha 12. Stat boost at level 4 goes to DEX.

    Spoiler: Tables
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Changeling Rogue 1 (Races of Eberron 122) 0 +0 +2 +0 52: {+4} Balance: 4; {+4} Bluff: 4; {+4} Decipher Script: 4; {+4} Diplomacy: 4; {+4} Disguise: 4; {+4} Forgery: 4; {+4} Gather Information: 4; {+4} Hide: 4; {+2 CC} Know (Arcana): 1; {+2} Know (Local): 2; {+4} Sense Motive: 4; {+4} Sleight of Hand: 4; {+4} Tumble: 4; {+4} Use Magic Device: 4; Skill Focus (Bluff) Sneak Attack +1d6, Social Intuition
    2nd Rogue 2 1 +0 +3 +0 11: {+1} Balance: 5; {+1} Bluff: 5; Decipher Script: 4; {+1} Diplomacy: 5; {+1} Disguise: 5; {+1} Forgery: 5; {+1} Gather Information: 5; {+1} Hide: 5; Know (Arcana): 1; Know (Local): 2; {+1} Sense Motive: 5; {+1} Sleight of Hand: 5; Tumble: 4; Use Magic Device: 4; {+2} Assume Quirk; Spell Reflection (Complete Mage p35)
    3rd Spellthief 1 (Complete Adventurer p13-20) 1 +0 +3 +2 9: Balance: 5; {+1} Bluff: 6; Decipher Script: 4; Diplomacy: 5; Disguise: 5; Forgery: 5; {+1} Gather Information: 6; {+1} Hide: 6; Know (Arcana): 1; {+2} Know (Local): 4; Sense Motive: 5; Sleight of Hand: 5; {+2} Tumble: 6; {+2} Use Magic Device: 6; Assume Quirk; Weapon Finesse Sneak Attack +1d6 (+2d6 total), Steal Spell (0 or 1st), Trapfinding
    4th Wizard 1 1 +0 +3 +4 5: Balance: 5; Bluff: 6; {+1} Decipher Script: 5; Diplomacy: 5; Disguise: 5; Forgery: 5; Gather Information: 6; Hide: 6; Know (Arcana): 1; Know (Local): 4; Sense Motive: 5; Sleight of Hand: 5; {+2} Spellcraft: 2; Tumble: 6; Use Magic Device: 6; {+2} Second Impression, Assume Quirk; Improved Initiative (bonus) Wizard of Sun and Moon (Dungeonscape p14), Combat Wizard (Unearthed Arcana p59)
    5th Changeling Rogue 3 (RoE p122) 2 +1 +4 +5 13: Balance: 5; {+2} Bluff: 8; Decipher Script: 5; {+1} Diplomacy: 6; {+3} Disguise: 8; Forgery: 5; {+1} Gather Information: 7; Hide: 6; Know (Arcana): 1; Know (Local): 4; {+1} Sense Motive: 6; {+1} Sleight of Hand: 6; Spellcraft: 2; {+2} Tumble: 8; {+2} Use Magic Device: 8; Second Impression, Assume Quirk; Sneak Attack +2d6, (+3d6 total), Minor Lore
    6th Spymaster 1 (Complete Adventurer p76-79) 2 +1 +6 +5 11: Balance: 5; {+1} Bluff: 9; Decipher Script: 5; {+1} Diplomacy: 7; Disguise: 8; Forgery: 5; {+2} Gather Information: 9; Hide: 6; Know (Arcana): 1; Know (Local): 4; {+2} Sense Motive: 8; {+3} Sleight of Hand: 9; Spellcraft: 2; {+1} Tumble: 9; {+1} Use Magic Device: 9; Second Impression, Assume Quirk; Persona Immersion (RoE p110) Cover Identity, Undetectable Alignment

    Epic Feats Details
    Open Minded (CAdv p111) 5: Balance: 5; Bluff: 9; Decipher Script: 5; Diplomacy: 7; {+2} Disguise: 10; Forgery: 5; Gather Information: 9; Hide: 6; Know (Arcana): 1; Know (Local): 4; Sense Motive: 8; Sleight of Hand: 9; {+3} Spellcraft: 5; Tumble: 9; Use Magic Device: 9; Second Impression, Assume Quirk;
    Practiced Spellcaster - Wizard (Complete Divine p82)
    Sweet Talker (C Sc p81) Social Recovery, Timely Misdirection
    Master Pickpocket (City of Stormreach p95)
    Quick Change (RoE 110)
    Disturbing Visage (RoE 117)
    Fade Into Violence (Player's Handbook 2 p79)
    Combat Expertise
    Improved Feint
    Tumbling Feint (PHB2 P84)


    Spoiler: Build Notes
    Show
    Spoiler: Level 1-3
    Show
    Bane is a rogue with a magical bent. As a Changeling, they take the substitute level at level 1, allowing them numerous benefits. Primary for them are the ability to take 10 on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. 4 of these 5 are going to be highly utilized in their long term role taking on personas and infiltrating wherever they need to go. They learned early in their career that their facade goes a long way to determine what others think of them, so Skill Focus (Bluff) covers a pre-req and helps with Bluff skill which goes a long way for Bane. Spell Reflection helps them avoid targeted spells. With their high dex (and later, magical abilities to enhance AC) they should be able to take advantange of a poor person's spell turning periodically. Their first skill trick Assume Quirk definitely helps if they have to take the role of a real living being. A Level of spellthief adds a sneak attack die and the ability to steal spells when sneak attacking. Taking weapon finesse is a no-brainer for a more skillful character like Bane.


    Spoiler: Level 4-6
    Show
    At level 4 Bane takes a level of wizard. They trade their wizard feats for fighter feats and improved initiative. Also they trade their familiar (which might act as a give-away) for the ability to prepare two extra spells in a single slot. This flexibility is useful for an infiltrator like Bane. Bane doesn't need the conceal spellcasting trick, since Races of Stone p133 allows anyone to do it, skill trick or not. The skill trick Second Impression gives them another opportunity for their disguise to succeed if it somehow fails the first time. Another level of Rogue adds a third sneak attack die, and gives them the skills they need to become a Spymaster. This offers quite a few skills that are useful for Bane, as well as offering undetectable alignment, and the ability to establish a cover persona easily (aided by forgery skills and disguise). The persona immersion feat is extremely useful in E6, namely because on a successful will save it acts not only as a mind-blank but presents a false image to the caster.


    Spoiler: Level E1-E5
    Show
    Epic time! Open minded nets us a few more skills. In E6 where feats are cheap as dirt, Bane is willing to sacrifice a feat to gain a few more skill ranks. Practiced spellcaster is a huge boost for the otherwise low-level casting abilities available to Bane, mostly offering boosts to duration. Sweet Talker allows Bane (who already knows two Interaction skill tricks) to immediately learn two more. Their normal skill trick limit would be 3 in E6, this raises it to four. They pick up Social Recovery (allowing bluff to sub in for diplomacy) and Timely Misdirection for feinting. Master Pickpocket takes advantage of their sleight of hand ranks, dex, and maybe they can wand a boost or something, if the mission calls for theft instead of death. Quick Change gives them a boost in their ability to quickly morph and walk away if things go downhill or the mission is completed.


    Spoiler: Level E6-E10
    Show
    Disturbing Visage takes quick change one step further, allowing them to utilize their bluff of 23+ (take 10, 9 ranks, +1 CHA, +3 skill focus) in-combat. Fade into Violence is pretty underhanded in a group, but whatever it takes to survive. Last three feats are a chain to set up combat feinting, 3d6 of sneak attack is too useful to not use whenever possible. If Bane is missing a flank buddy or can't hide this could be crucial in a pinch, and it takes advantage of the tumble ranks Bane already has to avoid AoOs.


    Spoiler: Spells and Tricks
    Show
    Useful spells for Bane include various abjurations (Protection from Evil, Shield), Mage Armor, various divinations to include Insightful feint (SpC) , charm person, dead end (SpC), and expeditious retreat. Dead end tends to be the "Moon" spell for indoor use, expedition retreat tends to be the sun spell.

    Bane uses a lot of bluff to cover for quite a few things as a backup. Bluff can cover diplomacy, disguise, and feinting. Remember that although skill tricks are once per encounter, lots of different scenarios can be an encounter including social interactions. It's unclear if, for example, a massive banquet is a single encounter or numerous encounters. Talk to your DM and determine what works best at your table. Obviously for these purposes Bane would like a banquet to be multiple encounters (one per room, perhaps). I did look for a way to forcibly end or start encounters but failed. Maybe it's out there somewhere.


    All skill tricks are from Complete Scoundrel. Sources otherwise sourced within the text or come from SRD/PHB.

  10. - Top - End - #40
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    Default Blank

    Stretching the meaning of "Listen" as far as it'll go.

    Quote Originally Posted by Blank
    BLANK



    NE Ghostwise Halfling (Races of Faerun, p. 74)
    Marshal 5 (Miniatures Handbook p.11) /Uncanny Trickster 1(Complete Scoundrel p.67)



    Abilities
    Initial Race 4th
    STR 10 8
    DEX 10 12
    CON 12 12
    INT 15 15
    WIS 10 10
    CHA 17 17 18


    BACKGROUND:
    Blank had an illumian best friend named Jo. They survived the spider woman harem together by jumping out a window. They stowed away on her majesties flagship in a barrel. The two of them snuck into the glamoured forest and accidentally kidnapped the toadstool prince. They were the best of friends and companions for a couple of years. Their escapades came to a horrendous halt one evening when they were beset upon by gnoll bandits. Tho they tried their best to escape the situation, ultimately, Jo was struck down, exploding into a haunting garbled final utterance as the illumian words poured from their body. Blank remembered that sound, all of it. Bringing the news of Jo's death to his parents, one of whom was a high ranking illumian general. Because of his excellent retelling of the illumian's final words, Blank had honored the family of Jo. He was awarded an honorary rank in the illumian army. Since that time, Blank has consistently muttered those dying sounds of his best friend many times a day. In some small way, it is all that Blank has left of his friend and confidant. And Blank, well, Blank is doing his best to honor his miscreant son-of-a-general buddy.


