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    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
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    Terra Australis
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    Post Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

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

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


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

    COMPLETE MADNESS!



    • Necessary: Base class that appears in the Complete series of books
    • Necessary: Prestige Class that appears in a different Complete series book
    • Forbidden: Classes from the PHB


    Spoiler: RULES
    Show

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


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

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

    mattie_p has also kindly made a Google Document that greatly assists with creating and formatting tables: https://docs.google.com/spreadsheets...it?usp=sharing

    Spoiler: Judging
    Show


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

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

      Note: only competitors are to raise disputes, and only on their own entry. If you, as a spectator, find an error in judging (or in an entry, for that matter), please hold off on comment until after the final reveal. Thank you.
    • Invalid disputes include
      • disagreements on matters of opinion,
      • a judge not catching something not explicitly presented in the entry,
      • and the like.

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



    Completion Time:
    • Contestants will have until 23:59 GMT Monday January 24, 2022 to create their builds and PM them to the chairman (note: you are free to submit builds up until I start posting entries, even if this deadline has passed).
    • Builds will then be posted simultaneously to avoid copying.
    • Judges will have until 23:59 GMT Monday February 7, 2022 to judge the builds and submit their scores. Judging deadline is subject to extension as required.
    • As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.


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

    On the subject of messaging the chair (me), a few guidelines:
    - I am not here to give critiques on your build or guess how the judges might score it!
    - For entries, please keep the entry to no more than 2 messages, if at all possible.
    - For entries, don't expect me to search through your entry and edit in or out material. Entries should be sent to me complete - if there is a later revision, re-submit the full build. PLEASE DON'T INCLUDE TEXT IN YOUR SUBMISSION YOU WANT ME TO EDIT OUT FOR THE POST - SUBMIT IT TO ME EXACTLY HOW I WILL POST THE FINISHED PRODUCT.
    - Please make sure the name of your entry is clearly present in the message.

    Spoiler: Previous Competitions
    Show

    1. Junkyard Wars in the Playground I: Shadowdancer + Sneak Attack - Rogue
    2. Junkyard Wars in the Playground II: Healing Spells + Ruby Knight Vindicator - Cleric
    3. Junkyard Wars in the Playground III: Dragons + Theurges - Kobolds
    4. Junkyard Wars in the Playground IV: BoED + Undead Type - Completes
    5. Junkyard Wars in the Playground V: Dread Witch + Reaping Mauler - Fighter
    6. Junkyard Wars in the Playground VI: Wonderworker + Profession Skill - Factotum
    7. Junkyard Wars in the Playground VII: Metamagic Feats + LA - Metamagic Reducers!
    8. Junkyard Wars in the Playground VIII: Pounce+Small Size-Barbarian
    9. Junkyard Wars in the Playground IX: Earth Dreamer + Ordained Champion - Cleric
    10. Junkyard Wars in the Playground X: Meldshaping + Natural Attacks - Totemist
    11. Junkyard Wars in the Playground XI: Magical Darkness + Improved Familiar - Wizard
    12. Junkyard Wars in the Playground XII: Dragonmark Heirs + Touchstones - Martial Weapons
    13. Junkyard Wars in the Playground XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping
    14. Junkyard Wars in the Playground XIV: Racial Paragon Classes + Spellcasting - Base Classes
    15. Junkyard Wars in the Playground XV: Ruathar + Stoneblessed - Human
    16. Junkyard Wars in the Playground XVI: Trapsmith + Combat Trapsmith - Rogue
    17. Junkyard Wars in the Playground XVII: Elemental Warrior + Jaunter - Fighter
    18. Junkyard Wars in the Playground XVIII: Argent Savant + Holy Scourge - Wizard
    19. Junkyard Wars in the Playground XIX: Incarnum Blade + Exotic Weapon Master - Spiked Chain
    20. Junkyard Wars in the Playground XX: Xorvintaal Exarch + The Pact-Bound Adept - Sorcerer
    21. Junkyard Wars in the Playground XXI: Rebuke Undead + Teamwork Benefits - [Divine] feats
    22. Junkyard Wars XXII: Battle Trickster + Magical Trickster - Uncanny Trickster
    23. Junkyard Wars XXIII: Spellwarp Sniper + Silver Pyromancer - Energy Substitution
    24. Junkyard Wars XXIV: Vow of Peace + Saint - Divine casting
    25. Junkyard Wars XXV: Silverwood Arcanist + Share Soulmeld - Soulcaster
    26. Junkyard Wars XXVI: RSL + ACF - PrCs
    27. Junkyard Wars XXVII: Unholy Scion + Mark - Affiliation
    28. Junkyard Wars XXVII: 1MF + CPA&A - T
    29. Junkyard Wars XXIX: Social Distancing Edition!
    30. Junkyard Wars XXX: Something a Little Spicy
    31. Junkyard Wars XXXI: Giddy-Up!
    32. Junkyard Wars XXXII: Theurge Without Theurge
    33. Junkyard Wars XXXIII: LotD + AF - Necropolitan
    34. Junkyard Wars XXXIV: SE + HoS - Soulmelds

    Last edited by Thurbane; 2022-01-06 at 05:36 PM.

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    Default Re: Junkyard Wars XXXV: Complete Class + Comp PrC - PHB Classes

    Q&A:

    Q1. Why no Christmas/holiday round?
    A1. That's my bad - I felt I dropped the ball on getting it up in time, but I promise you I will do my best, if still chair, for next season.

    Q2. What exactly are the Complete books?
    A2. In case it needs to be spelled out: Complete Adventurer, Complete Arcane, Complete Champion, Complete Divine, Complete Mage, Complete Psionic, Complete Scoundrel and Complete Warrior. Five of these books (CAd, CAr, CD, CPs & CW) contain base classes.

    Q3. What about base classes or PrCs that appeared in other sources as well as the Completes, such as Samurai, Warmage etc.
    A3. These are still eligible, just use the Complete book version, which I believe will be the most up to date in most (all?) cases.

    Q4. Can I include base classes or PrCs from other sources, such as PHB2 or ToB?
    A4. That's fine, so long as the build includes at least one level each of the required sources. Judges may apply penalties if they feel you haven't followed the spirit of the comp.

    Q5. Does the ban on PHB classes extend to variants and ACFs thereof?
    A5. Yes - for instance, Cloistered Cleric is banned, as being a variant of a PHB class.

    Q6. Is other material from PHB banned?
    A6. No, just classes. Races, feats, spells, skills etc. from PHB are all fine.

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    Default Re: Junkyard Wars XXXV: Complete Class + Comp PrC - PHB Classes

    Awesome concept, especiaply the different book requirement.

    Edit: is complete psionic not included on purpose?

    Edit 2: Swordsage'd.
    Last edited by H_H_F_F; 2022-01-06 at 05:35 PM.

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    Default Re: Junkyard Wars XXXV: Complete Class + Comp PrC - PHB Classes

    Does Complete Psionic count here?

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    Thumbs up Re: Junkyard Wars XXXV: Complete Class + Comp PrC - PHB Classes

    Quote Originally Posted by H_H_F_F View Post
    Awesome concept, especiaply the different book requirement.

    Edit: is complete psionic not included on purpose?

    Edit 2: Swordsage'd.
    Quote Originally Posted by MinimanMidget View Post
    Does Complete Psionic count here?
    Oops, great callout, will add it now!

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Oh, that is definitely a fun round. Good call on the "different Complete book" for the prestige class. For even more completeness, let's also complete every prestige class we take and have only one base class! (This is not a proposition for rule changing, just an extra challenge for those who want :))
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! One deadly attack is all it takes!
    Nice find! Have a cookie!
    Searchable spreadsheet of 3.5 monsters by abilities, now with all online monsters

    Quote Originally Posted by H_H_F_F View Post
    3.5 allows you to optimize into godhood, yes, but far more importantly, it lets you optimize weak, weird, and niche options into relevance.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Okay, I have idea, maybe two.
    Spoiler: For purposes of clarity
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    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.

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    DrowGuy

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    First in. Try to do second.

    Upd: Sent entry and immediately started to find mistakes.
    Last edited by loky1109; 2022-01-13 at 07:56 PM.
    Spoiler: For purposes of clarity
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    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.

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    GnomePirate

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    I have two entries on the stove. I like both of them a lot, even though Vizzini is making one of them a psychological challenge to go forward with.

    I like them for very different reasons, and they have radically different approaches to the task at hand, so I'm enjoying both of them. How is everyone else doing?

    By the way, if anyone would like to do both this and the Villainous Competition and finds the close deadlines hard to manage, you can feel free to PM me for an extension.
    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!

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Quote Originally Posted by H_H_F_F View Post
    How is everyone else doing?
    This round is a bit too large for me, I'd probably like to delay the deadline for JW a week or two, Thurbane, if possible, so that I can make something.
    Last edited by Beni-Kujaku; 2022-01-17 at 08:33 AM.
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! One deadly attack is all it takes!
    Nice find! Have a cookie!
    Searchable spreadsheet of 3.5 monsters by abilities, now with all online monsters

    Quote Originally Posted by H_H_F_F View Post
    3.5 allows you to optimize into godhood, yes, but far more importantly, it lets you optimize weak, weird, and niche options into relevance.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Quote Originally Posted by H_H_F_F View Post
    How is everyone else doing?
    One - sent, second - cutting ingredients.
    Spoiler: For purposes of clarity
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    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.

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    OldWizardGuy

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Oh, I've already got a build idea in the works! My first instinct was to rejigger one of my other entry ideas for a past contest, but Races of the Wild isn't a Complete Book and it still requires levels in Druid. So scratch that!

    That said, I love how open ended this is. I think my goal will be to only use Complete Series classes and prestige classes.
    Spoiler
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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


    Winner of Junkyard Wars 31.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Does anti-Vizziny exist?
    I mean: "[redacted] is so unexpected, nobody will do it" and we'll have dozen of [redacted].
    Spoiler: For purposes of clarity
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    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.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Rules Question:

    Would Material from Savage Species be allowed? (Namely, a Feat)

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Quote Originally Posted by Birchy View Post
    Rules Question:

    Would Material from Savage Species be allowed? (Namely, a Feat)
    Yes, just make sure it wasn't updated to 3.5 in a later book.
    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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    Thumbs up Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Quote Originally Posted by Birchy View Post
    Rules Question:

    Would Material from Savage Species be allowed? (Namely, a Feat)
    Quote Originally Posted by H_H_F_F View Post
    Yes, just make sure it wasn't updated to 3.5 in a later book.
    Exactly correct: any un-updated official 3.0 material is allowed. In cases where a feat, PrC etc. was re-printed in 3.5, you should use the latest version.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Hmmm. This seems like an intriguing challenge, though with how unfocused it looks, I'm sure we'll see basically everything. Shouldn't be too hard though. We'll see.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Nice to see some entries rolling in, should be a good round!

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    More entries, more challenge, more fun!
    Last edited by loky1109; 2022-01-22 at 07:05 PM.
    Spoiler: For purposes of clarity
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    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.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    I never realized how standalone the Complete series is, such that I find it hard to use PrCs actually from a different Complete book without it looking like a token dip to justify "see it's from a different book".

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Only few hours... I'm excited!
    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.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    ooh cool concept for this one, I’m looking eagerly to steal- that is, er… see what people
    make, yes that’s it
    OI YOU! Join this one Discord where people talk 3.5 stuff! Also chicken infested related things! It’s pretty rad! https://discord.gg/6HmgXhUZ

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    Very excited for the reveal as well. I'm pretty happy with what I've submitted.
    Last edited by H_H_F_F; 2022-01-25 at 02:59 PM.

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    Default Re: Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes

    OK, sorry for the delays, things got unexpectedly busy IRL.

    Here's the reveal - please don't post until I give the all clear.

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    Default 1. Aoth Siahores

    Spoiler: Faces
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    Property of Wizards of the Coast. Artist: Brad Rigney

    Artist: Agregor


    Spoiler: Story of one lost wolf
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    It was a clear day. There was a lone dog at the watering hole.
    Suddenly, a very big wolf jumped out from the bushes. The canine saw him and ran away. Wolf's whimpering and growling sounded after her. For human hear it was almost regular animal sounds, but every canine heard it can understand:
    - Please stop! I'll not hurt you! I'm a friend!.. Snakes and toads! Ran away... All run away from me... - The wolf didn’t follow the dog, he lay down, closed eyes and covered his snout with paws.
    He had been laying there for several minutes.
    - Woof! - unexpected sounds really close. The wolf almost jumped out because of this.
    - What? How did you snuck up so close? - The dog was sitting only a dozen feet away.
    - Big. Sad. - the dog barked in reply.
    - Yeah, sad. You are a brave girl, aren’t you? All others run away and not come back. All of them. I'll told you…

    I had the human, the master once. He was kind to me. I don’t remember this well enough, I was goofy at that time. Like a regular wolf. But he definitely was very kind. He was the best. He named me Auricula, because of my white right ear. His name… was too human, but I know it means Protector. And he was a protector, yes. He and I, we fight many evils. Undeads, poachers, nasty goblins. Many times. And then he did something, there was a special smell and he spoke many words. And I became smarter. And our connection became stronger. I know when he is glad, when happy, when sad or angry. I could do so before, but I needed to see him, or listen, or smell, but now I just knew. So amazing!
    We continued to challenge evildoers and all went well, but... One time we were ambushed by almost an army of ghouls. We fight back. Master turned into a big manyheahed lizard, hydra I guess, ripped and bite these abominations. I bite them, too. But there was somebody smart among ghouls. He knew us, what we can and how we shall fight. He poisoned these ghouls and every bite was a mistake. Step to defeat. Master realized it and he kicked me out of the fight. I wanted to return, but he roared at me so angry! And blow frozen breath towards me. I got scared! And poisoned. I ran. I know, he wanted to protect me, he understood we can’t win, but… I blame myself every day! I should have stayed with him!
    I awoke at night. Weak and wounded, but alive. I immediately ran to the fighting field… There are bodies. And several ghouls that feed on it. I killed all. Master’s body disappeared. I tracked it down by the smell, it took two or three days. And when I caught up with it… My master became undead himself. I know I should destroy him. But I can’t. I looked at him from the bushes and was realizing - I just can’t. But I can seek and destroy all ghouls who survived that ambush. I found all.
    One moment I felt something. My connection with the master. Shadow of it. I don’t know what happend. Maybe it was my revenge, maybe it was a matter of time… Don’t know. But he was becoming something bigger than just a ghoul. Firstly I rejoiced - he'll be back! I thought so. But I was wrong. It no longer was my master. Now he became evil himself! More evil than regular ghouls. I think he remembered some parts and… He was telling me that the undead were suffering very much. And even most good can’t resist. Then I saw it myself. He started to blight woods. Fired them. But he loved them so much before. I was looking for him and suffering with him. But I can do nothing. He became too strong. Maybe in the very first moment I could defeat him, but this time was gone. And he became stronger and stronger. His magic is so devastating now, he can turn into a skeleton lizard with many heads. So many bites… With poison and chilling fangs. Nobody can stop him. And I… I’m only looking. He goes here now, I feel that. You should run, doggy.