    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Marshal 0 2 0 2 24: {+4} Bluff: 4; {+4} Handle Animal: 4; {+4} Knowledge (something): 4; {+4} Listen: 4; {+4} Ride/Tumble: 4; {+4} Spot: 4; Hidden Talent (XPH p.67) Synesthete, Skill Focus (diplomacy) Motivate Dexterity, Skil focus (diplomacy)
    2nd Marshal 1 3 0 3 6: {+1} Bluff: 5; Handle Animal: 4; {+1} Knowledge (something): 5; {+1} Listen: 5; Ride/Tumble: 4; {+1} Spot: 5; {+2} Listen to This; Major Aura (motivate attack)
    3rd Marshal 2 3 1 3 8: {+1} Bluff: 6; {+1} Handle Animal: 5; Knowledge (something): 5; {+1} Listen: 6; {+1} Ride/Tumble: 5; {+1} Spot: 6; {+1} Survival : 1; {+2} Collector of stories, point it out, Listen to This; Cool Head (Comp Scoundrel p.75) Master of opportunity minor aura (bonus to AC vs. AOO)
    4th Marshal 3 4 1 4 6: {+1} Bluff: 7; {+1} Handle Animal: 6; Knowledge (something): 5; Listen: 6; Ride/Tumble: 5; {+1} Spot: 7; {+1} Survival : 2; {+2 CC} Concentrate: 1; Collector of stories, point it out, Listen to This; grant move action 1/day
    5th Marshal 3 4 1 4 6: {+1} Bluff: 8; {+1} Handle Animal: 7; Knowledge (something): 5; Listen: 6; {+1} Perform (talkin): 1; Ride/Tumble: 5; {+1} Spot: 8; Survival : 2; Concentrate: 1; {+2} Group Fake out, Collector of stories, point it out, Listen to This; Major Aura (Motivate Urgency), Minor Aura: Master of Tactics
    6th Uncanny Trickster 3 4 3 4 12: {+1} Bluff: 9; {+1} Handle Animal: 8; {+3} Knowledge (something): 8; Listen: 6; Perform (talkin): 1; {+4} Ride/Tumble: 9; {+1} Spot: 9; Survival : 2; Concentrate: 1; {+2} Timely Misdirection, Group Fake out, Collector of stories, point it out, Listen to This; Martial Study (leading the attack) Bonus trick, favorite trick (Listen to this)

    languages: common, halfling, drow sign language, hammertalk (dragonlance Campaign setting)


    Epic Feats
    Darkspeech (Elder Evils p.12)
    Omniscent whispers (Unearthed Arcana p.94)
    Goad (Complete Adventurer p.109)
    Dark Whispers (Elder Evils p.12)
    Dilate aura (FC2 p.83)
    Martial Stance (bolstering voice)
    Martial Stance (Leading the Charge)
    Kiai Shout (complete Warrior 102)
    Heavy armor optimization (races of stone 141)
    Deflective armor (Races of Stone 137)

    Skill trick: Listen to This

    This build is centered around a single skill trick and then built out. As a ghostwise halfling, Blank can Speak without Sound, communicating telepathically with any creature within 20 feet, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the other person or creature he speaks to telepathically, or the telepathic link fails.

    Which is a pretty cool way to use listen to this to affect a single person.

    I chose some weird languages because they seemed fun. long distance tunnel hammer talk? yes sign us up. Convert sound energy to sight energy with drow sign language? yeah, that's gonna be a big heck yes.

    Listen to this allows you to "describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves." it has no listed action cost and as per Complete Scoundrel page 84: Each skill trick’s description specifies what sort of action, if any, is required. So this is a free action situation!

    The synesthete hidden talent allows Blank to hear light when blinded, which is a temporary state when you know how to tie a handkerchief around your eyes. But it allows you to hear true daylight. Which you can then use to kill a vampire if you expose them to that sound for two rounds. I'm sure there's a ton more light-based ways to use the listen to this skill trick, but that's that conjecture best saved for a 20 level build. "Please, don't hit me with a color spray, cus then i might tell you how it made me feel"

    Marshal offers heavy armor proficiency, so it is suggested that you wear big armor while you talk all the smack to come. The final two feats add to that.

    Marshal auras affect all allies within range that can hear you. Which means you can use one aura, swift action change that aura, and then hit your allies with a combined double aura by using listen to this next round alongside the new aura. In fact, you can stack as many sound based boons as you possibly can to circumvent some of the ridiculous limitations on the marshal class. Particularly when you begin the ability to 1/day grant move actions: it effectively becomes 1/encounter. Which is nice. And then, when you have the uncanny trickster level it goes up to 2/encounter. The minor auras chosen are a boost to initiative and dex rolls, a boost to AC against AOOS, and a bonus to flanking damage. All of these pair quite nicely with the spare move actions. Typically, Blank will start with motivate dexterity up, that's +4 initiative and dex checks, like the tumble skill. The AC bonus against AOOs allows your strike force to get into flanking position for +4 damage.

    And then uncanny trickster allows a second use of listen to this per encounter, allowing on the third round of combat to stack all of your auras simultaneously. "Remember what i said last round? Well, all of that plus some more!"

    The major auras chosen add +1 to attack rolls and +5 to movement speed. Again, nicely pairing with Blanks ability to make for some highly mobile buddies.

    In between encounters you can just re-up your sound based shenanigans 1/minute, effectively allowing you to go marshal nova in ways unseen previously in the history of marshaldom. With this mobility enhancing schtick, it makes sense to nab the bluff based feinting skill tricks to completely negate AOOs for your friends by pulling a timely misdirection group fake out. And considering that it is based on bluff, well, that's just more listen to this fodder.

    Darkspeech offers the ability to create hiveminds, to afflict beings with fear or charm effects if evil. And it is all based on being heard, so you can use the listen to this skill trick to avoid additional ability damage. Dark whispers grow that ability into putting the staggered condition on enemies. Omniscient whispers allows for you to tap into a commune spell at the cost of being exhausted, but again, it is sound based, so you can possibly use it to exhaust others or grant them a commune spell effects. I'm not sure how that one gets ruled by your GM, but it represents the continued bond of Blank's long lost friend Jo. Paired with the ghostwise ability, you can do all of this silently.

    And then there's goad, which is a terrible feat, but it's a move action to use and you'll be having spare move actions at level 4. But talking is a free action thereafter, so you could use listen to this to regoad.

    Maybe you want to stack some fear effects? Well you're in luck because kiai shout has entered the chat. Dilate aura makes your marshal auras reach out 120 feat.

    And then there's white raven stances, both of which are moderated by sound, so with leading the charge (+3 to attack rolls while charging) and bolstering voice (+2 to will saves/+4 against feat), you can add those aural effects into your oral allocution of listening to this.

    And yes, you need to pass a listen check to use these abilities and stack them. But listen checks have their DC dropped by modifiers, and if you're the one saying it, your probably gonna hear it.

    Lastly, heroes of battle page 77, and our backstor provide our hivemind swarm monsters a little extra bonus (+2 morale bonus to attack rolls) in the form of a feral commander aura. If that feels cheesy, the mobile commander aura from the same page adds a +5 morale bonus to the speed of your allies and all you have to do is be Chaotic Evil. Judging by the recognition point system, Blank should be commander level 3 by the time they get to level 6.

    In all, so long as you don't get deafened, you should be able to use any of these funky abilities to turn your team into a monstrous fighting team.

    Spoiler
    Show
    Variations.
    Adding ineluctable echo onto a creature that doesn't need to sleep will allow this build to sacrifice the ghostwise racial ability for the ability to constantly remind yourself what wail of the banshee sounds like every hour.

    Wild cohort is a good choice for a feat on this guy, but i figured they could just like...buy horses.

  11. - Top - End - #41
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Cyan

    A man of honor and of the art of the sword.

    Quote Originally Posted by Cyan

    Spoiler: Image
    Show


    Anyway, when I looked at the Skill Tricks, I thought a Samurai build using Never Outnumbered would be cool. So i looked at the Samurai classes. Then i looked at Factorum. And... Inspiration as Ki? Arcane Dilettante as magic sword techniques? Opportunistic Piety for a blessing from the spirts? Iajustu focus as a class skill!!? Yeah. So here you go!

    Abilities Initial Race / Template 4th
    STR 14 0 0
    DEX 12 0 0
    CON 14 0 0
    INT 14 0 0
    WIS 10 0 0
    CHA 15 0 1


    Spoiler: The Build
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Warblade (ToB) +1 +2 +0 +0 Intimdate 4, Jump 4, Balance 4, Concentration 4, Knowldege (Arcana) 2, (Nature) 2, (Religion) 2 Exoctic Weapon Proficancy (Katana), Martail Stance (Iron Guard's Glare) Battle Claity, Weapon Apitude
    2nd Factorum 1 (DS) +1 +2 +2 +0 Jump 5, Iajutsu Focus 5 (OA), Balance 5, Knowldege (Arcana) 4, (Nature) 4, (Religion) 4 Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding
    3rd FCT 2 +2 +2 +3 +0 Intimdate 6, Iajutsu Focus 6, Jump 6, Concentration 6, Knowldege (Arcana) 5, (Nature) 5, (Religion) 5, Skill Trick Quick Draw, Collector of Stories Arcane dilettante (1 spell)
    4th FCT 3 +3 +3 +3 +1 Intimdate 7, Iajutsu Focus 7, Jump 7, Concentration 7, Knowledge (Arcana) 7, (Nature) 7, (Religion) 6 Brains Over Brawn, Cunning Defense
    5th FCT 4 +4 +3 +3 +1 Intimdate 8, Iajutsu Focus 8, Jump 8, Concentration 8, Knowledge (Arcana) 8, (Nature) 8, (Nobality and Royality) 1, (Religion) 8 Arcane Dilettante (2 spells), Cunning Strike
    6th FCT 5 +4 +3 +4 +1 Intimdate 9, Iajutsu Focus 9, Jump 9, Concenctration 9, Knowledge (Arcana) 8, (Nature) 8, (Religion) 8 Skill Trick Imperous Command (DotU), Never Outnumberd Opportunistic Piety
    Epic Feats
    Sudden Recovery
    Knowlegde Devotion (CC)
    Martail Study (Sudden Leap)
    Martail Study (Burning Brand)
    Steady Concentration (RoS)
    Improved Initiative
    Law Devotion (CC)
    Frightful Presence (DRA)
    Skill Focus (Iajutsu Focus)
    Skill Focus (Intimdate)


    Spoiler: Manuvers, Stances, And Spells
    Show
    Level IL/CL Manuvers Stances Inspiration Spells
    1st 1/0 (3)- Moment of Perfect Mind, Sapphire Nightmare Blade, Wolf Fang Strike (1)- Punishing Stance, Iron Guard's Glare
    2nd 1/0 2
    3rd 2/2 3 (1) Flex Slot
    4th 2/3 3
    5th 3/4 3 (2) Bladeweave, Wraith Strike, Heart of Air
    6th/Epic 3/5 Sudden Leap, Burning Brand 4


    Spoiler: LV 1
    Show
    We start off as a human Warblade (Let's call him Cyan) for the skill points, bonus feat and Manuvers. The skill tricks look they could make a cool samurai, so for his starting weapons we take a Katana (Masterwork Bastard Sword) and a Wakizashi (Masterwork Short Sword), giving him a pair of Daisho (Matched Swords) for use in combat. In combat, his main method of fighting will be to use iron guard's glare for lockdown, and attacking with his katana. We also gain Int to Reflex save because of battle clarity.


    Feats:
    Exotic Weapon Proficiency (EWP):
    Allows us to attack one-handed with a Bastard Sword. Or use a Gnomish Quickrazor later.
    (Remember, Weapon Aptitude lets us change our EWP if we have an hour of free time)

    Manuvers:
    As a Warblade, recover after taking a swift action+standard action/attacking, or the encounter ends.
    Each Manoeuvre is 1/Recovery.

    Moment of Perfect Mind (Boost):
    Take a Concentration check instead of a will saving throw. Helps our weak will save drastically when it matters

    Sapphire Nightmare Blade (Strike):
    Attack. Your target counts as Flat-Footed if they fail a concentration check.You also 1D6 extra damage. (No Dex Bonus to AC, Vulnerable to sneak attack and Iajustu) (1d10+3 Damage) Combo piece for later.

    Wolf Fang Strike (Strike)
    Attack with two weapons, with a -2 penalty to each attack roll.
    (Same as TWF) (1d10+3 and 1d6+3 Damage over both attacks) Bonus attacks mean more damage, and it can be used to it's full effectiveness without needing to draw a weapon.


    Spoiler: LV 3
    Show
    Cyan is now a Factorum. This gives him a pool of 3 inspiration points (IP), which refresh at the end of each encounter, and some class features to use them with:

    Cunning Insight: +Int (Competence) to attack roll, damage roll or saving throw. 1 IP

    Cunning Knowledge: +Factorum level (Untyped) to any skill. 1 IP

    Arcane Dilettante: Cast a spell from the Sorc/Wiz Spell lists. 1/day, 1 IP
    (These Count As Spell-Like Abilities)

    These features can help us in combat by giving us situational bonuses. (Such as using Cunning Knowledge for more Iajustu Focus Die) Personally i would use Arcane Dilettante's first level slot for situational (For example, using magic weapon to overcome DR/magic)

    We also gain Collector of Stories to help us identify monsters. Now we know what we can our alchemist's fire on! (Other than trolls, of course)

    And now our first combo:

    Thanks to the quick draw feat, we can draw our Short Sword when using Sapphire Nightmare Blade. This makes it scale based on our Iajustu Focus check. We have 6 ranks of Iajustu Focus meaning if we take ten*, Sapphire Nightmare Blade deals 4d6+3 damage. (For Now) And since Warblades can take a move action when they recover manuvers, we can use that action to shethe our Short Sword, letting us do this any time we use Sapphire Nightmare Blade.

    Also, remember we don't suffer the penalty for 2 weapon-fighting as we only attack with 1 weapon.

    (*Yes, I know cyan can't do that)

    Also, we get Trapfinding.


    Spoiler: LV 6
    Show
    We now get the centre of the build: The
    Never Outnumberd+Imperious Command Combo. This let's Cyan Cower (Can't Move), Then Shaken (-2 to attack rolls, saving throws, skill checks and ability checks) multiple foes for 1 round each, helping him control the battlefield with a hard stare.

    He can also apply his Int bonus to STR, DEX based skill checks and AC thanks to Brains Over Brawn and Cunning Defence (1 IP), and can use his IP to add damage to Sapphire Night Blade by using Cunning Strike. He can also use Opportunistic Piety to heal a party member for 14HP 3/day, allowing him protect downed party members. (He can also Turn Undead using this, but we don't care about this now)

    For his 2nd Level spell, try Bladeweave to daze opponents for one combat, and Wraithstrike to make melee attacks target touch AC

    Sapphire Nightmare Blade Damage:
    (If a ten is rolled)
    5D6+3


    Spoiler: EPIC FEATS
    Show
    Sudden Recovery:
    One extra manuver 1/day. Can be used for more wolf fang strikes or dealing with will saves.

    Knowledge Devotion:
    Collector of Stories gives a +5 to knowledge checks to identify a monster. If we roll a ten, this is a +2 bonus to damage. We also pumped Knowledge (Arcana, Nature, Religion) with our spare skill points. Cyan knows your weak point!

    Martial Study:
    Cyan takes this feat twice, taking Sudden Leap and Burning Brand.

    Sudden Leap lets Cyan move as a swift action, greatly increasing the amount of the battlefield he can control. Also, Cyan can use the Heart of Air spell from Complete Mage to give himself a +23 to jump checks (9 ranks, +4 from STR+INT mods, +10 from the spell), allowing for fast movement with only a swift action.

    Burning Brand allows Cyan to increase our threatened radius to 10ft for one turn. This also helps with controlling the battlefield, as well.

    As both of these manuvers benefit from being used often, Sudden Recovery works well with them.

    Steady Concentration:
    Taking 10 a Concentration check gives a 20 (10, +8 Skill Points, +2 CON MOD) which makes sure we pass will saves and inflict flat-footed with Sapphire Nightmare Blade.

    Improved Initiative:
    Going first is really helpful for any controller or lockdown build, as it make sure you can prevent foe from acting NOW

    Law Devotion:
    +3 bonus to BAB or AC 1/day. You could argue that because Opportunistic Piety gives you turns, you could fuel it with that. I'll leave that up to the judges, though.

    Frightful Presence:
    When Cyan attacks, lower level foes must take a DC 16 will save or be shaken for 1d6+3 Rounds. However, if a foe succeeds on the will save they become immune. This can weaken Cyan's foes, making them easier for the rest of party to take out.

    Skill Focus (Iajutsu Focus),:
    Gives Cyan a +3 to Iajutsu Focus,
    making sapphire nightmare blade deal 7D6+3 damage
    (If a ten is rolled)

    Skill Focus (Intimidate):
    Improves the chance that Cyan's Demoraliztion attempts go off.

  12. - Top - End - #42
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Luke T'Hare

    Lopunny used Fake Out! Skarmory flinched!

    Quote Originally Posted by Luke T'Hare
    Luke T'Hare
    Chaotic Evil Hare Hengeyokai Spellthief 3/Binder 3

    Spoiler: Introduction
    Show



    Although my homage pales in comparison to the original, watching some classic Bugs Bunny vs Elmer Fudd is still a far better introduction to this build than anything I could write.


    Spoiler: Ability Scores
    Show

    Abilities Initial Race / Template Level 4 Total
    Str 10 10 (+0)
    Dex 16 +2 18 (+6)
    Con 14 14 (+2)
    Int 14 14 (+2)
    Wis 8 -2 6 (-2)
    Cha 15 +1 16 (+3)


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Spellthief +0 +0 +0 +2 Bluff (+4) 4; Hide (+4) 4; Move Silently (+4) 4; Disguise (+4) 4; Sleight of Hand (+4) 4; Tumble (+4) 4; Escape Artist (+4) 4; Balance (+4) 4; City Slicker Sneak attack +1d6, steal spell (0 or 1st), trapfinding
    2nd Binder +0 +2 +0 +4 Bluff (+1) 5; Hide 4; Intimidate (+2) 2; Move Silently 4; Disguise (+1) 5; Sleight of Hand 4; Tumble 4; Escape Artist 4; Balance 4; Soul binding (1 vestige)
    3rd Binder +1 +3 +0 +5 Bluff (+1) 6; Hide 4; Intimidate (+2) 4; Move Silently 4; Disguise (+1) 6; Sleight of Hand 4; Tumble 4; Escape Artist 4; Balance 4; Combat Expertise Pact augmentation (1 ability), suppress sign
    4th Spellthief +2 +3 +0 +6 Bluff (+1) 7; Hide (+2) 6; Intimidate 4; Move Silently (+1) 5; Disguise (+1) 7; Sleight of Hand (+3) 7; Tumble 4; Escape Artist 4; Balance 4; Detect magic, spellgrace +1, steal spell effect
    5th Binder +3 +3 +1 +6 Bluff (+1) 8; Hide 6; Intimidate 4; Move Silently 5; Disguise (+1) 8; Sleight of Hand 7; Tumble 4; Escape Artist 4; Balance 4; Group Fake-Out
    6th Spellthief +4 +4 +2 +6 Bluff (+1) 9; Hide 6; Intimidate 4; Move Silently (+1) 6; Disguise (+1) 9; Sleight of Hand (+2) 9; Tumble 4; Escape Artist (+1) 5; Balance 4; Timely Misdirection Improved Binding Steal energy resistance 10

    Epic Feats
    Improved Feint
    Martial Study (shadow jaunt)
    Martial Stance (child of shadow)
    Shadow Blade
    Sweet Talker (Assume Quirk, Second Impression)
    Darkstalker
    Shape Soulmeld (necrocarnum touch)
    Skill Focus (Bluff)
    Force of Personality
    Master Pickpocket


    Spoiler: Level Breakdown
    Show

    Level 1:
    Like a lot of characters, Luke's best bet at this point is to grab a crossbow and shoot people with it. Whenever possible he should make use of Sneak Attack, and even steal spell if he can.

    Level 2:
    Binding Leraje doesn't fundamentally change Luke's strategy, but it does improve it quite nicely. Naberius is an option for more socially-oriented days.

    Level 3:
    It's always tough to decide where to put pact augmentation, but personally, I'm a big fan of the saving throw bonus.

    Level 4:
    I love steal spell effect, and I think it's an ability a lot of people underestimate. It's worth noting that at level 6 Luke will be able to steal spell effects with a caster level of up to 6, which in an E6 environment should be as much as he needs.

    Level 5:
    Luke learns his first skill trick, but he doesn't have much use for it yet. Don't worry, we're getting there. In the meantime, 2nd-level vestiges become available, but even the best of them (Malphas) is of questionable value compared to the 1st-level choices.

    Level 6:
    Another spellthief level, but weirdly, the big ticket item here is Improved Binding. Luke now has access to Paimon, his go-to vestige and basically the whole reason he went down the binding path in the first place. Almost all of Paimon's abilities are useful. In particular, +4 Dex is very nice, boosting Luke's Dex to 22 (+6). Weapon Finesse means he's finally competent in melee, abd the Tumble bonus helps too. Dance of Death isn't especially useful just yet, but it's nice to have, and it's going to get better soon. Whirlwind Attack is nice to have as a freebie for the rare situation where it's actually useful.

    Improved Feint: It took a long time to get here, but we made it. This is where the build comes online. Luke's main trick, which he will use on his first turn in almost every combat, goes like this. First, he uses a move action to feint, using Group Fake-Out to affect as many enemies as he'll be able to run past with his 40-ft of movement. Then he uses Dance of Death (which is a standard action) to attack them, allowing him to start each combat by stealing spells and spell effects from all enemies. Note that while Dance of Death provokes opportunity attacks, Timely Misdirection will prevent them. Although it's strictly a 1/encounter combo, it allows Luke to start each fight with a mass debuff that does some damage and hopefully gives him some free buffs and spells.