    - Names White Paw, - Auricula in the first moment didn’t understand what he was hearing. Human’s words! From this dog, - Big Ear, you don’t need to do it all alone. I know who we can ask to help.
    - How?.. - Auricula had no words, - How do you? Why? I can’t… I don’t understand.
    - Oh, Big! I’m not just a regular dog! - she jumped up in the air and disappeared to emerge ten feet aside, - I’m magical, too, dummy! Let's hurry up! You are not alone longer!


    Spoiler: Questions for the Universe
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    Spoiler: Who are you?
    Show
    Ghoul 5/Ninja 3/Emancipated Spawn 2/Blighter 10

    Spoiler: What are you?
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    Abilities Initial Ghoul base 2nd 3rd 4th 5th All HD Total
    STR 10 2 12
    DEX 8 2 2 12
    CON 8 - -
    INT 16 2 18
    WIS 16 2 2 4 24
    CHA 16 2 2 2 22

    Spoiler: What did erase Death?
    Show
    Level Class Feats Class Features
    1st Druid-1 Versatile Spellcaster, Southern Magician Animal companion, nature sense, wild empathy
    2nd Druid-2 Woodland stride
    3rd Druid-3 Obtain Familiar Trackless step
    4th Druid-4 Resist nature’s lure
    5th Druid-5 Wild shape (1/day)
    6th Druid-6 Natural Spell Wild shape (2/day)
    7th Arcane Hierophant-1 Companion familiar, ignore arcane spell failure, wild shape (3/day)
    8th Arcane Hierophant-2 Wild shape (Large)
    9th Arcane Hierophant-3 Frozen Wild Shape

    Spoiler: What is your new beginning?
    Show
    ECL Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Ghoul-1 0 0 0 2 28: {+4} Craft (Poison): 4; {+4} Hide: 4; {+4} Jump: 4; {+4} Listen: 4; {+4} Move Silently: 4; {+4} Profession (herbalist): 4; {+4} Spot: 4; Ability Focus (paralysis)1st 1st HD, +1 natural armor, bite 1d4, +2 turn resistance
    2nd Ghoul-2 0 0 0 2 2 claws 1d3, paralysis (1 minute), +2 Dex, +2 Cha
    3rd Ghoul-3 1 0 0 3 8: {+1} Craft (Poison): 5; {+1} Escape Artist: 1; {+1} Hide: 5; {+1} Jump: 5; {+1} Listen: 5; {+1} Move Silently: 5; {+1} Profession (herbalist): 5; {+1} Spot: 5; 2nd HD, +2 natural armor, +2 Int, +2 Wis
    4th Ghoul-4 1 0 0 3 Bite 1d6, paralysis (1d6+2 minutes), +2 Cha
    5th Ghoul-5 1 0 0 3 Create spawn, +2 Dex, +2 Wis
    6th Ninja-1 1 0 2 3 10: {+1} Concentration: 1; {+1} Craft (Poison): 6; {+2} Disable Device: 2; Escape Artist: 1; {+1} Hide: 6; {+1} Jump: 6; {+1} Listen: 6; {+1} Move Silently: 6; Profession (herbalist): 5; {+1} Search: 1; {+1} Spot: 6; Expanded Ki Pool3rd Ki power, sudden strike +1d6, trapfinding
    7th Ninja-2 2 0 3 3 10: {+1} Concentration: 2; {+1} Craft (Poison): 7; Disable Device: 2; Escape Artist: 1; {+1} Hide: 7; {+1} Jump: 7; {+1} Listen: 7; {+1} Move Silently: 7; {+2} Open Lock: 2; Profession (herbalist): 5; {+1} Search: 2; {+1} Spot: 7; Ghost step (invisible)
    8th Ninja-3 3 1 3 4 10: {+1} Concentration: 3; {+1} Craft (Poison): 8; Disable Device: 2; Escape Artist: 1; {+1} Hide: 8; {+1} Jump: 8; {+1} Listen: 8; {+1} Move Silently: 8; {+2} Open Lock: 4; Profession (herbalist): 5; {+1} Search: 3; {+1} Spot: 8; Sudden strike +2d6, poison use
    9th Emancipated Spawn-1 3 1 3 6 6: Concentration: 3; Craft (Poison): 8; Disable Device: 2; Escape Artist: 1; {+1} Hide: 9; {+2} Intimidate: 2; Jump: 8; {+1} Listen: 9; {+1} Move Silently: 9; Open Lock: 4; Profession (herbalist): 5; Search: 3; {+1} Spot: 9; Improved paralysis6th;
    Recaled feats: Versatile Spellcaster, Southern Magician, Obtain Familiar, Natural Spell, Frozen Wild Shape
    +2 turn resistance, recall feats
    10th Emancipated Spawn-2 4 1 3 7 6: Concentration: 3; Craft (Poison): 8; Disable Device: 2; Escape Artist: 1; {+1} Hide: 10; {+2} Intimidate: 4; Jump: 8; {+1} Listen: 10; {+1} Move Silently: 10; Open Lock: 4; Profession (herbalist): 5; Search: 3; {+1} Spot: 10; +4 turn resistance, recall class abilities
    11th Blighter-1 4 3 3 9 8: {+3} Concentration: 6; {+1} Craft (Poison): 9; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 1; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 6; Search: 3; {+1} Spellcraft: 1; {+1} Spot: 11; Deforestation
    12th Blighter-2 5 4 3 10 8: {+1} Concentration: 7; {+1} Craft (Poison): 10; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 2; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 7; Search: 3; {+1} Spellcraft: 2; {+1} Spot: 12; {+2} Listen to This; Fell Drain9th Blightfire, sustenance
    13th Blighter-3 6 4 4 10 8: {+2} Concentration: 9; {+1} Craft (Poison): 11; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 3; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 8; Search: 3; {+1} Spellcraft: 3; Spot: 12; {+2} Clarity of Vision, Listen to This; Undead wild shape 1/day
    14th Blighter-4 7 5 4 11 8: {+4} Concentration: 13; {+1} Craft (Poison): 12; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 4; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 9; Search: 3; {+1} Spellcraft: 4; Spot: 12; Clarity of Vision, Listen to This; Speak with dead animal, undead wild shape 2/day
    15th Blighter-5 7 5 4 11 8: Concentration: 13; {+1} Craft (Poison): 13; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 5; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 10; Search: 3; {+3} Spellcraft: 7; Spot: 12; {+2} Swift Concentration, Clarity of Vision, Listen to This; Serpent's Venom12th Contagious touch 1/day, undead wild shape (Large)
    16th Blighter-6 8 6 5 12 8: {+2} Concentration: 15; {+1} Craft (Poison): 14; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 6; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 11; Search: 3; {+1} Spellcraft: 8; Spot: 12; {+2} Spot the Weak Point, Swift Concentration, Clarity of Vision, Listen to This; Animate dead animal, undead wild shape 3/day
    17th Blighter-7 9 6 5 12 8: {+1} Concentration: 16; {+1} Craft (Poison): 15; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 7; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 12; Search: 3; {+2} Spellcraft: 10; Spot: 12; {+2} Extreme Leap, Spot the Weak Point, Swift Concentration, Clarity of Vision, Listen to This; Contagious touch 2/day
    18th Blighter-8 10 7 5 13 8: {+1} Concentration: 17; {+1} Craft (Poison): 16; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 8; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 13; Search: 3; {+4} Spellcraft: 14; Spot: 12; Extreme Leap, Spot the Weak Point, Swift Concentration, Clarity of Vision, Listen to This; Arcane Strike15th Unbond, undead wild shape 4/day
    19th Blighter-9 10 7 6 13 8: {+1} Concentration: 18; {+1} Craft (Poison): 17; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 9; Listen: 10; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 14; Search: 3; {+4} Spellcraft: 18; Spot: 12; Extreme Leap, Spot the Weak Point, Swift Concentration, Clarity of Vision, Listen to This; Contagious touch 3/day, undead wild shape (Huge)
    20th Blighter-10 11 8 6 14 8: {+2} Concentration: 20; {+1} Craft (Poison): 18; Disable Device: 2; Escape Artist: 1; Hide: 10; Intimidate: 4; Jump: 8; {+1} Knowledge (nature): 10; {+1} Listen: 11; Move Silently: 10; Open Lock: 4; {+1} Profession (herbalist): 15; Search: 3; {+2} Spellcraft: 20; Spot: 12; Extreme Leap, Spot the Weak Point, Swift Concentration, Clarity of Vision, Listen to This; Plague, undead wild shape 5/day

    Known languages: Common, Mulhorandi, Draconic, Thayan, Drueidan

    Spoiler: What do you can?
    Show
    Level Class 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    11th Blighter-1 4 2
    12th Blighter-2 5 3 0
    13th Blighter-3 5 3 1 0
    14th Blighter-4 6 3 2 1 0
    15th Blighter-5 6 3 3 2 1 0
    16th Blighter-6 6 3 3 3 2 1 0
    17th Blighter-7 6 4 3 3 3 2 1 0
    18th Blighter-8 6 4 4 3 3 3 2 1 0
    19th Blighter-9 6 5 4 4 3 3 3 2 1 0
    20th Blighter-10 6 5 5 4 4 3 3 3 2 1

    Spoiler: Who is your friend?
    Show

    Auricula
    Advanced Dire Wolf free Companion familiar
    Large Magical Beast
    Hit Dice: 8d10+24 (72 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +8/+20
    Attack: Bite +19 melee (1d8+12)
    Full Attack: Bite +19 melee (1d8+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Low-light vision, scent, improved evasion, speak with animals of its kind
    Saves: Fort +11, Ref +10, Will +7
    Abilities: Str 26, Dex 16, Con 18, Int 9, Wis 12, Cha 10
    Skills: Hide +2, Listen +7, Move Silently +4, Spot +7, Survival +2*
    Feats: Alertness, Run, TrackB, Weapon Focus (bite)
    Alignment: Neutral Good

    Combat
    Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.
    Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
    Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.


    Spoiler: Universe answering
    Show

    Spoiler: Level breakdown
    Show

    Spoiler: Before 0 ECL
    Show
    When Aoth was alive he was a druid. His Mulan heritage gave him the opportunity to take the Southern Magician feat (on first level due Versatile Spellcaster). With this mystery feat he could qualify for Obtain Familiar and Arcane Hierophant later.
    But all this was in the past, concealed for the time being by veil of death.

    Spoiler: ECL 1-5
    Show
    This time Aoth was almost a regular ghoul. A bit to smarter, with one-two unusual skills, but nothing special.

    Spoiler: ECL 6-10
    Show
    Aoth became free at that time. His ex-companion familiar killed the ghoul who was Aoth's master and this has provided him with the opportunities. First purpose - survive. Better hide, longer unlife. This is the ninja's path. Hide, poison and sneak attacks. Nine (later - eleven) times 1 round invisibility every day isn't bad. Especially ninja's invisibility which doesn't fall after attacks. And Wis to AC is very valuable for Wis based build. +2d6 Sudden Strike isn't so much now: with BAB from 1 to 4 and without TWF Aoth can't manage something great about this ability.
    When some safety come, Aoth started bring back his memories, but this didn't give him peace. Remembering gave only pain, and he stopped. Recall feats and recall class abilities don't do almost anything. Aoth have no spellcasting at this levels including "recalled" druid's spellcasting, because he is Chaotic Evil and all that he can recall - abilities of ex-druid. Yes, it will work later, some as prerequisites, some will turn on itself, but now this all is dead wood weight.
    +4 turn resistance (addition to Ghoul's +2) are always welcome.