    So, there's an elephant in the room - the volley rule. Now, personally, I think the volley rule is stupid, but sadly that doesn't seem to prevent it from existing.
    Quote Originally Posted by Rules Compendium, pg. 43
    A form of attack that enables an attacker to make multiple attacks during an action other than a full-round action, such as the Manyshot feat (standard action) or a quickened scorching ray (swift action), allows precision damage to be applied only to the first attack in the group.
    However! The spellthief says:
    Quote Originally Posted by Complete Adventurer
    A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead [...]
    Spellthief abilities require "a successful sneak attack", but the volley rule doesn't actually prevent that. It only prevents you from applying precision damage to multiple attacks. So Luke can't deal sneak attack damage to everyone he hits with Dance of Death, which will definitely be inconvenient at times, but he should be able to steal spells and spell effects from them.

    Martial Study: Short-range, unlimited (out of combat) teleportation is famously useful, but it's mostly a pre-req for...

    Martial Stance: Concealment is nice to have, but still, this is just a pre-req for...

    Shadow Blade: You knew it was coming, but Dex to damage is just way too nice not to get.

    Sweet Talker: Like Bugs Bunny or Brer Rabbit before him, Luke is a master of disguise, and all too ready to back up his disguises with outrageous lies. Assume Quirk helps him fool observers who should know better, while Second Impression lets him Bluff his way out of a failed Disguise.

    Darkstalker: Another feat you saw coming a mile away, it's the feat that stops people from seeing you coming a mile away.

    Shape Soulmeld, Skill Focus: These are just big boosts to all of Luke's favourite skills (except Disguise, but what can you do).

    Force of Personality: Charisma to Will saves turns a penalty into a bonus, for a net +5.

    Master Pickpocket: I saved this one for last, because it's a little dodgy, but it's also way too fun not to include. Free action pickpocketing leads to some hilarious nonsense, even if the DM puts some sensible limits on how many times you can try it in a turn. At a -10 penalty, we're still looking at a +11 total. For Luke specifically, though, there's some extra fun: when he uses Dance of Death, he can pickpocket every enemy as he runs past and attacks them. This really exemplifies the core idea here - Luke tricks his enemies into looking the other way, then runs around stabbing all of them, siphoning their magic, and nicking their stuff.



    Spoiler: Stats
    Show

    Hit Dice: 3d6+3d8 (38.5 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+6 Dex), touch 16, flat-footed 10
    Base Attack/Grapple: +4/+4
    Attack: Shortsword +10 melee (1d6+6)
    Saves: Fort +7, Ref +9, Will +10
    Skills: Bluff +15 (+19 when feinting), Hide +12, Intimidate +9, Move Silently +12, Disguise +12 (+14 when acting in character), Sleight of Hand +21, Tumble +10, Escape Artist +10, Balance +10


    Spoiler: Sources
    Show

    • Hare Hengeyokai: Oriental Adventures, Dragon 318
    • Spellthief, Force of Personality: Complete Adventurer
    • City Slicker: Races of Destiny
    • Binder, Improved Binding, Leraje, Naberius, Paimon: Tome of Magic
    • Sweet Talker, Group Fake-Out, Timely Misdirection, Assume Quirk, Second Impression
    • Martial Study, Martial Stance, Shadow Blade, shadow jaunt, child of shadow: Tome of Battle
    • Darkstalker: Lords of Madness
    • Shape Soulmeld, necrocarnum touch: Magic of Incarnum
    • Master Pickpocket: City of Stormreach, pg. 95
    • Everything else: SRD content


  13. - Top - End - #43
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Whip Dancer

    When I hear "whip dancer" I imagine a Castlevania-themed DDR (hey, they're both owned by Konami, it could happen) and I would pay so much money for a DDR that's all Castlevania tunes.

    Quote Originally Posted by Whip Dancer
    Sorry, I have no story.

    But we can look at character path via his classes and feats.
    First level looks like... Errand boy, maybe in some crime. Smart enough to survive and to be able to go out.
    Second to fifth levels looks like... Somebody who hides. In some wild tribe. Firstly he try to be big and strong... young. But... he can't. In other hand he can draw the attention of tribe shaman or found way to pact magic himself. He is smart.
    Sixth and epics. He returned to his hometown, but as a different person. And even if he has been known by somebody from his past, he can strike back very hard.

    Spoiler: Tables
    Show

    HN Human Factotum-1/Lion Totem Ferocity Barbarian-1/Binder-3/Chameleon-1

    Spoiler: Stats
    Show
    Abilities Initial 4th Paimon Total
    STR 8 8
    DEX 15 1 4 20
    CON 10 10
    INT 18 18
    WIS 8 8
    CHA 14 14

    Spoiler: Build
    Show
    Level Class BAB Fort Reflex Will Skills New Tricks Feats Class Features
    1st Factotum-1 0 0 2 0 44: {+2} Balance: 2; {+4} Bluff: 4; {+1} Concentration: 1; {+4} Disguise: 4; {+1} Handle Animal: 1; {+4} Intimidate: 4; {+4} Iaijutsu Focus: 4; {+4} Ride: 4; {+4} Spellcraft: 4; {+4} Sense Motive: 4; {+4} Sleight of Hand: 4; {+4} Tumble: 4; {+4} Use Rope: 4; Able Learner, Font of Inspiration (Human) Inspiration, cunning insight, cunning knowledge, trapfinding
    2nd Lion Totem Ferocity Barbarian-1 1 2 2 0 9: {+1} Balance: 3; {+1} Bluff: 5; Concentration: 1; {+1} Disguise: 5; Handle Animal: 1; Intimidate: 4; Iaijutsu Focus: 4; {+1} Ride: 5; Spellcraft: 4; Sense Motive: 4; {+1} Sleight of Hand: 5; {+1} Tumble: 5; {+1} Use Rope: 5; Dismount Attack Pounce, illiteracy, ferocity 1/day
    3rd Binder-1 1 4 2 2 7: Balance: 3; Bluff: 5; Concentration: 1; {+1} Disguise: 6; {+1} Handle Animal: 2; Intimidate: 4; Iaijutsu Focus: 4; {+1} Ride: 6; Spellcraft: 4; Sense Motive: 4; {+1} Sleight of Hand: 6; {+1} Tumble: 6; Use Rope: 5; Whip Climber EWP (Whip) Soul binding (1 vestige)
    4th Binder-2 2 5 2 3 7: Balance: 3; Bluff: 5; Concentration: 1; {+1} Disguise: 7; Handle Animal: 2; Intimidate: 4; {+1} Iaijutsu Focus: 5; {+2} Jump: 2; {+1} Ride: 7; Spellcraft: 4; Sense Motive: 4; {+1} Sleight of Hand: 7; {+1} Tumble: 7; Use Rope: 5; Pact augmentation (1 ability), suppress sign
    5th Binder-3 3 5 3 3 7: Balance: 3; {+3} Bluff: 8; Concentration: 1; {+1} Disguise: 8; Handle Animal: 2; Intimidate: 4; Iaijutsu Focus: 5; Jump: 2; {+1} Ride: 8; Spellcraft: 4; Sense Motive: 4; {+1} Sleight of Hand: 8; {+1} Tumble: 8; Use Rope: 5;
    6th Chameleon-1 3 5 3 3 9: {+2} Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; {+3} Handle Animal: 5; Intimidate: 4; {+1} Iaijutsu Focus: 6; Jump: 2; {+1} Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Conceal Spellcasting Improved Binding, Weapon Finesse (Paimon), Whirlwind Attack (Paimon) Aptitude focus 1/day (+2)
    E1 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 6; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Quick Draw
    E2 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 6; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Hidden Blade, Sudden Draw Sure Hand
    E3 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 6; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Skill Focus (Ride)
    E4 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 6; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Flick of the Wrist
    E5 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 6; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Skill Focus (Iaijutsu Focus)
    E6 - 5: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; {+3} Iaijutsu Focus: 9; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Nimble Charge Open Minded
    E7 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 9; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Twisted Charge, Nimble Stand Freerunner
    E8 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 9; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Wild Cohort
    E9 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 9; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Polar Chill
    E10 - 0: Balance: 5; Bluff: 8; Concentration: 1; Disguise: 8; Handle Animal: 5; Intimidate: 4; Iaijutsu Focus: 9; Jump: 2; Ride: 9; Spellcraft: 4; Sense Motive: 4; Sleight of Hand: 8; Tumble: 8; Use Rope: 5; Luck Devotion


    Spoiler: Tips & Tricks
    Show

    Spoiler: Paimon
    Show

    It's always Paimon. No other vestiges. Before him... Maybe I use others, but Paimon always was my lighthouse, the goal I was going to.


    Spoiler: Dismount Attack + Pounce + Whirlwind Attack + Hidden Blade + Iaijutsu Focus
    Show

    1) Pounce let me do full attack with charge and using Whirlwind Attack is full attack action.

    2) Dismount Attack let me do charge with single standard. So I have move action to use Hidden Blade trick.

    3) Whirlwind Attack is "one melee attack at your full base attack bonus against each opponent within reach" so Iaijutsu Focus damage should apply to damage for all enemies.


    Spoiler: Whip + Hidden Blade
    Show

    Yes, whip isn't light weapon, but it can be easily hidden on the body, for example wrapped around torso. I saw this in one episode of Xena. Gabrielle carried Xena's whip in a prison in this way. ;)


    Spoiler: Whirlwind Attack + Whip
    Show

    Whirlwind Attack is "one melee attack at your full base attack bonus against each opponent within reach" and "whip is treated as a melee weapon with 15-foot reach".


    Spoiler: Paimon’s Blades + Whip
    Show

    I gain "the benefit of the Weapon Finesse feat when you wield such weapons (the rapier and short sword)". I easily can wield short sword and whip simultaneously (and Draw sword as free action due Quick Draw). So I can apply benefit of the Weapon Finesse feat to the Whip.


    Spoiler: Polar Chill + Iaijutsu Focus
    Show

    Polar Chill has some bad wording, but all looks like it forces all in the area to balance and be flat-footed.


    Spoiler: Luck Devotion
    Show

    This feat is good for all who rolls damage with full hand of dices. I do. Up to +5d6 from Iaijutsu Focus and base damage. All this may checks many times every round.


    Spoiler: Whip Dagger
    Show

    There is good alternative to whip in Sword and Fist - Whip Dagger. It is the same Whip, but with 1d6 lethal damage that doesn't stop by NatAC and Armor. It doesn't update to 3.5 and for Whip-like weapon it is bad - we can't use it as it is. But update isn't big deal.


    Spoiler: Pact augmentation
    Show

    Mainly I use "+1 insight bonus on attack rolls" option. Even with Weapon Finesse I have only +3 BAB.


    Spoiler: Flick of the Wrist + Whirlwind Attack + Iaijutsu Focus
    Show

    Another Iaijutsu Whirlwind combo. Work only with a light weapon, but I can have many short swords in my waistband.


    Spoiler: Aptitude focus
    Show

    In general I select Arcane Focus. Favorite spells are: Invisibility (1st level for Telflammar Shadowlord), True Strike (1st; Whirlwind Attack is single attack!), Enlarge Person (1st; it's always good for Whirlwind Attacker), Grease (1st; of course I use it, some flat-footed enemies isn't bad), Glitterdust (2nd; blind all in 10-ft.-radius is good option, too), Mount (1st; until E8, when I take heavy horse via Wild Cohort), Absorb Weapon (1st for Assassin; with Enlarge Person I can hide a Whip! Draw it as free action thanks to Quick Draw, feint as free, and use Whirlwind Attack), Crabwalk (1st for Bard; +4 for attack with charge is good, especially with Whirlwind Pounce), Whirling Blade (2nd; another way to apply Iaijutsu Focus damage to many enemies in one single action).


    Spoiler: Hidden Blade
    Show

    Hidden Blade for Iaijutsu Focus build? Yes, please.


    Spoiler: Nimble Charge and Twisted Charge
    Show

    Nimble Charge and Twisted Charge for pouncer? Of course I took it!


    Spoiler: Conceal Spellcasting
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    This skill trick isn't somу cornerstone, but it can be very useful to conceal some spell.


    Spoiler: Whip Climber
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    Main. It looks cool! And I anyway took a Whip.


    Spoiler: Dismount Attack
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    It's one of the main trick I builded around. And it'll be shame if it'll not work. So lets look.
    9 (ranks) + 5 (Dex) + 3 (Skill Focus) + 2 (Synergy) = +19
    Yes! I can Fast dismount with natural 1!


    Spoiler: Cunning insight
    Show

    Add Int mod (+4) to an attack roll, damage roll, or saving throw three times in every battle? Yes, I'll use this.


    Spoiler: Ferocity
    Show

    I don't like it because it prevents using Iaijutsu Focus, but in some cases it can work as a last resort.


    Spoiler: Books & Sources
    Show

    All spells are from PHB and Spell Compendium.
    Factotum from Dungeonscape.
    Binder from Tome of Magic. Improved Binding, too.
    Chameleon from Races of Destiny as well as Able Learner.
    Open Minded from Complete Adventurer.
    Flick of the Wrist from Complete Warrior.
    All skill tricks and feats Sure Hand and Freerunner from Complete Scoundrel.
    Luck Devotion and Lion Totem barbarian variant from Complete Champion.
    Polar Chill from Unearthed Arcana.
    Telflammar Shadowlord from Unapproachable East.
    Assassin from DMG.
    Quick Draw, Skill Focus, Weapon Finesse, Whirlwind Attack, Exotic Weapon Proficiency, and Barbarian from PHB.
    Iaijutsu Focus from Oriental Adventures.
    Wild Cohort, Font of Inspiration, and Ferocity founded on the Wizards of the Coast website (links below).

  14. - Top - End - #44
    Titan in the Playground
    Join Date
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    Default Mr. Winthrop

    Why is she wearing… okay, I guess rich people just are like that.

    Quote Originally Posted by Mr. Winthrop
    Spoiler: portrait (large image)
    Show


    Mr. Winthrop

    “All the world will be your enemy, Prince with a Thousand Enemies, and whenever they catch you, they will kill you. But first they must catch you, digger, listener, runner, prince with the swift warning. Be cunning and full of tricks and your people shall never be destroyed.”

    Spoiler: backstory
    Show

    I do hope they’ve replaced that dour old fellow they had answering the door last winter. The contessa’s thoughts announced her presence before her knock.

    Winthrop drew the door open before her fist made contact, putting the perfectly coiffed young thing off balance, if only for a moment.

    “How’d you know I was here, then?” she said and hid her flusterment behind a fan that clacked open just a moment too late.

    “Your man’s light, miss.” Winthrop nodded back toward the carriage she’d arrived in where the lantern swing in the coachman’s hand, still guttering even in this rain as he made his way toward the stables.

    “Oh, all right. You can take my hat.” She doffed the great thing of fur and ribbon and he accepted it like a medal.

    “Your coat, miss?” he asked.

    “Careful, old man, it bites,” she said none too soon as the thing nearly took off his finger.

    Brat barely keeps me alive, the coat complained in a way its mistress wouldn’t hear.

    Let the plum ripen, young one. What kind of servant would I be if I let you go hungry? Behave and I’ll see you’re rewarded.

    If it understood, it didn’t argue and let itself be hung up in the cloakroom with much less lively garments.

    “If you’ll join the others in the parlor, please, young miss,” Winthrop said with a smile.

    “And why should I do a thing like that? I haven’t even been told why I’ve been called all the way across creation to this dreadful old place. If it’s all the same to you, I’ll just wait right—“

    Obstinate brat. Go into the parlor and drink your sherry like a good girl.

    And like that, the contessa changed her mind. Or rather, someone changed it for her.

    “Is there sherry?” she asked pleasantly.

    “Capital idea. I’ll bring some in right away,” Winthrop said.

    The contessa took her seat among her extended family. With some judicious positioning, Winthrop had been able to arrange the largest set of matching chairs in a semicircle facing the fireplace. He knew he’d never heard the end of it if someone had to hear this kind of announcement perched on a steamer trunk.

    The contessa put a hand to her heart when she saw Deneith’s man standing with his back to the fire.

    He spoke the words his kind were known for. They hit their mark surer than any spell.

    “You’re probably wondering why I’ve gathered you here today,” the warden invoked.

    Winthrop placed a glass in the contessa’s hand and filled it before she wilted in the remaining empty chair, managing not to spill a drop.

    “How dare you?” she spat.

    “You see, to an untrained observer, your grandfather’s passing seemed a perfectly natural occurrence,” the warden said.

    “And who says otherwise?” the contessa shot back.

    Who indeed. Winthrop refreshed the warden’s glass from behind, unthanked.

    “My sources determined he had traces of dream lily in his blood the night he was killed,” the warden said.

    And so what if it did? The contessa’s uncle stood up. “What of it, man? As any schoolboy knows, dream lily can’t kill! Not if the old goat gulped down a whole ruddy barrel full!”

    “You are, of course right, sir. However, that same schoolboy knows dream lily comes from Xen’drik, and you were in Xen’drik recently, were you not?”

    So what? Lots of people were in Xen’drik then. He’s got no right to talk to you like that, does he? And in your family home.

    “Now, see here,” he said, gripping his stick in his fist so hard his knuckles blanched. A spark of fire bloomed from its tip.

    “Patience, sir, please. As I was saying, the old man was put to sleep by the dream lily, perhaps even his own doing, but he wasn’t killed by it. He was dispatched something of these precise dimensions.” The warden opened a locket on his neck and a stream of enchanted sand poured its way into his hand and took the shape of a skewer.

    “Looks familiar, does it not, Lady d’Cannith?”

    You’ve never seen that before in your life, have you? “I’m quite sure I don’t know what you’re talking about!” the contessa’s great-aunt said with an indignant gasp.

    The warden conjured a magnificent lady’s hat in his hand.

    “Yours,” he said. “Don’t bother to argue. Now does anything look like it’s missing?”

    There was a small hole in a silk flower near the center. The warden reached into his lapel and took out a hatpin smeared with dried blood.

    “You are the one responsible for this, Lady.”

    Preposterous. “I have no idea what you’re talking about!” He deserved it. “You didn’t know him! Didn’t know what he was like!”

    “Aha! There it is,” the warden said, like he’d done anything. He slid a ring off his pinky finger and it tumbled to the floor beneath Lady d’Cannith’s feet. The gem squirmed forth from the prongs holding it in place like a blob of oil. With a blast of black light that snuffed the fire in the hearth, Lady d’Cannith was held in a perfect, enormous sphere of shimmering, black glass. It slowly sank into the carpet, leaving no trace of itself. No one moved or spoke, though they certainly had a flurry of thoughts about the events of the evening, too quick to sort out.

    “Is she…” the contessa’s uncle grasped for the words and crept over to the fireplace to discreetly relight it.

    “She is no longer your concern.” The warden spirited the sand back into his locket and handed the hat to Winthrop who dutifully put it away in the cloakroom.

    The family’s thoughts were characterized by relief while he was briefly out of the room. None of them were under any further suspicion, according to the warden’s thoughts. Now was as good a time as any.

    Winthrop took a coat and hat and a few other things from the dearly departed old man’s vault in a waterproof valise and headed out the door.

    He got as far as the lightning rail station before he heard any noteworthy thoughts.

    It can’t be, can it?, he heard echo from the capacious mind of the warden.

    “Pardon me, sir, but don’t I know you from somewhere?” the warden asked. He ducked under the awning by the platform to stay dry by Winthrop’s side.

    Winthrop smiled his glamered smile from behind a face that wasn’t his own.

    “Oh, dear, I should hope not. I’ve not done anything wrong, have I, good sir Deneith?” Winthrop said with an exaggerated sniffle.

    Perhaps not. “No, old man. Nothing more than being out in this rain,” he said with a good natured laugh.

    Winthrop reached into his valise, bespelled to look like a shabby carpetbag. His fingertips, poking out of his threadbare gloves brushed against the pilfered riches of the murder the warden had just “solved.”

    “Oh, please, sir Deneith, take this. Least an old junk man like myself can offer to an upholder of the law such as yourself. Keep yourself warm while you’re out looking for your man. You’ll catch your death out here.”

    Winthrop handed over a cloak with fine, ivory clasps that looked almost like teeth.

    “Why, that’s most generous of you.” The warden took it and put it on, already relaxing with the living warmth of the thing.

    Mm, thank you, sir. May I have him now?

    Winthrop continued making small talk with the warden while he pacified the thing with his mind.

    Wait until he’s asleep in his cabin, then no one will take him away from you, beast.

    The thing slithered with discontent in the rain, hopefully deniable as a sudden breeze.

    Uhm?

    Winthrop nodded gamely along as the warden caught him up on the exploits of his latest case, making sure to look impressed.

    Once he gets in that big, square cave, he’s going to get in a smaller square cave and lie down a while. Do it then.

    Uh. Uh huh.

    The train arrived and the warden got aboard. He even held the door.