    Spoiler: ECL 10-15
    Show
    Aoth realized he can't be a druid again. This path is now closed. And he turned in the exact opposite - the Blighter. With partial former memories he became stronger. Natural Spell's profit is oblivious. As like as profit from Frozen Wild Shape. Southern Magician and Obtain Familiar can work, but very limited. And of course we should look at the main dish - Blighter and his abilities. Spellcasting is something good. With a very limited spell list it isn't perfect, but Fell Drain Chill Touch for creature with three natural attacks and paralysis for minutes. Languor, Flame Strike, Animate Dead and Create Undead are useful, too.
    About CL.
    Quote Originally Posted by Complete Divine, p. 23
    The blighter’s caster level is equal to her blighter level plus her druid level.
    Quote Originally Posted by Savage Species, p. 76
    Recall Class Features (Ex): At 2nd level, an emancipated spawn remembers more of her former existence. She now can use all the class features of one former class, as a character of that former class’s level.
    I think, despite the absence of real druid levels, it should be counted for the purpose of CL calculation. It means CL is 9+Blighter level.
    Blightfire on 11th ECL isn't significant, but all-day 5d6 fire damage can be used in some cases. Likewise Deforestation. Another thing is Sustenance. Ghouls are Diet Dependent and while it isn't something wrong for renewed Aoth to eat somebody, circumstances happen, and it's good to have emancipation from this dependence.
    Speak with dead animal and Contagious touch can be used, but are very situational.
    And main guest - Undead Wild Shape. It makes no longer useless Natural Spell and Frozen Wild Shape. And Serpent's Venom later. For the record. I was very surprised that Undead Wild Shape is (SP)! I used it for nothing, but this is a very curious fact! Potentially it can work with Corpsecrafter feat line, but it is very debatable and I didn't rely on it, but if it work Ability Focus (paralysis) and Improved Paralysis can be easily changed on Corpsecrafter and Deadly Chill.
    Interaction between Frozen Wild Shape and Undead Wild Shape is obscure. Should I add the skeleton template after selecting Frozen form or it is replacing skeletal form fully? I think more RAI is first reading and proceed from it. Anyway, Hydra Skeleton will be available only on 19 ECL. Until this moment there are nothing better than Dire Bear or Cave Anklyosaurus if we want more AC.

    Spoiler: ECL 16-20
    Show
    Four more levels of spells, some are useful (foresight, implosion, greater dispel magic), some not so much.
    Animate Dead Animal is a good free undead source, but very picky about the type of bodies.
    Unbond is interesting. First, it can be used against an enemy, sometimes with very high efficiency, if the enemy is a mounted paladin or druid with a pet Tyrannosaurus. But the second use is for Aoth himself. He still has Obtain Familiar feat and can use it due Southern Magician, but no-one new animal can wake in him some good feelings, and Unbond gives him the opportunity to freely change Familiars when he wants without any experience loss.
    Finally Undead wild shape (Huge) came! Aoth can now turn into Ten-Headed Hydra Skeleton (or as I think Twelve because Blighter levels should stack with effective druid level from Arcane Hierophant's recalled Wild Shape ability)! This is a best combat form. I don't need to explain why. Plus paralysis, plus Serpent's Venom, plus Fell Drain Chill Touch. All this together give Aoth good offensive capacity.
    And last but not least - Arcane Strike feat. Up to +9 to all attacks and up to 9d4 each attack's damage. With 12 attacks. Sounds good!

    Spoiler: Apex Damage
    Show
    At the very end Aoth can do 12 attacks in standard action, charge or AoO.
    Maximally every attack has +24 attack bonus and does 1d10+6+2d6+9d4 damage plus 1d6 negative energy damage plus 1 point of Strength damage with DC 19 plus 1 negative level plus paralysis with DC 30 plus poison (1d6 Con/1d6 Con) with DC 18.


    Spoiler: Prefire Disputes
    Show

    Spoiler: Druid
    Show
    Yes, I know.
    Quote Originally Posted by Thurbane View Post
    Forbidden: Classes from the PHB
    But I didn't use it. There is no Druid in my actual build. Yes, you can see it in "What did erase Death?" table, but death really erased it all. Aoth no longer Druid, he is Ghoul 5/Ninja 3/Emancipated Spawn 2/Blighter 10. See? No Druid. Was, but it was in the past. And I think it's enough to meet Blighter requirements.

    Spoiler: Ghoul Monster Class from Savage Species
    Show
    I insist this is unupdated 3.0 material and it allowed for competition. What? Libris Mortis The Ghoul/Ghast Monster Class? No, no, no. It isn't the same. Look at the names. Do you see differences? Quod erat demonstrandum.

    Spoiler: Chill Touch and Natural attacks
    Show
    I was very disappointed when saw this topic on the very next day after I catch my entry idea. Who reads my thoughts? Stop this right now!
    But seriously, I don't pretend on "all touches in one standard" reading, but having three-to-twelve natural attacks I'm very enthusiastically looking at this part.
    Unarmed and Natural Attacks with Touch Spells: If you hold the charge of a touch spell, you can make a normal unarmed attack or an attack with a natural weapon at a later time. In this case, you’re considered armed only if your unarmed attack or natural weapon attack doesn’t provoke attacks of opportunity. Otherwise, you provoke attacks of opportunity as normal. If the attack hits, you deal normal damage for your unarmed attack or natural weapon, and the spell discharges. If the attack misses, you’re still holding the charge.

    Spoiler: Unupdated Blighter spells
    Show
    Reading 3.0 book Masters of the Wild I found 3.0 version of the Blighter. There are many differences, but spell lists in general look similar. But the 3.0 version has only 6 levels of spells and has some spells that weren't updated. I think as the successor 3.5 Blighter can cast them. This spells are:
    Kiss of Death (4th) - Creates reusable poison, delivered by touch attack.
    Protection from All Elements (5th) - Reduces the effects of all elemental spells.
    Invulnerability to Elements (6th) - Grants immunity to energy damage.

    Last two are slightly too much for 5th and 6th level, I can agree to 6th and 8th.

    Spoiler: Arcane Strike
    Show
    Yes, this feat has the prerequisite "Ability to cast 3rd-level arcane spells" with which Southern Magician helped me, but the feat's benefit doesn't say that I can't use it with non arcane spell slots.
    When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus.
    So it should work with Blighter spells, too. Even without using Southern Magician (and I of course can use it if you don't agree with my reading).

    Spoiler: Skeleton Frozen Wild Shape
    Show
    I want to talk about Skeleton Hydra. This is a great monster with very poor wording. Part about severing heads and springing new isn't either Special Attack or Special Quality and I don't know how should it work with Skeleton template.

    Spoiler: Spot the Weak Point and Hydra
    Show
    As a standard action, you can attempt a Spot
    check to find a weakness in your opponent’s defenses. The DC of this check equals the opponent’s AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack.
    Idea is that Twelve-Headed Hydra's 12 bites is an attack. One single attack. So all 12 should be treated as a touch attack.


    Spoiler: Sources
    Show
    Ghoul Monster Class - Savage Species, p. 173
    Ninja - Complete Adventurer, p. 5
    Emancipated Spawn - Savage Species, p. 75
    Blighter - Complete Divine, p. 23
    Arcane Hierophant - Races of the Wild, p. 108
    Ability Focus - Monster Manual V, p. 204
    Expanded Ki Pool - Complete Scoundrel, p. 77
    Improved Paralysis - Libris Mortis: The Book of Undead, p. 27
    Frozen Wild Shape - Frostburn, p. 48
    Obtain Familiar - Complete Arcane, p. 81
    Southern Magician - Races of Faerûn, p. 168
    Versatile Spellcaster - Races of the Dragon, p. 101
    Fell Drain - Libris Mortis: The Book of Undead, p. 27
    Serpent's Venom - Complete Divine, p. 84
    Arcane Strike - Complete Warrior, p. 96
    Extreme Leap, Spot the Weak Point, Swift Concentration, Clarity of Vision, Listen to This - Complete Scoundrel, p. 84-90
    Corpsecrafter - Libris Mortis: The Book of Undead, p. 25
    Deadly Chill - Libris Mortis: The Book of Undead, p. 25
    Cave Anklyosaurus - Miniatures Handbook, p. 57
    Dire Bear - Monster Manual, p. 63

    Druid, Natural Spell - PHB
    Spells - PHB, Complete Divine, Masters of the Wild

    Honorable mention:
    Death of a Familiar's Master - Tome And Blood, p. 12

  26. - Top - End - #26
    Titan in the Playground
     
    Thurbane's Avatar

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    Jul 2007
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    Terra Australis
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    Default 2. The Question

    Gentlefolk, we've asked many important questions over our time here, in this wonderful round of Junkyard Wars. Hopefully, we've managed to answer some. Can samurai be used effectively? Is the presence of dismissal on the Wu Jen spell list making this too easy? Was it always this frustrating to get feats without a fighter/ranger dip? These, and many more, are the questions this round forces us to ask.

    Naturally, we can't answer all of them. Some questions have to remain unanswered. But one was doomed from the start to remain unasked. A question that would not let us carry on as if our actions here had any meaning. A question that had only madness and despair as the fruits of the inquiry. A question that cuts so deep into the heart of what it is to be a human that it drives us away, screaming in terror, into the night. This question was doomed to remain unasked.

    But the build before you was meant to subvert that fate.

    for as terrifying as that question is, it should be asked. It has to be asked. It must be asked.




    Spoiler: The Question
    Show






    WHAT









    IS









    TRUTH?








    The Question (AKA Our Hero)


    CG Noncombatant Female Neraph, Ardent (CPsi p.6) 10 / Order of The Bow Initiate (CW p.68) 10.

    Str 14, Dex 14, Con 12, Int 8, Wis 18, Cha 8. All advancements go to wis.

    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features Powers Known
    1st Ardent 1 0 0 0 2 Craft (bowmaking) 1, Psicraft 3. Point Blank Shot, Precise Shot (F), Weapon Focus: Composite Longbow (b) Conflict Mantle (CPsi p. 67), Freedom Mantle (CPsi p. 69) Dimension Hop (CPsi p. 83), Metaphysical Weapon
    2nd Ardent 2 1 0 0 3 Craft (bowmaking) 2, Psicraft 3. - Time Mantle (CPsi p. 71) Deceleration
    3rd Ardent 3 2 1 1 3 Craft (bowmaking) 3, Psicraft 3. Zen Archery (CW p. 106) - Hustle
    4th Ardent 4 3 1 1 4 Craft (bowmaking) 4, Psicraft 3. - - Offensive Prescience
    5th Ardent 5 3 1 1 4 Craft (bowmaking) 5, Psicraft 3. - Natural World Mantle (CPsi p. 71) Time Hop
    6th Ardent 6 4 2 2 5 Craft (bowmaking) 5, Knowledge (religion) 1, Psicraft 3. Rapid Shot - Psionic Lion's Charge
    7th Ardent 7 5 2 2 5 Craft (bowmaking) 5, Knowledge (religion) 2, Psicraft 3. - - Metamorphosis
    8th Order of The Bow Initiate 1 6 2 4 7 Craft (bowmaking) 5, Knowledge (religion) 2, Psicraft 3.5. - Ranged Precision +1d8 -
    9th Order of The Bow Initiate 2 7 2 5 8 Craft (bowmaking) 5, Knowledge (religion) 2, Psicraft 4. Practiced Manifester (CPsi p. 57) Close Combat Shot -
    10th Order of The Bow Initiate 3 8 3 5 8 Craft (bowmaking) 5, Knowledge (religion) 2, Psicraft 4, Spot 1. - Ranged Precision +2d8 -
    11th Order of The Bow Initiate 4 9 3 6 9 Craft (bowmaking) 5, Knowledge (religion) 2, Psicraft 4, Spot 2. Greater Weapon Focus (b) - -
    12th Ardent 8 10 3 6 10 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (religion 2), Psicraft 4, Spot 2. Linked Power (CPsi p. 62) Replace Primary Mantle: Conflict with Time Temporal Acceleration
    13th Ardent 9 10 4 7 10 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (Arcana) 1, Knowledge (religion 2), Psicraft 4, Spot 2. - - Psionic Fly
    14th Ardent 10 11 4 7 11 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (Arcana) 1, Knowledge (dungeouneering) 1, Knowledge (religion) 2, Psicraft 4, Spot 2. - Dominant Ideal: Freedom Anticipatory Strike (CPsi p. 78)
    15th Order of The Bow Initiate 5 12 4 7 11 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (Arcana) 1, Knowledge (dungeouneering) 1, Knowledge (religion) 2, Psicraft 4, Spot 3. Expanded Knowledge (Synchronicity) Ranged Precision +3d8 Synchronicity
    16th Order of The Bow Initiate 6 13 5 8 12 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (Arcana) 1, Knowledge (dungeouneering) 1, Knowledge (religion) 2, Psicraft 4, Spot 4. Sharp Shooting (b) (CW p. 105) - -
    17th Order of The Bow Initiate 7 14 5 8 12 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (Arcana) 1, Knowledge (dungeouneering) 1, Knowledge (religion) 2, Psicraft 4, Spot 5. - Ranged Precision +4d8 -
    18th Order of The Bow Initiate 8 15 5 9 13 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (Arcana) 1, Knowledge (dungeouneering) 1, Knowledge (religion) 2, Psicraft 4, Spot 6. Woodland Archer (RoTW p. 154) - -
    19th Order of The Bow Initiate 9 16 6 9 13 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (Arcana) 1, Knowledge (dungeouneering) 1, Knowledge (religion) 2, Psicraft 4, Spot 7. - Ranged Precision +5d8 -
    20th Order of The Bow Initiate 10 17 6 10 14 Autohypnosys 1, Craft (bowmaking) 5, Knowledge (Arcana) 1, Knowledge (dungeouneering) 1, Knowledge (religion) 2, Psicraft 4, Spot 8. - Extended Precision -

    Let's break it down.

    Our hero starts play as a fairly standard ardent. With +2 natural armor, +2 Dex and heavy armor proficiency, she's harder to hit than most. She also hits harder than many other ardents, with her race providing her access to martial weapons. She's mainly an archer, of course, but a greatsword is a greatsword. Weapon focus, metaphysical weapon and point blank shot help make up for the low Dex at level 1, but Dex will never improve, which is why Zen Archery comes along at level 3, making her satisfyingly SAD. Her powers are mostly about damage buffing or maneuverability, whether that be moving herself or sticking melee enemies in place with deceleration. Time hop is a versatile and potent power, appropriate for the expected power spike at level 5. Metamorphosis achieves a similar goal for level 7 – being a neraph, our hero can metamorphize into outsiders, which is extremely useful.

    Complete psionic mentions ardents "seek to understand universal truths", and that's what she does. Not only does she seek truth, but she also apparently finds it – at the end of an arrow. Welcome to one of the worst PRCs of 3.5, the Order of The Bow Initiate. With 4 required feats, 2 of which support a fighting style completely opposed to what the class features do, it absolutely sucks. Shooting a lot of arrows with a full attack, thanks to things like rapid shot and the splitting enchantment from CoR p.42 (which requires precise shot), is the only thing archers do well in 3.5 except sniping from insane distance. Order of The Bow Initiates refuse to do either, and do the worst thing in the world instead. Let's see if our hero manages to squeeze something useful out of 10 levels in this class.

    For now, she enjoys the secondary features of the class, but absolutely refuses to engage in the atrocity that is ranged precision – unless she UNDENIABLY has to move and is straight up OUT of power points. She's far more likely to just full attack while maneuvering with hustle and dimension hop, making her a very slippery target. She can also just change into something nasty and go melee If she'd like. This is why Psionic Lion's Charge is in this build – to support the versatility of Metamorphosis and make melee forms far more potent.

    Speaking of changing into something nasty, thanks to practiced spellcaster her ML at level 10, her last level of OoTBI for now, is 10 – and that's when a new form comes online for her: Arrow Demon (MM3 p. 34). These boys have an Ex ability called Symmetrical Archery. They have 4 clawed hands, and they can uniquely dual-wield bows, attacking both simultaneously for the low price of a -2 to-hit. While surely affording or finding 2 splitting (or what have you) longbows is a longshot until very late in the game, this is still a massive damage improvement. This is the main combat form for our gal for her entire career, though she still enjoys the full versatility of metamorphosis.

    Jumping back into Ardent for some high level powers. Temporal acceleration easily allows buffing to be made quicker if needed, which is excellent for our Demon Arrow shenanigans if our hero is caught without her form. Not that she's useless without it, of course. Linked power is of course the best thing since sliced bread, and provides another action economy boon. Our hero has plenty of buffs, and this lets her tag them on other buffs or on swift action powers if she's ever caught without them. It is also the penultimate feat to accomplish her secret plan. Shhh, don't tell anybody.

    Psionic fly lets her fly with unwinged forms, like her natural form and her arrow demon form. At level 14, the excellent anticipatory strike comes online, alongside the Dominant Ideal ACF. Our hero's dedication towards freedom becomes absolute, which means she can augment or use metapsionic feats on her freedom mantle powers at a 2 pp reduced cost. Far more importantly, it lets her apply metapsionic feats – in her case, Linked Power – without expending her psionic focus. Bonkers already, of course – she can use linked power repeatedly with impunity, and even at a lower cost than manifesting each power individually – but next level is when everything comes online.

    At level 15, ranged precision becomes a 3d8 increase. That's important, because level 15 is also when expanded knowledge: Synchronicity comes online. Synchronicity is a standard action power letting you ready an action without specifying the trigger. Linking it to another power means an extra readied action. Linking it to a swift action power, when not having to expend psionic focus, means you could get an extra readied action every turn, while still having full round actions to act in.

    At the ludicrous cost of a single power point, our hero can teleport 15 ft as a swift action, full attacking while gaining a readied standard action to again fire her bow – this time, with ranged precision damage. If she's in her arrow demon form, she can fire both bows with this action. She can also use 3 pp (still nothing to her at this point, with 10 ardent levels and maxed Wis) to hustle and gain the same benefits. And she can do this EVERY ROUND, all day long.

    The inherent contradiction at the heart of Order of The Bow initiate is the fact that full attacking is simply always superior for archers than doing a bunch of D8s on a single arrow, and the class already forces you to get the feats for the full attack style.

    This contradiction has been solved in this build. It is custom made to be a good full attack archer, with powers like offensive prescience and metaphysical weapon, augmentable to ML 14, being put on hyperspeed by the arrow demon form. It is also custom made to consistently fire single arrows benefitting from ranged precision, and utilizing them in a far superior way to just firing them on her own turn. Synchronicity means she could save these arrows to thwart casters, while still being able to fire if that didn't end up being needed, or if another caster shows up beforehand. This is pretty much the best usage possible of ranged precision, and it can be done every turn while still full attacking consistently, with an extremely minor expenditure of resources that you'd almost always spend anyways, for the movement benefits.

    This is pretty much it. From here going forward, all that happens is the existing tactics being improved upon with better numbers. Our hero's got excellent damage and utility even without metamorphosis, and action economy powers up the wazoo. Ranged precision gets up to 4d8, and then 5d8. Level 18 brings woodland archer, which is always excellent for archers who makes plenty of attacks, and no one makes more attacks than our hero. Of special note is the fact that adjust for range works for a round not for a turn, which means even the very last attack in the full attack missing is useful for us – the +4 gets added to the deadly ranged precision arrows, making sure all that effort doesn't go to waste. Level 19 brings a fourth iterative, meaning 10 arrows on a full attack (15 with a splitting bow, 20 with two). Level 20 brings extended precision – and with her movement speed from the freedom mantle, hustle, dimension hop, and fly, our hero greatly enjoys being able to hang further back while still utilizing her readied precision arrows.

    The question was asked.

    And against all odds...

    It was answered.

    Spoiler: Items and variations
    Show
    The splitting property was mentioned in-text, so no need to repeat it here. SADness means we only care about Wis here - no need to boost dex or anything. More Str would be ok, but our Str is already at a great +5 as an arrow demon. On top of our early-level damage buffing powers from the conflict mantle, that's enough to make excellent damage on each of our many, many arrows, so we can just focus on getting that sweet 34 Wis. Metaphysical Weapon also means we can forget about enhancement bonuses for the bow, and just focus on useful properties. Flight, action economy nonesense, and free movement are covered in build, so resources can be diverted towards stuff like magical ammunition.

    The main variation of this build is focused on the sunstitute powers ACF, from the same source as Dominant Ideal. This lets you add and replace powers from mantles. I haven't used it here, as it exists in this liminal space between an actual ACF and a general allowance for homebrew - but the fact that Synchronicity isn't on the time mantle is a damn disgrace, and I think many DMs would be willing to include it. This would save a feat slot, and make the trick come online earlier.


    That's the build! It gets everything good from OoTBI without the bad stuff, in a way that is literally only achievable by an Ardent 10, and no one else. For a competition that is all about using base classes and prcs from different completes – meaning, ones that don't seem like they'd work together but absolutely do – I think that's pretty cool.
    Last edited by Thurbane; 2022-01-25 at 05:47 PM.

  27. - Top - End - #27
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    Default 3. Mir Roar

    Spoiler
    Show


    Even most scary person was born as a child. Perhaps was loved by parents and was a very nice. This is true about Mir. She was very nice changeling girl with mother, father and two siblings who loved her very much! There were nothing wrong in her family, at least nothing wrong for changelings. They were lawful people and didn't hide their nature from neighbors and were respected members of the community.
    She always remember her childhood fondly. Then she had a favored game which parents play with her and her siblings. Almost every evening parents became some new peoples husband and wife sometime same race, sometime different and children were supposed to turn themselves into suitable form and spend dinner and all time till night being such persons. Mir liked when parents were very different, it was more challenging that two regular humans or dwarves. Her most favorable combination was orc and human. There are so many different orcs and humans and even more possible mixes. Very enjoyably! Later Mir understand this was not only funny game, this was a practice. And always was grateful for parents about that.
    Parents always talked: "You can became anybody who you want!" and it it turned out to be true for Mir. She always like honorable warriors. Strong, brave, and frightening for all enemies. Not regular soldiers or individual fighters, but those known as samurais. For another girl it can became a problem - girls rarely takes as samurai, it is more for men, but Mir was a changeling and can be a girl, a boy, or anybody more. One day she transformed into young half-orc guy, said good by her family and went to her dream.
    She succeed. Being a samurai was a hard work, but and very pleasantly, too. Mir learned to fight, to be honorable and intimidating. Years passed, and nice little changeling girl became a scary half-orc with swords and a cemetery full of the dead behind. Being perfectly like half-orc opened many ways to be intimidating. She was almost perfect poor samurai, but once she threw herself into research her intimidating abilities far above and beyond. Additionally, one time she was seen by one sensei, who teach to use mind powers in fight. He looked on Mir's fights and discovered that she has a talent in this. It gave another edge for Mir's prowess.

    Spoiler: Build
    Show
    Samurai-14/Exemplar-1/War Mind-4/Half-Orc Paragon-1
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Samurai-1 1 2 0 0 16: {+4} Diplomacy: 4; {+4} Intimidate: 4; {+4 CC} Knowledge (psionics): 2; {+4 CC} Iaijutsu Focus: 2; Hidden Talent (Demoralize), Exotic Weapon Proficiency (bastard sword) (B) Daisho proficiency
    2nd Samurai-2 2 3 0 0 4: {+1} Diplomacy: 5; {+1} Intimidate: 5; {+1 CC} Knowledge (psionics): 2.5; {+1 CC} Iaijutsu Focus: 2.5; Two-Weapon Fighting (B*) Two swords as one
    3rd Samurai-3 3 3 1 1 4: {+2 CC} Bluff: 1; {+1} Diplomacy: 6; {+1} Intimidate: 6; Knowledge (psionics): 2.5; Iaijutsu Focus: 2.5; Skill Focus (Intimidate) Kiai smite 1/day
    4th Samurai-4 4 4 1 1 4: {+2 CC} Bluff: 2; Diplomacy: 6; {+1} Intimidate: 7; {+1} Knowledge (history): 1; Knowledge (psionics): 2.5; Iaijutsu Focus: 2.5; Breaking Stare 1
    5th Samurai-5 5 4 1 1 4: {+2 CC} Bluff: 3; Diplomacy: 6; {+1} Intimidate: 8; {+1} Knowledge (history): 2; Knowledge (psionics): 2.5; Iaijutsu Focus: 2.5; Quick Draw (B*) Iaijutsu master
    6th Samurai-6 6 5 2 2 4: {+2 CC} Bluff: 4; {+1} Craft (taxidermy): 1; Diplomacy: 6; {+1} Intimidate: 9; Knowledge (history): 2; Knowledge (psionics): 2.5; Iaijutsu Focus: 2.5; Racial Emulation Staredown
    7th Samurai-7 7 5 2 2 4: {+2 CC} Bluff: 5; {+1} Craft (taxidermy): 2; Diplomacy: 6; {+1} Intimidate: 10; Knowledge (history): 2; Knowledge (psionics): 2.5; Iaijutsu Focus: 2.5; Kiai smite 2/day
    8th Samurai-8 8 6 2 2 4: Bluff: 5; {+1} Craft (taxidermy): 3; Diplomacy: 6; {+1} Intimidate: 11; Knowledge (history): 2; Knowledge (psionics): 2.5; {+2 CC} Iaijutsu Focus: 3.5; Improved Initiative (B) Improved Initiative
    9th Samurai-9 9 6 3 3 4: Bluff: 5; {+1} Craft (taxidermy): 4; Diplomacy: 6; {+1} Intimidate: 12; Knowledge (history): 2; Knowledge (psionics): 2.5; {+2 CC} Iaijutsu Focus: 4.5; Imperious Command Breaking Stare 2
    10th Samurai-10 10 7 3 3 4: Bluff: 5; Craft (taxidermy): 4; Diplomacy: 6; {+1} Intimidate: 13; Knowledge (history): 2; Knowledge (psionics): 2.5; {+3 CC} Iaijutsu Focus: 6; Mass staredown
    11th Samurai-11 11 7 3 3 4: Bluff: 5; {+1} Craft (taxidermy): 5; Diplomacy: 6; {+1} Intimidate: 14; Knowledge (history): 2; Knowledge (psionics): 2.5; {+2 CC} Iaijutsu Focus: 7; Improved Two-Weapon Fighting (B*) Improved two swords as one
    12th Samurai-12 12 8 4 4 4: Bluff: 5; {+1} Craft (taxidermy): 6; Diplomacy: 6; {+1} Intimidate: 15; Knowledge (history): 2; {+1 CC} Knowledge (psionics): 3; {+1 CC} Iaijutsu Focus: 7.5; Menacing Demeanor Kiai smite 3/day
    13th Samurai-13 13 8 4 4 4: Bluff: 5; Craft (taxidermy): 6; Diplomacy: 6; {+1} Intimidate: 16; Knowledge (history): 2; {+2 CC} Knowledge (psionics): 4; {+1 CC} Iaijutsu Focus: 8; Breaking Stare 3
    14th Samurai-14 14 9 4 4 4: Bluff: 5; Craft (taxidermy): 6; Diplomacy: 6; {+1} Intimidate: 17; Knowledge (history): 2; {+2 CC} Knowledge (psionics): 5; {+1 CC} Iaijutsu Focus: 8.5; Improved staredown
    15th Exemplar-1 14 9 4 6 10: Bluff: 5; Craft (taxidermy): 6; Diplomacy: 6; Intimidate: 17; Knowledge (history): 2; {+3} Knowledge (psionics): 8; {+7} Iaijutsu Focus: 15.5; Trophy Collector Skill artistry (Intimidate), Skill mastery (Intimidate, Iaijutsu Focus, Craft (taxidermy))
    16th War Mind-1 15 11 6 6 4: {+1} Autohypnosis: 1; Bluff: 5; Craft (taxidermy): 6; Diplomacy: 6; {+2} Intimidate: 19; Knowledge (history): 2; Knowledge (psionics): 8; {+1 CC} Iaijutsu Focus: 16; Chain of personal superiority +2
    17th War Mind-2 16 12 7 6 4: Autohypnosis: 1; Bluff: 5; Craft (taxidermy): 6; Diplomacy: 6; {+1} Intimidate: 20; Knowledge (history): 2; Knowledge (psionics): 8; {+3 CC} Iaijutsu Focus: 17.5; Chain of defensive posture +2
    18th War Mind-3 17 12 7 7 4: Autohypnosis: 1; Bluff: 5; Craft (taxidermy): 6; Diplomacy: 6; {+1} Intimidate: 21; Knowledge (history): 2; Knowledge (psionics): 8; {+3 CC} Iaijutsu Focus: 19; Live My Nightmare Enduring body (DR 1/—)
    19th War Mind-4 18 13 8 7 4: Autohypnosis: 1; Bluff: 5; Craft (taxidermy): 6; Diplomacy: 6; {+1} Intimidate: 22; Knowledge (history): 2; Knowledge (psionics): 8; {+3 CC} Iaijutsu Focus: 20.5;
    20th Half-Orc Paragon-1 19 15 8 7 6: Autohypnosis: 1; Bluff: 5; Craft (taxidermy): 6; Diplomacy: 6; {+1} Intimidate: 23; Knowledge (history): 2; Knowledge (psionics): 8; {+5 CC} Iaijutsu Focus: 23; Divided ancestry, monstrous mien

    * - with katana and wakizashi only.