    “Coming aboard, old timer?” he asked with a smile.

    Winthrop shook his head. “I’m on the next one. Have a safe journey, friend,” he said and waved goodbye.


    Spoiler: stub
    Show

    NE human factotum 5/mindbender 1


    Spoiler: abilities
    Show

    str 15
    dex 10
    con 12
    int 16
    wis 10
    cha 14 (increase at 4)


    Spoiler: table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st factotum 1 +0 +0 +2 +0 balance 4, bluff 4, diplo 4, disguise 4, forgery 1, iaijutsu focus 4, intimidate 4, k (arcana) 3, lucid dreaming 1, sense motive 3, sleight of hand 4, umd 4 font of inspiration 1, font of inspiration 2 inspiration, cunning insight, cunning knowledge, trapfinding
    2nd factotum 2 +1 +0 +3 +0 balance 1 (5), bluff 1 (5), diplo 1 (5), disguise 1 (5), iaijutsu focus 1 (5), intimidate 1 (5), k (arcana) 2 (5), collector of stories arcane dilettante (1 spell)
    3rd factotum 3 +2 +1 +3 +1 bluff 1 (6), diplo 1 (6), disguise 1 (6), iaijutsu focus 1 (6), intimidate 1 (6), k (religion) 1, tumble 4 obtain familiar (raven) brains over brawn, cunning defense
    4th factotum 4 +3 +1 +4 +1 bluff 1 (7), diplo 1 (7), disguise 1 (7), iaijutsu focus 1 (7), intimidate 1 (7), k (planes) 1, tumble 1 (5), umd 3 (7) arcane dilettante (2 spells)
    5th factotum 5 +3 +1 +4 +1 autohypnosis 5, iaijutsu focus 1 (8), intimidate 1 (8), umd 1 (8), never outnumbered opportunistic piety
    6th mindbender 1 +3 +3 +4 +3 bluff 1 (8), diplo 1 (8), intimidate 1 (8), k (local), second impression mindsight telepathy


    Spoiler: epic feats
    Show

    imperious command
    knowledge devotion
    exotic weapon proficiency (gnomish quickrazor)
    font of inspiration 3
    combat expertise
    improved trip
    knock-down
    fey heritage
    fey power
    fey presence


    Spoiler: playtips
    Show

    Factotum offers an unparalleled breadth of skills and you avail yourself of them quite well. Stock up on social goodies like bluff and disguise, as well as combat staples like iaijutsu focus and tumble.

    Font of inspiration allows you to use inspiration more often. Knowledge devotion grants you bonuses to attack and damage against many types of enemies. Your first skill trick, collector of stories helps it hit harder and more often.

    Your familiar has all the same skills as you do. Ravens can notably fly, talk, and use items, so you can have it do things with wands among other things, using your ranks in umd.

    Arcane dilettante allows you to cast sorcerer/wizard spells, most notably charm person, which provides entry into mindbender. Mindbender grants telepathy, useful to communicate with any creature which has a language, whether you and it share that language or not. Mindsight allows you to pinpoint non-mindless creatures within 100 feet and know their types and intelligence scores. With this, enemies shouldn’t get the drop on you.

    Never outnumbered, your second skill trick, allows you to demoralize groups of enemies at once to quickly turn the tide of a battle. It synergizes nicely with your first epic feat, imperious command, which allows you to neutralize enemies by making them cower. Exotic weapon proficiency with the gnomish quickrazor is there for classic iaijutsu focus synergy, allowing you to draw it as a free action to make use of iaijutsu focus more often.

    Combat expertise and improved trip allow you more options in melee with your check being improved by brains over brawn. This can also combine with knock-down to keep enemies in one place.

    Finally, the fey line gives you a bonus against enchantment effects, boosts the efficacy of your own, which mindbender certainly appreciates. Most notably, fey presence grants disguise self, deep slumber, and charm monster, not normally available to e6 characters as slas usable 1/day. These can end encounters and turn enemies to allies.

    Your final skill trick, second impression, lets you remake a blown disguise, even against large groups, which pulls its weight in social situations.


    Spoiler: sources
    Show

    dungeonscape: factotum
    complete arcane: mindbender
    complete scoundrel: skill tricks
    drow of the underdark: imperious command
    complete champion: knowledge devotion
    srd: exotic weapon proficiency, combat expertise, improved trip, knock-down, human
    web enhancement : font of inspiration
    complete mage: fey heritage, fey power, fey presence
    lords of madness: mindsight
    portrait: Jack Kirby
    epitaph: “Watership Down”
    Last edited by Zaq; 2021-12-20 at 04:52 PM.

  15. - Top - End - #45
    Titan in the Playground
    Join Date
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    That's all of them! Seven tricksters for your judging pleasure! Who wants to step up and be an instant authority figure who holds the fate of these seven in their very hands?
    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.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  16. - Top - End - #46
    Ogre in the Playground
     
    mattie_p's Avatar

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Glad to see these! So I had an idea which I don't really see duplicated so I have little problem talking about it now as a failed attempt.

    Wiz 5 / Magical Trickster 1.

    With this build I believe I could have obtained 6 skill tricks in E6. Magical Trickster adds a trick, and the two feats that give free skill tricks would have given one each. Early feats would have been involved with getting as class skills whatever I would need for the skill tricks. Problem was that even in E6, with feats being relatively easy, I could barely justify spending a feat on a single skill trick. And then I was having a hard time justifying which skill tricks were relevant for this character - being that they could, yenno, just cast a butt load of spells. Anyway, I'll check them all out in detail when I get the chance.
    Blank 3.5 Character Creator Iron Chef Style Tables (in Google Sheets)

    Chairman Emeritus of Zinc Saucier.

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  17. - Top - End - #47
    Ogre in the Playground
     
    DrowGuy

    Join Date
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    I think about Some caster 3/Magical trickster 3, but... I don't know what do with tricks.
    Spoiler: For purposes of clarity
    Show
    1109 is September, 11 - my birthday.

    Ice for all and let no one be forgotten!
    Welcome to the Zinc Saucier XLIV: Ice-IX

    Competition's medals.

  18. - Top - End - #48
    Orc in the Playground
     
    Beholder

    Join Date
    May 2019
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    Massa, Italy
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Oh well I had two builds in mind one was this
    Spoiler: Iai
    Show
    CN Iai Elf Battle dancer 1/Fighter 4 /Battletrickster 1
    Spoiler: Stats
    Show
    Stat Point buy
    Strength 15 8
    Dexterity 15 8
    Constitution 14 6
    Intelligence 14 6
    Wisdom 8 0
    Charisma 12 4
    4th level point to dexterity so after level 4 and racial adjustment this is the array
    Strength 15
    Dexterity 18
    Constitution 12
    Intelligence 14
    Wisdom 8
    Charisma 12

    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Battledancer 1 +1 +0 +2 +0 iaijutsu focus 4, Sleight of hand 4, Balance 4, Escape artist 4, Tumble 4 ,Bluff 2 (cc) Aereni focus (iaijutsu focus) , Improved unarmed strike, AC bonus, unarmed strike
    2nd Thug fighter 1 +2 +2 +2 +0 iaijutsu focus 5, Sleight of hand 5, Bluff 5, Escape artist 4.5 (cc), Balance 4, Tumble 4 Sneak attack +1d6
    3rd Thug fighter 2 +3 +3 +2 +0 iaijutsu focus 6, Sleight of hand 6, Bluff 6, Escape artist 6 (cc), Balance 4, Tumble 4 Quick draw
    4th Thug fighter 3 +4 +3 +3 +1 iaijutsu focus 7, Sleight of hand 7, Bluff 7, Escape artist 6 (cc), Balance 4.5 (cc), Tumble 4, Skill trick Hidden blade Sneak attack 2d6
    5th Thug fighter 4 +5 +4 +3 +1 iaijutsu focus 8, Sleight of hand 8, Bluff 8, Escape artist 6 (cc), Balance 5 (cc), Tumble 4, Skill trick :Hidden blade, Group fake out
    6th Battle trickster 1 +6 +6 +3 +1 iaijutsu focus 9, Sleight of hand 8, Bluff 9, Escape artist 6 (cc), Balance 5 (cc), Tumble 8, Skill trick :Hidden blade, Group fake out, Sudden draw Weapon finesse Bonus trick
    cc= cross classed
    Spoiler: Epic feats
    Show
    1° Open minded +3 to escape artist +1 to tumble +1 to sleight of hand
    2° Sure hand :Skill tricks learned: Escape attack and Easy escape
    3° Flick of the wrist
    4° Combat expertise
    5° Improved feint
    6° Improved trip
    7° Knock down
    8° Skill focus (iajutsu focus)
    9° Skill focus (bluff)
    10° Skill focus (sleight of hand)


    Spoiler: Tactics
    Show
    Spoiler: Level 1-3
    Show
    Iai start in a strange manner as we take a level of battledancer , mainly for skills and for the feat , but he will not use the unarmored AC , as his charisma is too low. Even the first feat that is taken doesn’t work so well with the battledancer, as Aereni focus permit us to use Iaijutsu focus as class skill , and that skill is used when drwaing a weapon so the unarmored strike doesn’t help so much. Most of the skills Iai has are around dexterity , so it will be the most important stat, while iaijutsu focus and bluff are around charisma , not so high sadly. Still the skills can be useful, for example sleight of hand can give us more money , that will be used later. In level 2 we enter our second class, the fighter but with two variants, the first is the Thug that give us more skill points and an expanded skill list, while the second is the sneak attack fighter , which replace the bonus feat with the sneak attack like a rogue. Why not using the rogue? Because we want to have a full BAB so the rogue would not be useful, and the sneak attack work well with iaijutsu focus. At level 3 Iai take a feat that is the most important for him, Quick draw, while for the skills there is a focus around Iajutsu focus, sleight of hand, bluff and escape artist for now

    Spoiler: Level 4-5
    Show
    In these two levels we gain the SI! The first trick that is obtained is hidden blade, that let us combine iaijutsu focus and sneak attack in an easy way, so for now the iajutsu focus check will be done in the first round of combat and in a second round with this trick , while the second trick, group fake out, for now it will be less useful but it will be useful later. For the skills we dumped escape artist in these levels as we didn’t have enough skill points considering that we needed to spend two skill points to learn the tricks , but we boosted balance to 5 to don’t being flatfooted while balancing but is more a secondary skills that , useful but not necessary,In these levels the second dice of sneak attack is gained so our damage in the first round is quite high considering Iajutsu focus that scale fast (1d6 each 5 point from 14 so with our +12 there will be probably 2 or 3 d6 from iajutsu focus , sometimes even 4).