    Spoiler: Stats
    Show
    Abilities Initial Levels Total
    STR 12 12
    DEX 10 10
    CON 14 14
    INT 14 14
    WIS 14 14
    CHA 15 5 20


    Spoiler: Psi
    Show
    Level PP New Powers
    1st 2 Demoralize
    16th 4+1 Expansion
    17th 11+2 Inertial Armor
    18th 11+3
    19th 16+4 Hustle


    Spoiler: Level-by-level
    Show
    Spoiler: 5
    Show
    Mir is regular TWFer with some intimidation side tactics.

    Spoiler: 10
    Show
    Now Mir is intimidator with some TWF side tactics.

    Spoiler: 15
    Show
    Intimidate grows further and Iaijutsu Focus follow. With Exemplar level Intimidate modificator is about +35, which means 45 check (take 10), plus Trophy Collector bonus against all enemies in 30 ft. Iaijutsu Focus take 10 is 28 - +4d6 damage.

    Spoiler: 20
    Show
    Intimidate +47 without any bonuses. Iaijutsu Focus gives +6d6.
    With Hustle Mir can stunlock via Imperious Command against all enemies in 30 ft. and do full attack every round for 6 rounds and stunlock with single attack all day every day.


    Spoiler: Sources
    Show
    Changeling - Eberron Campaign Setting, p. 12
    Samurai - Complete Warrior, p. 8
    Samurai Dead Levels - Dead Levels II
    Exemplar - Complete Adventurer, p. 44
    War Mind - Expanded Psionics Handbook, p. 155
    Half-Orc Paragon - Unearthed Arcana, p. 40
    Hidden Talent - Expanded Psionics Handbook, p. 67
    Racial Emulation - Races of Eberron, p. 110
    Imperious Command - Drow of the Underdark, p. 50
    Menacing Demeanor - Races of Destiny, p. 155
    Trophy Collector - Player's Handbook II, p. 83
    Live my Nightmare - Unearthed Arcana, p. 94
    Demoralize - Expanded Psionics Handbook, p. 91
    Expansion - Expanded Psionics Handbook, p. 105
    Inertial Armor - Expanded Psionics Handbook, p. 113
    Hustle - Expanded Psionics Handbook, p. 111

  28. - Top - End - #28
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    Default 4. The Kitsune

    Sakura, The Kitsune




    Beguiler 1/Wu Jen 4/ Ultimate Magus 10/ Wild Soul 5

    Str 8, Dex 12, Con 10, Int 16, Wis 13, Cha 16.

    Put for ASI into Int, one into Wis.

    The goal of this build is simple: Build and optimise the concept of a Kitsune

    For the benefit of those who don't know, Kitsune are magic trickster foxes with up to nine tales. According to Japanese myth, they can live for more than a thousand years, and the most powerful can see and hear anything in the world. Sounds like an arcane caster...

    Spoiler: The Build
    Show
    Level Class BAB Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Beguiler 1 (PH2) +0 +0 +0 +2 Knowldge (Arcana) 4, (Nature) 2, Spellcraft 4, Concentration 4, UMD 4, Deciper Script 4 Dipolmancy 4, Disguise 4, Bluff 4 Surrogate Spellcasting (SS) Armoured Mage, Trapfinding
    2nd Wu Jen 1 (CArc) +0 +0 +0 +4 Knowldge (Arcana) 5, Spellcraft 5, Concentration 5 Extend Spell Watchful Spirt
    3rd WJ 2 +1 +0 +0 +5 Knowldge (Nature) 5, Spellcraft 6, Concentration 6, Bluff 5 Practised Spellcaster (Beguiler) (CArc)
    4th WJ 3 +1 +1 +1 +5 Knowldge (Nature) 6, Spellcraft 7, Concentration 7, Diplomancy 5 Spell Secret (Silent, Ghost Light)
    5th WJ 4 +2 +1 +1 +6 Knowldge (Nature) 7, Spellcraft 8, Concentration 8, Disguse 5
    6th Ultimate Magus 1 (CM) +2 +1 +1 +8 Knowldge (Nature) 8 UMD 6, Spellcraft 9, Concentration 9, Deciper Script 5 Versatile Spellcaster (RotD) Arcane Spell Power +1
    7th UM 2 +3 +1 +1 +9 UMD 7, Spell Craft 10, Concentraion 10, Bluff 6 Expanded spell knowledge (Ghost Light)
    8th UM 3 +3 +2 +2 +9 UMD 8, Spellcraft 11, Concentration 11, Diplomancy 6 Augmented casting
    9th UM 4 +4 +2 +2 +10 UMD 9, Spellcraft 12, Concentration 12, Skill Trick Chain Spell (CArc), Swift Concentration (CS) Arcane spell power +2, expanded spell knowledge (Apparition)
    10th UM 5 +4 +2 +2 +10 UMD 10, Spellcraft 13, Concentration 13, Disguse 6 Quicken Spell
    11th UM 6 +5 +3 +3 +11 UMD 13, Spellcraft 14, Concentration 14 Expanded spell knowledge (Haste)
    12th UM 7 +5 +3 +3 +11 Concentration 15, Bluff 7, Disgise 7 Improved Initative Arcane spell power +3
    13th UM 8 +6/1 +3 +3 +12 UMD 16, Bluff 8 Expanded spell knowledge (Creeping Darkness)
    14th UM 9 +6/1 +4 +4 +12 UMD 17 Concentration 17, Disgise 8 Persitant Spell
    15th UM 10 +7/2 +4 +4 +13 UMD 18, Spellcraft 15, Concentration 18, Diplomancy 7 Assume Supernatral Ability (Displacement) (SS) Arcane spell power +4, expanded spell knowledge (Polymorph)
    16th Wild Soul 1 (CM) +7/2 +4 +4 +15 UMD 19, Concentration 19, Diplomancy 9 Unseelie courtier, spontaneous spells (1st-3rd)
    17th Wld S 2 +8/3 +4 +4 +16 UMD 20, Concentration 20, Bluff 9 Unseelie bond (immune to sleep), summon Unseelie ally
    18th Wld S 3 +8/3 +5 +5 +16 UMD 21, Concentration 21, Disguse 9 Touch Of Distraction (CM) Spontaneous spells (4th)
    19th Wld S 4 +9/4 +5 +5 +17 UMD 22, Concentration 22, Bluff 10 Unseelie bond (+2 against enchantments), summon Unseelie ally
    20th Wld S 5 +9/4 +5 +5 +17 UMD 23, Concentration 23, Disguse 10 Spontaneous spells (5th)
    [/td][/tr][/table]


    Spoiler: Spells
    Show
    Level Class CL 0th (BGL/WJ) 1st (BGL/WJ) 2nd (BGL/WJ) 3rd (BGL/WJ) 4th (BGL/WJ) 5th (WJ) 6th (WJ) 7th (WJ) 8th (WJ) 9th (WJ)
    1st Beguiler 1 1 5 4
    2nd Wu Jen 1 1/1 5/3 4/2
    3rd WJ 2 3/2 5/4 4/3
    4th WJ 3 4/3 5/4 4/3 0/2
    5th WJ 4 5/4 5/4 4/4 0/3
    6th Ultimate Magus 1 6/5 5/4 4/4 0/3 0/1
    7th UM 2 7/7 6/4 5/4 0/4 0/3
    8th UM 3 8/8 6/4 6/5 0/4 0/3 0/2
    9th UM 4 9/10 6/4 6/5 0/4 0/4 0/3
    10th UM 5 10/11 6/4 7/5 4/5 0/4 0/3 1
    11th UM 6 11/12 6/4 7/5 5/5 0/4 0/4 2
    12th UM 7 13/13 6/4 7/5 6/5 4/4 0/4 2
    13th UM 8 14/14 6/4 7/5 7/5 5/5 0/4 2 1
    14th UM 9 15/15 6/4 7/5 7/5 6/5 4/4 3 2
    15th UM 10 17/17 6/4 7/5 7/5 7/5 5/5 3 2 1
    16th Wild Soul 1 17/17 6/4 8/6 7/5 7/5 5/5 5 2 2
    17th Wld S 2 17/18 6/4 8/6 7/5 7/5 5/5 5 3 2
    18th Wld S 3 17/19 6/4 8/6 7/5 7/5 5/5 5 3 2 1
    19th Wld S 4 17/20 6/4 8/6 7/5 7/5 5/5 5 3 3 2
    20th Wld S 5 17/21 6/4 8/6 7/5 7/5 5/5 5 4 3 2 1


    Spoiler: Level 1-5- Magic Fox
    Show
    Bruce the Wizard was waiting in an inn. He'd brought snacks (Some Crutons) and... His snacks had gone. Time to make more by casting create food and water. "SNACKS!!!" So... A talking fox was eating his snacks. Meh. "Who are you?" "My name's Sakura. Do you have any more snacks?" "No... But I can teach you to make them." "Yay!"

    Sakura starts out as a Wu Jen with a Beguiler dip. She mostly mostly plays like a standard controller Wu Jen, but with a few extra tricks. Beguiler gives her a ton of starting skill points (36), and some extra illusion and enchantment spells. (And more spell slots!) The Hengeyokai race lets Sakura turn into a fox (Or back) 1+CL/day. She spends most of her time in this form because of it's small size and high speed (+4 dex mod). (Remember, although gear is melds in your new from on transforming, there's nothing stopping you from taking it off beforehand) And, thanks to the feat Surrogate Spellcasting, this won't prevent us from spellcasting! She also has the skills and cha mod (+3) to act as a semi-competent face. Our Taboo is "Must wreck petty havoc on any dogs/racoon-dogs you meet"


    Forms:
    Fox (11 str, 19 dex, 11 con, 15 AC, small size, 1d4 bite) Small form with exceptionally high dex. Useful for the lower levels and sneaking about.

    Useful spells:
    Mage Hand (LV 0): It's a hand. That you can use in fox form. Handy for pinching snacks

    Fiery eyes (LV1): Nice low-level blasting spell. Use to make ranged attacks in fox form.

    Ghost Light (LV 1): It's a torch, with a duration of concentration, that causes fear. Good for battlefield control and to represent foxfire.

    Color Spray (LV 1): A powerful control spell on weak (4HD or Less) Targets

    Obsuceing Mist/ Fog Cloud (LV 1/2): Allows sakura to hide, escape, or set up ambushes. Note that it can be blown away, though

    Charm Person, Disguise Self (LV 1): These help sakura pretend to be the face. She spends her spell secret on Charm Person so she can put it into normal conversation, helping her bluff and trick people.

    Apparition (LV 2): Makes target look horrendous, causing AOE fear. Touch Range. Can shut down an encounter if Sakura gets in range

    Entangling Scarf (LV 2): Ranged touch that entangles. Works well on monsters with bad reflex saves.

    Invisibility (N LV 2, G LV 4): The ultimate sneaking tool. Useful for scouting, preparing ambushes and pranks.

    Defensive Spells (All): Not dying is good. Mage armour gives Sakura AC, Blur makes people miss her. Rember you get more of these as you level up

    Anything you can think of (Whatever): Sakura is a prepared caster- if it's on her spell lists and would come in handy in the next 24 hours (Say, swim in a watery area), Prepare it.



    Spoiler: Level 6-10- Arcane Theurge
    Show

    "Your really bright, you know" Said Bruce "Maybe we should enroll you at the mage's guild, you'd do really well there" "But I like you! I like that you... err... umm..." "Your cute, i'll give you that. It would break my heart to see you die to a deathtrap." Said a short man with way too many sacks and bags. "Bill... I thought you hated cute things." "Heh. A halfling can change"

    Sakura enters the PRC component of this build quite early (CL 6) The PRC in question? Ultimate Magus. This is a fun casting PRC from complete mage, which has the unique feature of combining two arcane casting classes (I.E beguiler and Wu Jen). It can also fuel metamagiked spells of one class by using lower level slots from the other. However, it's not all sunshine, rainbows and double arcane caster levels. You see, Sakura has to improve her weaker arcane spellcaster class three times while progressing the PRC. However, the book defines weaker by caster level. So Sakura can take Practised Spellcaster (Beguiler) at level three and only lose 1 level of Wu Jen.
    She also takes Versatile Spellcaster to allow her to use two of her low level spellslots to cast a spell one level higher. It doesn't say of what class, allowing her to turn 2 beguiler spell slots into a Wu Jen slot, or vice versa. (Potential Cheese- use it for metamagic, because their's nothing saying metamagic Isn't a spell...)
    Lastly, she takes Chain Spell (Lets single target buffs and debuffs hit multiple targets), Swift Concentration (Concentrate as a swift action) and Improved Initiative (Going first=being god faster)

    Forms:

    Leopard (Str 16, Dex 19, Con 15, 3D4 HD, 15 AC, medium size, 1D6 Bite, 2 1D3 Rakes, Has Pounce) Not our best combat form, but works well for extended periods of scouting and/or dungeon crawling. (+4 Racial bonus on hide/move silently checks) If we use polymorph at this level bracket, this will be our preferred form- it's basically a bigger, tougher fox.

    Displacer Beast: (Str 18, Dex 15, Con 16, 6D10 HD, 16 AC, 2 Tentacles (1D6), Bite (1D8), +8 Bonus to Hide Checks)
    The nearest D&D has to a Kitsune. Displacement? Check. Murderous Enmity to all Tanuki Blink Dogs? Check. Extra prehensile tails/tentacles? Check. Once Sakura hits CL 15, she stays in this form for as long as possible to take advantage of the Displacement Supernatural Ability. Unfortunately, it has less Dex than a fox, so leopard is better for our purposes. For now, at least.


    (Yes, i know about hydras. But i took polymorph for mainly flavor reasons)

    Useful Spells

    Giltterdust (LV 2): Reveal invisible creatures? With no save? Yes please! Also blinds, but we don't care about that.

    Touch Of Idiocy (LV 2): Debuffs Wis, Int and Cha by 1D6 with no save. Unfortunately it's touch range. But debuffing wisdom will lower a targets will save, making this a good choice for single foes.

    Fire Shruiken (LV 2): The ultimate "Create Missile" spell. 1 3D6 Shruiken per three caster levels, and they can be stockpiled! Turn any spare 1st or 2nd level spell slots into these.

    Dispel Magic (LV 3): Grants a wide variety of ways to turn off magic effects. And since the check is based on caster level, Sakura's particularly adept at this.

    Haste (LV 3): Haste's an excellent buff for fighters and/or gishes- one extra attack can go a long way, especially on uberchargers.

    Fire Wings (LV 3): Flight. Unfortunately it's incompatible with Sakura's fox form on account of not having hands :-(

    Creeping Darkness (LV 4): An extremely powerful debuff- blinds, deafens, silences. But it grants total concealment, and only works on foes that are in the cloud, right? Yes, but sakura can take swift action concentration checks to move the cloud and use her other spells to prevent movement, allowing her party to fight one foe at a time.

    Spirt Binding (L (LV4), N (LV6), G (LV8) Planer Binding, Wu Jen edition. Allows you to trap any spirt, incorporeal undead, fey or elemental of less than 8/16/24 HD and make it do your bidding.

    Pain (LV4): A -4 to attack rolls and skill/ability checks. Fort save lessens to -2. So, basically: good debuff, use it.

    Polymorph (LV4): Gives us some extra forms. (Yes, it lets us break the game. Don't use it to do that)



    Spoiler: LV 11-15: Shape of the Fox
    Show

    Alder Bertenhuaser regretted saying "Okay, who can stay polymorphed the longest" yesterday. He'd expected his students to turn back by the next lesson. And most of them had. He, however had not expected one of his students to turn into... whatever the Kar-Turain equivalent of a displacer beast was. And stay in that form for a whole day. And actually be displaced. *Sigh* "Miss Wayne... Please explain this. Right now" "Certainly, Mr Bertenhuaser! So you see..."

    Yes, Sakura is a displacer beast. Permanently. This is done by:
    1) Placing polymorph in a beguiler spell slot. (it's a beguiler spell for Sakura thanks to Expanded Spell Knowledge)
    2) Using Augmented Casting to sacrifice a 6th level Wu Jen spell slot to persistent spell, making polymorph 24 hours
    3) Repeat the next day. This trick lets Sakura change form permanently at any time so long as she can cast both 4 and 6 level spells and charges of augmented casting (Currently 3/day by using Versatile Spellcaster on two 6th level spells)
    4) Realise the Sakura can use persistomancy three times a day. on any 4th level or lower Beguiler spell. If we are being reasonable with the cheese.
    (LV 1 cheese: Any 4th level or lower Wu Jen spell. LV 2 cheese: Any 5th spell Sakura can cast.)

    As you might have figured out, this is the "Sweet Spot" of this build. Also, Sakura can now
    use Quicken Spell (Action Economy, she can use it for free) and use Chain Spell for free, and she takes Assume Supernatral Ability to let her have a permanent 50% dodge chance unless the attack has blind sense, mind sight, etc. (Well, as as long as she's a displacer beast.)

    Useful Spells:

    Glibness (LV 3) +30 Bonus to bluff= famously campaign braking spell. And we can persist this. Sod it, we are going full cheese.

    Slow (LV 3)
    Target creature(s): can only take 1 action per round. Seriously good debuff.

    Charm Monster (LV 4):
    The BBEG's pet dragon is now your pet dragon. At least until you attack.

    Symbol Of X. (Various): Attune the party to it or make the password swordfish, draw it on the ground, BAM! Instant ambush/trap/put the frenzied berserker to sleep!

    Hold Monster/Feeblemind/Transfix (LV5/6): Win target single monster/spellcaster/horde encounter- If they fail on the will save that is (Oh wait, Sakura can debuff that with mind fog/ touch of idiocy)

    Aiming at the Target (LV 5) Apparently they learned their lesson form Glibness- This is only a +10 buff and only works on a spell you are concentrating on. But it's a +10 Extend/Persist it. Right. Now.

    Telepathic Bond (LV 5)+ Permanency (LV5)
    Your whole party can communicate with each other. The real good part, is that you can use permanency to make it permeant. So you can make (In theory) all the important NPCs (I.E the cute knight who gave you hot chocolate) Safe. Or at least give them advanced warning.

    (This recommendation require the level 2 cheese. Or a scroll)

    Repulsion (LV 6) Or you can teleport to the cute knight and use this- oh. It doesn't stop disintegrate. Anyway, this is a great "protect myself from big dumb fighters" spell.

    Limited Wish (LV 7) Duplicate target 6th level spell from the wizard list. You'd Be crazy not to use it.


    Spoiler: 16-20: Nine-Tales
    Show

    "BOB! IT'S THE XCVIITH ALL-PLANES BEST SPELL COMBO COMPETITION-COMING TO YOU LIVE FROM THE TIPPYVERSE! "WHAT DO OUR SPELLCASTERS HAVE IN STORE FOR US TODAY, DAVE? "WELL BOB WE'VE SOME TIMESTOP BASED TRICK, A BAG OF HOLDING GATLING GUN-""WAIT-THAT'S THE ONE WON THE COMMONER ABUSE ROUND RIGHT DAVE? "SURE IS-BUT FIRST WE'VE GOT AN ARMY OF FOXES" "THAT'S PRETTY MEH, DAVE" "THIS ONE WON THE AMINAL COMPANION ROUND, BOB. IT'S GOTTA BE SOMETHING SPECIAL..."

    Okay, Sakura has a level 9 spell. So now she needs to break the game. Now, we could use wish for infinite stats/spells/BBEG death. But that's not fun. So she's going to use Shapechange. This spell allows use to duplicate any non-unique creature.
    Say, A Displacer Beast Pack Lord

    Displacer Beast Pack Lord:
    (Str 26, Dex 13, Con 20, 18D10+90 HD, Huge Size, AC 17, Displacement, 2 tentacles +25 melee (1d8+8) and bite +19 melee (2d6+4), 20ft reach)

    Hmm. That's not particularly broken. What if she uses Body Outside Body?

    Well... we can summon 4 Displacer Beast Pack Lords with a quarter of our current Hit Point (About 50) that act on Sakura's turn. These cannot cast spells, but that's moot when we can just beat the foe's face in with them.

    But wait... what if she cast Giant Size first? Body Outside Body "creates one or more indistinguishable duplicates of you", so you could argue that any single target buffs you cast beforehand apply to the clones as well. As Sakura has a caster level of 21, she can cast the colossal version of the spell. That means her Clones would look like this:

    (Str 58, Dex 11, Con 32, About 72 Hit Points, Colossal Size, AC 16 (-8 size +0 Dex, +12 Natural, Displacement, 2 tentacles +40 melee (2d8+29) and bite +32 melee (4d6+14), 40ft Reach)

    Since both Body Outside Body and Giant Size spells last one minute (Two with extend spell), we can use this trick to trivialise up to three combats per day (Use versatile spellcaster cheese for extra 7th, and extend spell to make both spells 8th level)

    In other news: Sakura now has 5 levels the Wild Soul class. She take the Unseelie version of the class, letting her:
    1) Summon a shadow mastiff fox to do her bidding
    2) Gain sleep immunity and a +2 bonus to saves against enchantment spell/effects when her shadow fox is summoned
    3) Cast the spells Lesser Confusion (LV1), Detect Thoughts (LV2), Poison (LV3), Bestow Curse (LV4) and Endless Slumber (LV5) Spontaneously.

    Spoiler: Shadow Mastiff
    Show

    -Hit Dice: 4d8+12 (30 hp)
    -50ft Speed
    -Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
    -Full Attack: Bite +7 melee (1d6+4)
    -Special Qualities: Darkvision 60 ft., shadow blend, scent
    -Saves: Fort +7, Ref +5, Will +5
    -Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
    -Skills: Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8
    -Feats: Dodge, Improved Initiative, Track
    -Special Abilties:
    -Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff ’s bay for 24 hours. The save DC is Charisma-based.
    -Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.

    Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will negate it.



  29. - Top - End - #29
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    Default 5. Barry Cuttingwords

    Barry Cuttingwords

    Human Samurai 2, Hexblade 3, Battle Dancer 2, Ronin 1, Swordsage 1, Warrior Skald 1, Seeker of the Song 7 War Chanter 3



    Spoiler: Ability scores
    Show

    Abilities Initial Race / Template 4th 8th 12th 16th 20th
    STR 16
    DEX 8
    CON 14
    INT 14
    WIS 8
    CHA 16 1 2 3 4 5


    Spoiler: Story
    Show

    You know, I’ve always considered magic to be… Inelegant. Not that it can’t be beautiful at times, it’s just… All these spells, these casters referring to themselves as « arcane » or « divine », I just never wanted to fit in one box, you know ? That’s just been, milked to the bottom, you know ? I wanted something different, I wanted to…

    - Barry ! Come down now !
    -*sigh* Yes, mom, just wait five minutes !

    I wanted to be something unique ! And you know what’s unique ? Music ! Dance ! Art ! Now, I know what you’re thinking. Why didn’t I just become a bard ? They have music, don’t they ? Well, that’s the thing. Bards tell the world that they only use music, but in the end they’re just another type of caster. Their music is just some add-on. So I set my sights on becoming…

    - Barry ! If you don’t come down right now, no dinner for you tonight !
    - Mom, I was introspecting, you don’t have to treat me like I’m still a baby.
    - I will stop treating you like a baby when you show me that you are an adult. When are you going to finally choose one class of your own ? You are just taking dips in a class and then you drop out of it ! Your brother already has 4 levels of warblade !
    - Warblades are so mainstream, mom, everybody does it nowadays, I already told you I don’t want to just be a big stupid fighter with a big stupid axe, I want some…
    - You want some variety in what you can do and not only doing extraordinary things, and not only casting some silly spells, I know, you told me that two months ago already. That’s why I managed to arrange an entry for you in the hexblade college. But you dropped out almost immediately ! I thought you would like that, becoming a gish like mommy ! I remember, when I gained my first duskblade level, I was so excited to meet new…
    - Moooooooom ! The whole village knows about your duskblade junior year, you tell the story almost every week ! And for the hexblade, they’re just some frustrated kids who can’t work enough to become wizards. They’re all just « oh, look, I can cast arcane spells now, I’m invincible. » I got out of there immediately after they announced the first spellcasting course. I am NOT going back.
    - *sigh* You’re just like your father. He also started Chaotic like you, but then he turned Lawful and settled down. That’s just a phase, you’ll see.
    - Dad’s an expert, mom, they’re supposed to settle down, and no, it’s not a phase, I tried being Lawful, you know. Baator, I even went to samurai school ! They have such a stick up their ass I thought I was visiting aunt Yuri at the paladin barracks. I got kicked out before I could even learn the first special skill… What a waste, I would almost rather have become a fighter. But now I’ve decided what I want to be. I’ll be a warrior skald ! I’ll continue as a battle dancer for a while, and then I’ll go adventuring an compose a poem of my own adventures ! I’ve already started to write a few verse, and Delek from hexblade school said he has contacts that are skalds, and he invited me to see them in three days. Maybe I’ll have to train a bit more as a warrior to join them, but I’m sure I can do that by the end of the year !
    - Oh… Barry, I’m sorry you got kicked out of samurai school, but I’m glad you found something that seems to passionate you. You know I just want you to find your way in the world, but remember that being a musician isn’t as easy as it seems. Many are called, but few are chosen, especially without enchantment magic. But I’m fully rooting for you, Barry, I’m sure that you’ll make a great warrior skald if you put your everything to it ! I just wanted you to know, that if anything went wrong, if for a reason or another you feel like you won’t be able to continue in this way, you’ll always be welcome home. Also, remember my second cousin Amatyl ? He used to be a skald too, but he became a researcher later. He calls himself a « seeker of the song ». Maybe you can go there and he can give you some advice to start your career.
    - Mom, I… Thank you for your support, I promise you I’ll do my best !
    - I’m sure you will, champ ! Now, would you like to have dinner, it’s been cooked for a while and I wouldn’t want to use Flame to reheat it.