    Spoiler: Level 6 and first three epic feats
    Show
    Last level and last class we enter, as the battle trickster is used , for this we wanted only full BAB classes even if the rogue could have been useful But why we wanted the battle trickster? First , it help with the skill list for tumble as the thug didn’t have tumble, and second because it give us a skill trick that isn’t considered in the limit for the skill tricks , and this is quite important as with the first two epic feats we cover other 2 skill trick. But let’s proceed in order. The battle trickster doesn’t have sleight of hand so in this level isn’t boosted and the other skills are not so interesting, which means that except for the 2 skill point in iaijutsu focus and bluff the rest of the skill points is free , so 4 in tumble, while for the feat weapon finesse is used as our dexterity now is quite high. Then the first epic feats help covering the missing skill points, 3 in escape artist , 1 in tumble , 1 in sleight of hand, and if we have to attribute a class for this disposition there is the first level of Iai that has each one of these skills, the battledancer. Then as we have 2+ 1 trick learned, and two of them are of manipulation (sudden draw and hidden blade that was learned with the battle trickster) so the feat sure hand can be used to gain other 2 skill trick without expending skill point, and it even increase the limit of our skill trick of 1 so now we have 4+1 skill trick , two more than the average character. These skill trick are : Hidden blade , Group fake out, Sudden draw, Easy Escape and Escape attack. The first two are already explained, the third is another way to apply iajutsu focus and sneak attack , while the last two are taken because in the range of CR 6-8 there are many monster that work with grapples or that are quite strong in grapple so why not having a defense against them (easy escape) and doing damage at the same time (escape attack) maybe even using iajutsu focus thanks to quick draw? The third epic feat, flick of the wrist, is useful , as it like an additional use of hidden blade, except that it doesn’t say that the weapon must be hidden so it can be used easily, but the concept remain the same draw and strike a flatfooted enemy.

    Spoiler: Fourth and fifth
    Show
    Now that we finished our skill points and learned more tricks is time to empower them, so these feats will be used for feinting, tactic that we started with group fake out, and that means using improved feint and combat expertise. Improved feint will be the backup option for when the trick will be used but as our bluff modifier is lower than sleight of hand this tactic is not the main tactic as it will be more difficult to be used

    Spoiler: Sixth and Seventh feats
    Show
    Now that we gained combat expertise we can finally use the improved unarmed strike we obtained from the battledancer for something , first we need improved trip and then Knock down can be taken and then the sudden draw trick can be used as the enemy will probably provoke an attack of opportunity to get up. Even when we used the trick doing a trip attempt is useful and doing 10 or more damage is quite easy considering the sneak attack and the iajutsu focus Iai has.

    Spoiler: Last three epic feats
    Show
    As many of our trick work using skills the last three feats are used to boost these skills, except for escape artist as for that there is easy escape that help. So after these three feats it finished , and our iajutsu focus will do each time at least 2d6 .

    Spoiler: Tactic explanation
    Show
    There are some points that are quite important for Iai for example
    Weapon of choice :Sickle and dagger. Each one a light weapon for flick of the wrist and weapon finesse, the first it will be the main weapon as it can be dropped if we fail a trip attempt, while the second is used to gain a bonus in sleight of hand . There will be multiple weapons, so probably only one of them will be magical , while the other if possible in different materials
    Preferred tactic: It depend on the situation but at the end of each round he will drop (free action) his weapon so that he can draw another one the next turn .In the first round if initiative is won he will not use any skill trick or flick of the wrist and attack to do iajutsu focus in the following round it will be a combination of flick of the wrist , sudden draw after an enemy was tripped, and hidden blade to catch the opponent flatfooted. Then if the enemy didn’t die he will pass at feinting. If there are multiple enemies (especially three) Group fake out will be used and in the next round the full attack will be used against the other enemies against which the feint was successful
    Why two tricks about escape artist? In an E6 environment freedom of movement and similar spell aren’t usable so escape artist is necessary as most enemies are problematic without it so boosting it and doing damage through the escape is quite useful
    Why tumble? Even if the move action could be used by hidden blade or feinting there will be occasion where I have to move through enemies (for example an enemy with reach) so in these round it could be quite an help having a +13 to tumble
    Outside combat? There isn’t so much that can be done outside combat, mainly using sleight of hand and destroying items with iajutsu focus , while in social situations there is bluff that can be quite useful
    Defensive equipment? A light armor that would work with the AC and a shield without penalty , dual wielding isn’t interesting for this build

    Spoiler: Numbers
    Show
    Hitpoints 8+5d10+6=41
    To hit +10 (using weapon finesse)
    Average damage (using a sickle)1d6+2+5d6 (iaijutsu focus considering a 11 on the dice) +2d6 (sneak attack) = 30
    Skills : Sleight of hand +18 (9 ranks +4 dexterity+2 synergy +3 skill focus) Iaijutsu focus +16 (9 ranks +3 aereni focus + 3 skill focus +1 charisma) Bluff +13 (9 ranks +3 skill focus +1 charisma) Tumble +13 (9 ranks + 4 dexterity) Escape artist +13 (9 ranks +4 dexterity) Balance +11 (5 ranks + 4 dexterity+2 synergy)

    Spoiler: Sources
    Show
    From Player handbook :Weapon finesse, fighter, quick draw, combat expertise, improved feint, improved trip, improved unarmed strike, skill focus, elf race
    From Dragon compendium : Battledancer
    From Unearthed arcana:Thug variant and sneak attack fighter variant
    From Complete Warrior :Flick of the wrist
    From Oriental Adventure:Iaijutsu focus
    From Player guide to Eberron: Aereni focus
    From Sword and Fist:Knock down
    From Complete Adventurer: Open minded
    From Complete Scoundrel :Battle trickster, skill tricks, Sure hand


    While the other one was something that could be done only with the ardent , and it was an elan ardent 3 /Magical Psionical trickster 3 To enter in the prestige class at level 4 I was thinking to use the Scion of the twelve increase in manifester level to learn a level 3 power while being a level 3 ardent so to enter in the psionical trickster. Probably the tricks that would have been used would be never outnumber , collector of stories and i don't know what else I didn't finished that build

    To do a spellcaster 3 /Magical trickster 3 was necessary being able to cast 3rd level spells at level 3 so how would you have done that Loky (possibily without using flaws) ?
    Last edited by Quentinas; 2021-12-21 at 12:34 PM.
    Finally my computer is without any problem!
    Spoiler: Iron Chef Optimization Challenge: E6 Appetizer Edition Medals
    Show
    Silver medal as Xin in Round XVII
    Gold Medal as Smit in Round XVIII
    Silver Medal as Hit Me In Round XIX
    Gold Medal as The Exiled in Round XIX
    Silver Medal as Elec Tri in Round XX
    Gold Medal as Tawamios in round XXI

  19. - Top - End - #49
    Troll in the Playground
     
    RogueGuy

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    Aug 2014

    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Quote Originally Posted by Quentinas View Post
    Oh well I had two builds in mind one was this
    Spoiler: Iai
    Show
    CN Iai Elf Battle dancer 1/Fighter 4 /Battletrickster 1
    Spoiler: Stats
    Show
    Stat Point buy
    Strength 15 8
    Dexterity 15 8
    Constitution 14 6
    Intelligence 14 6
    Wisdom 8 0
    Charisma 12 4
    4th level point to dexterity so after level 4 and racial adjustment this is the array
    Strength 15
    Dexterity 18
    Constitution 12
    Intelligence 14
    Wisdom 8
    Charisma 12

    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Battledancer 1 +1 +0 +2 +0 iaijutsu focus 4, Sleight of hand 4, Balance 4, Escape artist 4, Tumble 4 ,Bluff 2 (cc) Aereni focus (iaijutsu focus) , Improved unarmed strike, AC bonus, unarmed strike
    2nd Thug fighter 1 +2 +2 +2 +0 iaijutsu focus 5, Sleight of hand 5, Bluff 5, Escape artist 4.5 (cc), Balance 4, Tumble 4 Sneak attack +1d6
    3rd Thug fighter 2 +3 +3 +2 +0 iaijutsu focus 6, Sleight of hand 6, Bluff 6, Escape artist 6 (cc), Balance 4, Tumble 4 Quick draw
    4th Thug fighter 3 +4 +3 +3 +1 iaijutsu focus 7, Sleight of hand 7, Bluff 7, Escape artist 6 (cc), Balance 4.5 (cc), Tumble 4, Skill trick Hidden blade Sneak attack 2d6
    5th Thug fighter 4 +5 +4 +3 +1 iaijutsu focus 8, Sleight of hand 8, Bluff 8, Escape artist 6 (cc), Balance 5 (cc), Tumble 4, Skill trick :Hidden blade, Group fake out
    6th Battle trickster 1 +6 +6 +3 +1 iaijutsu focus 9, Sleight of hand 8, Bluff 9, Escape artist 6 (cc), Balance 5 (cc), Tumble 8, Skill trick :Hidden blade, Group fake out, Sudden draw Weapon finesse Bonus trick
    cc= cross classed
    Spoiler: Epic feats
    Show
    1° Open minded +3 to escape artist +1 to tumble +1 to sleight of hand
    2° Sure hand :Skill tricks learned: Escape attack and Easy escape
    3° Flick of the wrist
    4° Combat expertise
    5° Improved feint
    6° Improved trip
    7° Knock down
    8° Skill focus (iajutsu focus)
    9° Skill focus (bluff)
    10° Skill focus (sleight of hand)


    Spoiler: Tactics
    Show
    Spoiler: Level 1-3
    Show
    Iai start in a strange manner as we take a level of battledancer , mainly for skills and for the feat , but he will not use the unarmored AC , as his charisma is too low. Even the first feat that is taken doesn’t work so well with the battledancer, as Aereni focus permit us to use Iaijutsu focus as class skill , and that skill is used when drwaing a weapon so the unarmored strike doesn’t help so much. Most of the skills Iai has are around dexterity , so it will be the most important stat, while iaijutsu focus and bluff are around charisma , not so high sadly. Still the skills can be useful, for example sleight of hand can give us more money , that will be used later. In level 2 we enter our second class, the fighter but with two variants, the first is the Thug that give us more skill points and an expanded skill list, while the second is the sneak attack fighter , which replace the bonus feat with the sneak attack like a rogue. Why not using the rogue? Because we want to have a full BAB so the rogue would not be useful, and the sneak attack work well with iaijutsu focus. At level 3 Iai take a feat that is the most important for him, Quick draw, while for the skills there is a focus around Iajutsu focus, sleight of hand, bluff and escape artist for now

    Spoiler: Level 4-5
    Show
    In these two levels we gain the SI! The first trick that is obtained is hidden blade, that let us combine iaijutsu focus and sneak attack in an easy way, so for now the iajutsu focus check will be done in the first round of combat and in a second round with this trick , while the second trick, group fake out, for now it will be less useful but it will be useful later. For the skills we dumped escape artist in these levels as we didn’t have enough skill points considering that we needed to spend two skill points to learn the tricks , but we boosted balance to 5 to don’t being flatfooted while balancing but is more a secondary skills that , useful but not necessary,In these levels the second dice of sneak attack is gained so our damage in the first round is quite high considering Iajutsu focus that scale fast (1d6 each 5 point from 14 so with our +12 there will be probably 2 or 3 d6 from iajutsu focus , sometimes even 4).