    Spoiler: Leveling table
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Battle Dancer 1 1 0 2 0 28: {+4 CC} Concentration: 2; {+4 CC} Knowledge (Arcana): 2; {+4} Jump: 4; {+4} Perform (Dance): 4; {+4} Perform (Poetry): 4; {+4} Sleight of Hand: 4; {+4} Tumble: 4; Power Attack (Human), Cleave, Improved Unarmed Strike (Battle Dancer) AC bonus, unarmed strike
    2nd Samurai 1 2 2 2 0 5: Concentration: 2; {+3} Intimidation: 3; Knowledge (Arcana): 2; Jump: 4; Perform (Dance): 4; {+2 CC} Perform (Poetry): 5; Sleight of Hand: 4; Tumble: 4; Exotic Weapon Proficiency (Bastard Sword) (Samurai) Daisho Proficiency
    3rd Samurai 2 3 3 2 0 5: {+2} Concentration: 4; {+3} Intimidation: 6; Knowledge (Arcana): 2; Jump: 4; Perform (Dance): 4; Perform (Poetry): 5; Sleight of Hand: 4; Tumble: 4; Two-Weapon Fighting (Samurai), Skill Focus (Perform (Poetry) Two Swords as One
    4th Hexblade 1 4 3 2 2 5: Concentration: 4; Intimidation: 6; {+5} Knowledge (Arcana): 7; Jump: 4; Perform (Dance): 4; Perform (Poetry): 5; Sleight of Hand: 4; Tumble: 4; Hexblade's Curse 1/day
    5th Hexblade 2 5 3 2 3 5: {+2} Concentration: 6; Intimidation: 6; {+1} Knowledge (Arcana): 8; Jump: 4; Perform (Dance): 4; {+2 CC} Perform (Poetry): 6; Sleight of Hand: 4; Tumble: 4; Arcane Resistance
    6th Hexblade 3 6 4 3 3 5: Concentration: 6; Intimidation: 6; {+1} Knowledge (Arcana): 9; Jump: 4; Perform (Dance): 4; {+4 CC} Perform (Poetry): 8; Sleight of Hand: 4; Tumble: 4; Snap Kick Mettle
    7th Battle Dancer 2 7 4 4 3 7: Concentration: 6; Intimidation: 6; Knowledge (Arcana): 9; Jump: 4; {+5} Perform (Dance): 9; {+1} Perform (Poetry): 9; Sleight of Hand: 4; {+1} Tumble: 5; Dance of reckless bravery
    8th Ronin 1 8 6 4 3 5: Concentration: 6; {+2} Intimidation: 8; {+3 CC} Knowledge (Arcana): 10.5; Jump: 4; Perform (Dance): 9; Perform (Poetry): 9; Sleight of Hand: 4; Tumble: 5; Sneak Attack 1d6, Infamy
    9th Swordsage 1 8 6 6 5 9: Concentration: 6; Intimidation: 8; {+3 CC} Knowledge (Arcana): 12; {+6} Jump: 10; Perform (Dance): 9; Perform (Poetry): 9; Sleight of Hand: 4; Tumble: 5; Craven, Weapon Focus (Bastard Sword) (Discipline Focus) Quick to act +1, discipline focus (Diamond Mind)
    10th Warrior Skald 1 9 8 8 5 7: Concentration: 6; Intimidation: 8; {+2 CC} Knowledge (Arcana): 13; {+1} Jump: 11; Perform (Dance): 9; {+4} Perform (Poetry): 13; Sleight of Hand: 4; Tumble: 5; Bardic Music
    11th Seeker of the Song 1 9 8 8 7 7: {+3} Concentration: 9; Intimidation: 8; Knowledge (Arcana): 13; {+3} Jump: 14; Perform (Dance): 9; {+1} Perform (Poetry): 14; Sleight of Hand: 4; Tumble: 5; Rapture of the song (+2AC), Seeker Music, Burning melody
    12th Seeker of the Song 2 10 8 8 8 7: {+3} Concentration: 12; Intimidation: 8; Knowledge (Arcana): 13; {+1} Jump: 15; Perform (Dance): 9; {+1} Perform (Poetry): 15; Sleight of Hand: 4; Tumble: 5; {+2} Swift Concentration; Snowflake Wardance Combine Songs, Song of unmaking
    13th Seeker of the Song 3 11 9 9 8 7: {+4} Concentration: 16; Intimidation: 8; Knowledge (Arcana): 13; {+1} Jump: 16; Perform (Dance): 9; {+1} Perform (Poetry): 16; Sleight of Hand: 4; Tumble: 5; {+1} Diplomacy: 1; Swift Concentration; Dirge of frozen loss
    14th Seeker of the Song 4 12 9 9 9 7: {+1} Concentration: 17; Intimidation: 8; Knowledge (Arcana): 13; {+1} Jump: 17; Perform (Dance): 9; {+1} Perform (Poetry): 17; Sleight of Hand: 4; Tumble: 5; {+2} Diplomacy: 3; {+2} Never Outnumbered, Swift Concentration; Rapture of the song (+2 saves), Song of life
    15th Seeker of the Song 5 12 9 9 9 7: {+1} Concentration: 18; Intimidation: 8; Knowledge (Arcana): 13; {+1} Jump: 18; Perform (Dance): 9; {+1} Perform (Poetry): 18; Sleight of Hand: 4; Tumble: 5; {+4} Diplomacy: 7; Never Outnumbered, Swift Concentration; Combat Expertise Subvocalize, Anthem of thunder and pain
    16th Seeker of the Song 6 13 10 10 10 7: {+1} Concentration: 19; Intimidation: 8; Knowledge (Arcana): 13; {+1} Jump: 19; Perform (Dance): 9; {+1} Perform (Poetry): 19; Sleight of Hand: 4; Tumble: 5; {+2} Perform (sing): 2; {+2} Diplomacy: 9; Never Outnumbered, Swift Concentration; Hymn of spelldeath
    17th Seeker of the Song 7 14 10 10 10 7: {+1} Concentration: 20; Intimidation: 8; Knowledge (Arcana): 13; {+1} Jump: 20; Perform (Dance): 9; {+1} Perform (Poetry): 20; Sleight of Hand: 4; Tumble: 5; {+4} Perform (sing): 6; Diplomacy: 9; Never Outnumbered, Swift Concentration; Rapture of the song (DR 2/-), Ballad of agony reborn
    18th War Chanter 1 15 12 10 10 7: {+1} Concentration: 21; {+1} Intimidation: 9; Knowledge (Arcana): 13; {+1} Jump: 21; Perform (Dance): 9; {+1} Perform (Poetry): 21; Sleight of Hand: 4; Tumble: 5; {+3} Perform (sing): 9; Diplomacy: 9; Never Outnumbered, Swift Concentration; Doomspeak Inspire toughness, war chanter music
    19th War Chanter 2 16 13 10 10 7: {+1} Concentration: 22; {+4} Intimidation: 13; Knowledge (Arcana): 13; {+1} Jump: 22; Perform (Dance): 9; {+1} Perform (Poetry): 22; Sleight of Hand: 4; Tumble: 5; Perform (sing): 9; Diplomacy: 9; Never Outnumbered, Swift Concentration;
    20th War Chanter 3 17 13 11 11 7: {+1} Concentration: 23; {+4} Intimidation: 17; Knowledge (Arcana): 13; {+1} Jump: 23; Perform (Dance): 9; {+1} Perform (Poetry): 23; Sleight of Hand: 4; Tumble: 5; Perform (sing): 9; Diplomacy: 9; Never Outnumbered, Swift Concentration; Inspire recklessness


    Spoiler: Strategy by level
    Show

    Spoiler: Level 6
    Show
    Barry is not called Cuttingword yet. Instead, he fights almost like a fighter, using his samurai training to wield two swords. At this point, his first class as a battle dancer doesn't give him much, since he still wears heavy armor. With heavy armor, Mettle, balanced saves and arcane resistance, he should be pretty resilient in combat, although pretty weak to Reflex spells. He uses his high BAB and Power attack to increase his damage output and TWF and Cleave to increase his number of attacks. Hexblade Curse is a nice free action to have against a strong opponent.

    Spoiler: Level 10
    Show
    Barry continues his melee training and finally enters the Warrior Skald prestige class. Becoming a Ronin grants him the ability to sneak attack people, increased by Craven for hefty damage. The penalty against fear effects is balanced out by the battle dancer's Dance of Reckless Frenesy, along with giving Barry the necessary skills for his future career. Swordsage, as always, is an incredibly powerful dip, allowing Barry to increase his sneak attack capabilities enormously. Island of Blades allows him to almost always flank an opponent, Wolf Fang Strike to attack with both blades even after a charge, and snap kick makes a third attack possible, for a total of 1d10+3+2d6+4+3*(1d6+10)=60 damage, before Power Attack, assuming all three hits hit. Sudden Leap is also useful to increase Barry's mobility in a fight, and Sapphire Nightmare Blade is used to make sure to get sneak attack even if Barry is alone.


    Stance: Island of Blades
    Maneuvers: Cloak of Deception, Wolf Fang Strike, Sudden Leap, Sapphire Nightmare Blade, Burning Blade, Wind Stride

    Spoiler: Level 15
    Show
    Well, Warrior Skald didn't work out, and Barry quickly became a Seeker of the Song. He gets a lot of new uses for his bardic music, but above all, he gets combat advantages when he uses them. Seeker of the Song has a lot of "bardic music" uses, but none of them explicitly states that you have to concentrate to maintain them. Most of the time, that means Barry can Inspire Greatness and use Burning Melody (or another elemental resistance song, if he knows what he's up against), all day long without having to expend additional bardic music (maybe his companion will tire of hearing him sing all the time, but they'll have to accept it. On top of the two hit dice from Inspire Greatness, Barry gains +2 to all saving throws and +2 AC due to rapture of the song, and now uses the Snowflake Wardance to be able to hit his enemies very consistenly with both blades. He also get th Swift Concentration skill trick. Normally this trick isn't very useful since the concentration still breaks if you cast another spell, but for Barry it's really good, and allows him to Fascinate people by a swift action while maintaining Inspire Greatness on himself.

    Spoiler: Level 20
    Show
    Barry reaches the peak of his art. He gains DR 2/- when he sings, and can shut down most of a spellcaster's spells with hymn of Spelldeath (few casters choose to buy an item boosting Concentration, but most music users will buy one boosting Perform). He also gets arguably the most broken bardic music use in the game: Doomspeak. With a use of bardic music and an almost irresistible saving throw (including your full character level), you can make everything about an enemy suck for one round, including -10 to all saving throws, allowing your mates to SoD the heck out of them. And this isn't even mind-affecting, so it will affect almost everyone! Seriously a good tool for Barry and worth using an action on.
    Barry also enters War Chanter, which seemingly give him uses of both War Chanter music and bardic music at each level, and especially give him use of the Inspire Recklessness music. This last ability is extremely good, since it allows him to put 17 points of AC into damage, then use any free action or swift action (like concentrating on his bardic music) to get his AC back, since Inspire Recklessness specifies that the AC penalty only applies until your next action.

    Barry is now an excellent gish-like fighter, using his music to improve his physical and fighting capabilities while keeping high saves, high defenses and high BAB.



    Spoiler: Non-core sources
    Show

    Champion of Ruin: Doomspeak, Craven
    Complete Arcane: Seeker of the Song
    Complete Warrior: Samurai, Hexblade, War Chanter, Ronin
    Frostburn: Snowflake Wardance
    Dragon Compendium variant: Battle Dancer
    Races of Faerun: Warrior Skald
    Tome of Battle: Swordsage, Snap Kick

  30. - Top - End - #30
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    Default 6. Alnabi, The Desert Wind

    And so, it is said he has emerged from the Quarter of Emptiness, body and mind intact. He was the same, yet he was threefold changed. For the foreigner had indeed died, and a Bedine was born in his place. The sword that came to spill our blood, has given instead the gift of blood. And he who was once but a man, was now truly of the sand.

    The ancient promises had said that a uniter, he who would give us our faith, would be given the faith by that which is ours. And indeed, the prophet had brought us our god – but his belief in Shaundakul was flawed, like all the men of the wet land. He had taught us of the Rider of The Winds, yet he was taught by our lands of his truth.

    For the men of the wet lands are weak and cowardly, and they named the Rider the "Helping Hand" – as if the purpose was to be guarded from the world, not to experience it. For the wind to be harvested, and not surrendered to. It is said they had built great roads and castles in his name, drank deep of the waters of the illusion of control. As if one was to resist the chaos of the world, and not to accept it. It is said that they had taken our god before we came to know him, and bound him to their walls, and to their greed. For they were weak, and weak they remain.

    But our prophet had learned the truth, and he has put it in his blood. Drink of his blood, my children, of the truth made material. The Rider of The Winds calls on you to embrace your lack of control. Let the wind sweep you where it may, and let not yourself become vain, as if your decisions overrule the wonders of the land. Help your brethren by teaching them the truth of the land.

    We are all but grains of sand, swept by unseen winds. Even the high and mighty of Shade are such. The only difference is between the free and the enslaved – those who accept this truth and relish in it, and those who reject it, and doom themselves to misery and pain. To truly help them is to shatter their shackles of gold and stone.

    So said The Prophet. So said The Desert Wind.


    Alnabi The Desert Wind, Prophet of The Great Sand Sea.


    CN male human. Hexblade (CW p.5) 8, Divine Crusader (CD p. 33) 1, Windwalker 1 (Faiths and Pantheons p.212), Geomancer (CD p.41) 8, Hierophant 2.

    Abilities: Str 14, Con 14, Dex 8, Int 12, Wis 8, Cha 18. All advancements go to Cha.

    Spoiler: Table
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Hexblade 1 1 0 0 2 Diplomacy 4, Hide 2, K. Arcana 4, Move Silently 2 Weapon Focus (Greatsword), power attack Hexblade's Curse 1/day
    2nd Hexblade 2 2 0 0 3 Diplomacy 4, Hide 2, K. Arcana 4, Move Silently 2, Spellcraft 4 - Arcane Resistance
    3rd Hexblade 3 3 1 1 3 Diplomacy 4, Hide 2, K. Arcana 6, Move Silently 2, Spellcraft 4, Survival 1 Lightning Reflexes Mettle
    4th Hexblade 4 4 1 1 4 Diplomacy 4, Hide 3, K. Arcana 6, Move Silently 3, Spellcraft 4, Survival 1 - Dark Companion (PHBII, p. 47)
    5th Hexblade 5 5 1 1 4 Diplomacy 4, Hide 4, K. Arcana 6, Move Silently 4, Spellcraft 4, Survival 1 Spell Penetration (b) Hexblade's Curse 2/day
    6th Hexblade 6 6 2 2 5 Diplomacy 4, Hide 5, K. Arcana 6, Move Silently 5, Spellcraft 4, Survival 1 Track
    7th Hexblade 7 7 2 2 5 Diplomacy 8, Hide 5, K. Arcana 6, Move Silently 5, Spellcraft 4, Survival 1 - Greater Hexblade's Curse
    8th Hexblade 8 8 2 2 6 Diplomacy 8, Hide 5, K. Arcana 6, K. Religion 2, Move Silently 5, Spellcraft 4, Survival 1 -
    9th Divine Crusader of Shaundakul 1 8 4 2 8 Diplomacy 8, Hide 5, K. Arcana 6, K. Religion 2, Move Silently 5, Spellcraft 4, Survival 5 Practiced Spellcaster (CAr p. 82) Aura, Travel Domain
    10th Windwalker 1 9 4 2 10 Diplomacy 8, Hide 5, K. Arcana 6, K. Nature 6, K. Religion 2, Move Silently 5, Spellcraft 4, Survival 5 - Air and Travel Spells, Soft Fall
    11th Geomancer 1 9 6 2 12 Diplomacy 14, Hide 5, K. Arcana 6, K. Nature 6, K. Religion 2, Move Silently 5, Spellcraft 4, Survival 5 - Drift I, Spell Versatility 0.
    12th Geomancer 2 10 7 2 13 Diplomacy 14, Hide 5, Jump 3 K. Arcana 6, K. Nature 6, K. Religion 2, Move Silently 5, Spellcraft 4, Survival 5 Heretic of The Faith [Limbo] (Power of Faerun, p. 46) Drift I, Spell Versatility 1, Ley Lines (Desert, +1)
    13th Geomancer 3 11 7 3 13 Diplomacy 14, Hide 5, Jump 6 K. Arcana 6, K. Nature 6, K. Religion 2, Move Silently 5, Spellcraft 4, Survival 5 - Drift II, Spell Versatility 2.
    14th Geomancer 4 12 8 3 14 Diplomacy 14, Hide 5, Jump 8 K. Arcana 6, K. Nature 6, K. Religion 3, Move Silently 5, Spellcraft 4, Survival 5 - Drift II, Spell Versatility 3.
    15th Geomancer 5 12 8 3 14 Diplomacy 14, Hide 5, Jump 8 K. Arcana 6, K. Nature 6, K. Religion 6, Move Silently 5, Spellcraft 4, Survival 5 Leap Attack (Cadv, p. 110) Drift III, Spell Versatility 4, Ley Lines (Desert, +2)
    16th Geomancer 6 13 9 4 15 Diplomacy 14, Hide 5, Jump 8 K. Arcana 6, K. Nature 6, K. Religion 9, Move Silently 5, Spellcraft 4, Survival 5 - Drift III, Spell Versatility 5.
    17th Geomancer 7 14 9 4 15 Diplomacy 14, Hide 5, Jump 8 K. Arcana 6, K. Nature 6, K. Religion 12, Move Silently 5, Spellcraft 4, Survival 5 - Drift IV, Spell Versatility 6.
    18th Geomancer 8 15 10 4 16 Diplomacy 14, Hide 5, Jump 8 K. Arcana 6, K. Nature 6, K. Religion 15, Move Silently 5, Spellcraft 4, Survival 5 Sudden Extend (CAr p. 83) Drift IV, Spell Versatility 7.
    19th Hierophant 1 15 12 4 18 Diplomacy 18, Hide 5, Jump 8 K. Arcana 6, K. Nature 6, K. Religion 15, Move Silently 5, Spellcraft 4, Survival 5 - Caster level increase, Special Ability: Spell Power
    20th Hierophant 2 16 13 4 19 Diplomacy 22, Hide 5, Jump 8 K. Arcana 6, K. Nature 6, K. Religion 15, Move Silently 5, Spellcraft 4, Survival 5 - Special Ability: Spell Power


    Spoiler: Spells and Drift
    Show
    Hexblade Spells Known:
    1st level: Bloodletting (level 4, CM p.97), Distract Assailant (Level 4, SpC p.69), Karmic Aura (level 6, CM p.108), Catsfeet (level 8, CM p.98).
    2nd level: Karmic Backlash (level 8, CM p.109), Magical Backlash (level 8, DrU p.62).

    Hexblade spells per day (does not include Cha):

    Level 1st 2nd
    4th 0 -
    5th 0 -
    6th 1 -
    7th 1 -
    8th 1 0

    Divine Crusader spells per day:

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


    Drift Effects:

    I: Wilting Touch (11), Cat's Tail (12).
    II: Camel Hump (13), Elk Swiftness (14).
    III: Deer Antlers (15), Crocodile Bite (16).
    IV: Leopard Pounce (17), Trip Like a Wolf (18).


    Spoiler: Advancement
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    Alnabi starts his life as a mere mercenary leader affiliated with the Zhentharim. A natural-born leader, he has his own small band of mercenaries following him, serving wherever the road takes them. He has been a worshipper of Shaundakul since his youth, but as the years go on, and as he journeys far and wide throughout Faerun, his faith strengthens - bordering on absolute devotion by the time he becomes a divine crusader of the helping hand.

    These early years see him fighting with a greatsword with a few arcane tricks to help him. He's an excellent debuff monkey with his dark companion and his (greater) Hexblade's Curse, and works very well in conjunction with spellcasters and other such sorts. His dark companion is an AoE -2 to saves and AC, which makes it harder to save against his hexblade's curse – a further -2 (or -4, from level 7 forwards) on basically all rolls for 1 hour.

    High Cha pumps the DC for the curse, as well as his arcane resistance. It also helps him do some diplomacy. Mettle means reflex is his only really weak save, and will remain that throughout his career – so he takes lightning reflexes. (Well, if we're being honest, he takes that because he has to, but it at least makes more sense for him than iron will or great fortitude.)

    His spell list is comprised mainly of swift or immediate action spells to supplement his fighting – with the exception of magical backlash at level 8, a highly situational spell from Drow of The Underdark that could really ruin a spellcaster's day even at ecl 20. Thanks to the short casting time, they're all consistently relevant, even if they stop being really good after a while.

    As a divine crusader of the Helping Hand, Alnabi chooses the travel domain as his domain. Windwalker requires clerics who take the class to have either the air or travel domain, and even though he isn't a cleric, and he would self-qualify with spells of air and travel, you can't be too safe. Besides, the travel domain frees up some skill points for diplomacy, and is fun – longstrider is better to have as a martial than as a caster, and while locate object is obviously situational, fly will be great. Practiced spellcaster comes along immediately, so all the spells feel ok to use.

    As already mentioned, level 10 brings windwalker (weapon focus pulling double weight here). It provides spells of air and travel – and while Alnabi already has travel spells (for now) the air list is a great addition to his very limited divine casting, and all the early level options are excellent.

    This is the point in his career when he is sent by the Zhentharim to The Sword in Anauroch, to help protect and expand the Black Road. A Zhentharim soldier, and a devout crusader of the god of roads and trade, he was a natural pick for this mission. During one Bedine raid, him and his unit got separated from the main force, and a chase ensued. They escaped into the Quarter of Emptiness, where the Bedine dared not follow.

    Fifty men entered that heart of the desert. A tenday later, one emerged. Alnabi surrendered to the curious Bedine in silence – a silence he would keep for 3 months. He had done anything his captors require, except speak of what he had seen – but they could notice he was not the same man who negotiated and fought with them before. The desert wind constantly shifted around him, true zealotry burned in his eyes, and his mere touch would make the flowers of the oasis wilt. When he broke that silence, he did so to reveal his radical reimagining of the faith of Shaundakul – a doctrine that would come to be known as the Anaurochian Heresy.

    Alnabi has come to believe that the faith of Shaundakul as he had known it was false and corrupted. It was never meant to be a faith of miners and traders, those who force the open worlds into roads and portals, and in these profane actions allow for the very existence of cities, towns and villages. It was meant to be a religion of those who would roam free, a religion focused on the shattering of roads, not their construction. The god was said to be a god of chaos, so why were his devotees so busy with creating order? Humanity must accept the inherent chaos of the universe, and live unattached to stone and wood. He had warned the proud Bedine that even though they had fought tooth and nail to preserve their noble way of life, the mere trading of their salt and spices for foreign goods would slowly and steadily lead to their assimilation into settled society. He pushed them to forsake all notions of trade – raiding and pillaging were the only just answer to those who would bind themselves to the road.

    This was the first step in Alnabi's path of zealotry. He would spend the rest of his life spreading the faith of Shaundakul among the desert Bedine tribes, attempting to negotiate alliances between them and lead them with new fervor against the Zhentharim and their sacrilegious road across the desert. He would become the Desert Wind, Prophet of The Great Sand Sea. His form would be changed more and more by the desert, becoming less and less human and more and more divine as time would go on.

    Mechanically, this drastic change is represented by the entry into the Geomancer class (to represent the transformation by the desert) and by the Heretic of The Faith feat (to represent the new line of thinking). Heretic of the faith allows Alnabi to replace the travel domain with the Limbo domain (SpC p. 284) – a domain which requires CN alignment, and perfectly fits his new view on the world, the need to surrender to a constantly changing world with acceptance, and a complete zealotry in the battle against organized society.

    His spell list now includes spells from the Limbo, Air, and Travel domains (thanks to windwalker) meaning 4 spells per level. Not nearing any full caster, but much better than what Divine Crusader would naturally offer. These domains all complement each other very well, covering different aspects of play.

    Geomancer allows him to better fit himself to the desert he now defends. The ley lines ability makes perfect sense for him, and helps his CL on both Hexblade and Divine Crusader spells – the latter of which he advances with every level of the class. Drift means he becomes a better combatant, as well as gaining better survivability in the desert with his Camel Hump.

    Besides gaining access to some very thematically appropriate spells, Air and Travel spells from his Windwalker dip allow the Desert Wind to have access to many excellent utility spells he wouldn't otherwise have. Dimension door comes along at 12, Teleport at 13, Chain lightning at 14, Greater teleport at 15. Meanwhile he gains excellent spells all throughout with his Limbo domain – basically all of them are as worthy of mention here, so I won't go through each one individually. But come on – baleful polymorph, animate objects, song of discord, word of chaos, Otto's Irresistible Dance – Sufficed to say, he makes for a proper spellcaster as well as being a good combatant. With full investment in Cha and somewhere between -2 and -6 on saves for his enemies, he's guaranteed to be very hard to deal with.

    Level 17, as usual for casters, represents a huge spike in power. He's gained 2 natural weapons from drift by this point, but at this level he gains pounce – and it's (Ex), not (Su) like the common form, a fact that'll be important in a moment. Pouncing with leap attack, a two handed weapon and 2 natural attacks is great fun. He also gains his 9th level spells – His list includes Elemental Swarm, Astral Projection, Planar Perinarch, and Mother******* Shapechange.

    Thanks to his leylines, he's only 2 levels behind on his CL, which means he has access to many, many excellent forms. While shapechange loses you your supernatural abilities, and your racial Ex abilities, it does not lose any Ex abilities one gains from class levels – such as drift. Now, while some DMs would arbitrarily decide that despite the language explicitly allowing it, you lose the natural weapons (I disagree, both on RAW and on flavor grounds I think they work) but pounce inarguably transfers. Having high Cha and high BaB is extremely good for shapechange – Bab takes care of iteratives with any form that uses those, and Cha powers most Su abilities you'll want to get your hands on.

    Level 18 finishes out his spell progression, and gains free trip attempts on any natural attack hit. Nice to have on his natural form, nasty as hell on any form with high Str and a bunch of natural weapons.

    This is where we leave geomancer behind. We can't advance our divine casting with it any further, we got the important Drifts we cared about (access to fly/air walk makes wings less necessary), and it'd lose us a point of BaB anyway. Instead, we take the most natural class for a prophet at the peak of his powers to take – Hierophant. By level 20, we hit the all important 16 BaB, have sudden extend for shapechange or any of our many buffs/debuffs, and a CL of 10 for arcane casting and 20 for divine casting while in the desert. Get a sizing, mouthpick weapon if you really want to open your options up, but a pit fiend or a titan are pretty damn nice too. So – the full power expected from a shapechange cast by a 20th level sorcerer (which'd be the best class to cast it), except dark companion and pounce-leap-attack and 4 iteratives and trip attempts and extra natural weapons.

    Pretty good for a Hexblade, wouldn't you say?

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