    Spoiler: Level 6 and first three epic feats
    Show
    Last level and last class we enter, as the battle trickster is used , for this we wanted only full BAB classes even if the rogue could have been useful But why we wanted the battle trickster? First , it help with the skill list for tumble as the thug didn’t have tumble, and second because it give us a skill trick that isn’t considered in the limit for the skill tricks , and this is quite important as with the first two epic feats we cover other 2 skill trick. But let’s proceed in order. The battle trickster doesn’t have sleight of hand so in this level isn’t boosted and the other skills are not so interesting, which means that except for the 2 skill point in iaijutsu focus and bluff the rest of the skill points is free , so 4 in tumble, while for the feat weapon finesse is used as our dexterity now is quite high. Then the first epic feats help covering the missing skill points, 3 in escape artist , 1 in tumble , 1 in sleight of hand, and if we have to attribute a class for this disposition there is the first level of Iai that has each one of these skills, the battledancer. Then as we have 2+ 1 trick learned, and two of them are of manipulation (sudden draw and hidden blade that was learned with the battle trickster) so the feat sure hand can be used to gain other 2 skill trick without expending skill point, and it even increase the limit of our skill trick of 1 so now we have 4+1 skill trick , two more than the average character. These skill trick are : Hidden blade , Group fake out, Sudden draw, Easy Escape and Escape attack. The first two are already explained, the third is another way to apply iajutsu focus and sneak attack , while the last two are taken because in the range of CR 6-8 there are many monster that work with grapples or that are quite strong in grapple so why not having a defense against them (easy escape) and doing damage at the same time (escape attack) maybe even using iajutsu focus thanks to quick draw? The third epic feat, flick of the wrist, is useful , as it like an additional use of hidden blade, except that it doesn’t say that the weapon must be hidden so it can be used easily, but the concept remain the same draw and strike a flatfooted enemy.

    Spoiler: Fourth and fifth
    Show
    Now that we finished our skill points and learned more tricks is time to empower them, so these feats will be used for feinting, tactic that we started with group fake out, and that means using improved feint and combat expertise. Improved feint will be the backup option for when the trick will be used but as our bluff modifier is lower than sleight of hand this tactic is not the main tactic as it will be more difficult to be used

    Spoiler: Sixth and Seventh feats
    Show
    Now that we gained combat expertise we can finally use the improved unarmed strike we obtained from the battledancer for something , first we need improved trip and then Knock down can be taken and then the sudden draw trick can be used as the enemy will probably provoke an attack of opportunity to get up. Even when we used the trick doing a trip attempt is useful and doing 10 or more damage is quite easy considering the sneak attack and the iajutsu focus Iai has.

    Spoiler: Last three epic feats
    Show
    As many of our trick work using skills the last three feats are used to boost these skills, except for escape artist as for that there is easy escape that help. So after these three feats it finished , and our iajutsu focus will do each time at least 2d6 .

    Spoiler: Tactic explanation
    Show
    There are some points that are quite important for Iai for example
    Weapon of choice :Sickle and dagger. Each one a light weapon for flick of the wrist and weapon finesse, the first it will be the main weapon as it can be dropped if we fail a trip attempt, while the second is used to gain a bonus in sleight of hand . There will be multiple weapons, so probably only one of them will be magical , while the other if possible in different materials
    Preferred tactic: It depend on the situation but at the end of each round he will drop (free action) his weapon so that he can draw another one the next turn .In the first round if initiative is won he will not use any skill trick or flick of the wrist and attack to do iajutsu focus in the following round it will be a combination of flick of the wrist , sudden draw after an enemy was tripped, and hidden blade to catch the opponent flatfooted. Then if the enemy didn’t die he will pass at feinting. If there are multiple enemies (especially three) Group fake out will be used and in the next round the full attack will be used against the other enemies against which the feint was successful
    Why two tricks about escape artist? In an E6 environment freedom of movement and similar spell aren’t usable so escape artist is necessary as most enemies are problematic without it so boosting it and doing damage through the escape is quite useful
    Why tumble? Even if the move action could be used by hidden blade or feinting there will be occasion where I have to move through enemies (for example an enemy with reach) so in these round it could be quite an help having a +13 to tumble
    Outside combat? There isn’t so much that can be done outside combat, mainly using sleight of hand and destroying items with iajutsu focus , while in social situations there is bluff that can be quite useful
    Defensive equipment? A light armor that would work with the AC and a shield without penalty , dual wielding isn’t interesting for this build

    Spoiler: Numbers
    Show
    Hitpoints 8+5d10+6=41
    To hit +10 (using weapon finesse)
    Average damage (using a sickle)1d6+2+5d6 (iaijutsu focus considering a 11 on the dice) +2d6 (sneak attack) = 30
    Skills : Sleight of hand +18 (9 ranks +4 dexterity+2 synergy +3 skill focus) Iaijutsu focus +16 (9 ranks +3 aereni focus + 3 skill focus +1 charisma) Bluff +13 (9 ranks +3 skill focus +1 charisma) Tumble +13 (9 ranks + 4 dexterity) Escape artist +13 (9 ranks +4 dexterity) Balance +11 (5 ranks + 4 dexterity+2 synergy)

    Spoiler: Sources
    Show
    From Player handbook :Weapon finesse, fighter, quick draw, combat expertise, improved feint, improved trip, improved unarmed strike, skill focus, elf race
    From Dragon compendium : Battledancer
    From Unearthed arcana:Thug variant and sneak attack fighter variant
    From Complete Warrior :Flick of the wrist
    From Oriental Adventure:Iaijutsu focus
    From Player guide to Eberron: Aereni focus
    From Sword and Fist:Knock down
    From Complete Adventurer: Open minded
    From Complete Scoundrel :Battle trickster, skill tricks, Sure hand


    While the other one was something that could be done only with the ardent , and it was an elan ardent 3 /Magical Psionical trickster 3 To enter in the prestige class at level 4 I was thinking to use the Scion of the twelve increase in manifester level to learn a level 3 power while being a level 3 ardent so to enter in the psionical trickster. Probably the tricks that would have been used would be never outnumber , collector of stories and i don't know what else I didn't finished that build
    I like that ardent idea.

  20. - Top - End - #50
    Ogre in the Playground
     
    DrowGuy

    Join Date
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Quote Originally Posted by Quentinas View Post
    To do a spellcaster 3 /Magical trickster 3 was necessary being able to cast 3rd level spells at level 3 so how would you have done that Loky (possibily without using flaws) ?
    Cleric 3 with Versatile Spellcaster and one of skill trick feats.
    If need, human and Heighten spell.
    Spoiler: For purposes of clarity
    Show
    1109 is September, 11 - my birthday.

    Ice for all and let no one be forgotten!
    Welcome to the Zinc Saucier XLIV: Ice-IX

    Competition's medals.

  21. - Top - End - #51
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    I'm reading previous serieses now and... I could do my entry more better. )))
    I saw cool tricks!
    Last edited by loky1109; 2021-12-25 at 04:41 AM.

  22. - Top - End - #52
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Do we have any judge?
    Spoiler: For purposes of clarity
    Show
    1109 is September, 11 - my birthday.

    Ice for all and let no one be forgotten!
    Welcome to the Zinc Saucier XLIV: Ice-IX

    Competition's medals.

  23. - Top - End - #53
    Titan in the Playground
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Hey team. Been a crazy couple of weeks, hasn't it? It has for me, at least.

    Do we have anyone interested in judging?
    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.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  24. - Top - End - #54
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Quote Originally Posted by Zaq View Post
    Hey team. Been a crazy couple of weeks, hasn't it? It has for me, at least.

    Do we have anyone interested in judging?
    H_H_F_F said me he can, but only after submitting IC entry.
    Last edited by loky1109; 2022-01-10 at 01:33 PM.
    Spoiler: For purposes of clarity
    Show
    1109 is September, 11 - my birthday.

    Ice for all and let no one be forgotten!
    Welcome to the Zinc Saucier XLIV: Ice-IX

    Competition's medals.

  25. - Top - End - #55
    Ogre in the Playground
     
    GnomePirate

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Indeed. Life has been a bit hectic, and it seems like it'll be that way for a little while - and I still haven't submitted my entry. If no one else steps up, I'll try my best to get it done within a reasonable timeframe.
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


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  26. - Top - End - #56
    Ogre in the Playground
     
    GnomePirate

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Right. I'll be taking a look at these tomorrow, and should have time to start working on judgements the day after.
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

    Song, Sword, and Sorcery: my 5E homebrew half-caster bard (Version 2.0!)

  27. - Top - End - #57
    Titan in the Playground
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    (Is this a duplicate? Can't tell if it posted or not.)

    Excellent. Thank you, H_H_F_F!
    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.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  28. - Top - End - #58
    Ogre in the Playground
     
    GnomePirate

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    I've managed to start judging, but I'm surprisingly busy lately, and a lot of my free time has to go elsewhere. I'll try my best to finish judging within a reasonable amount of time, but I can't make big promises unfortunately.

    Anyone looking for a creative outlet in the meantime should note that Iron Chef is awaiting judgement and the Villainous Competition is open for submissions.
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

    Song, Sword, and Sorcery: my 5E homebrew half-caster bard (Version 2.0!)

  29. - Top - End - #59
    Halfling in the Playground
    Join Date
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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Since there is no discussion going on, i hope it's no problem if i intrude just to say i always look at this topic and it's my favorite recurring topic of the site. I only entered once, but i bet there are a lot of people who find these builds very interesting and are just lurking like me.
    I believe people play lower levels far more than level 20 campaigns. Personally i never went beyond level 13 in a pen-and-paper-game. So i find this topic much more interesting than any of the topics regarding level 20 builds.

    Anway, keep up the good work!

  30. - Top - End - #60
    Ogre in the Playground
     
    GnomePirate

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    Default Re: Iron Chef E6 Appetizer Edition, Round XXXVI

    Update: I'm sorry to say I haven't made a lot of advancement. I hope to be done with the lion's share of the work this coming weekend, though.
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

    Song, Sword, and Sorcery: my 5E homebrew half-caster bard (Version 2.0!)

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