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2023-04-15, 08:19 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Originally Posted by Batsu, the Bat-man
"The creature loses the natural weapons, natural armor, and movement modes of its natural form, as well as any extraordinary special attacks of its natural form not derived from class levels."
"The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its assumed form."
The second paragraph conspicuously omits that you do not gain extra abilities from your new form due to class levels. Since the Enhanced Wild Shape spell does not explicitly change this rule, I cannot find myself agreeing with your rule interpretation.
Originally Posted by Batsu, the Bat-manLast edited by pabelfly; 2023-04-15 at 08:20 AM.
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2023-04-15, 07:43 PM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Originally Posted by Batsu, the Bat-man
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2023-04-16, 12:59 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Okay, before we start Trogdrak's rebuttal, I'm going to be reordering the text of the rebuttal slightly. This is because some critiques I have later in the rebuttal answer earlier questions. I'll post the full original and unedited text at the end for transparency purposes.
Originally Posted by Trogdrak of the Badgers
This is the first bit that is reordered:
Originally Posted by Trogdrak of the Badgers
I don't think you did.
Here's an important bit of text from the Lycanthrope template: "[Hit Dice and Hit Points are the] Same as the base creature plus those of the base animal"
We’ve also got a bunch of examples to work back from, so let's look at the first example to be sure we understand how to apply the template properly. It's based off a Human with Brown Bear lycanthropy. Brown Bear has 6 RHD, Human has 1 RHD. The werebear example has 1d8 + 6d8 HP. So, from the text and example, we need to add the HD of both parts to work out our build.
So let's look at your build. Your Lesser Maeluth has 1 HD. Large Dire Badger has 4 HD. You should add these together to get 5 RHD for your Large Dire Werebadger. You instead have 4 RHD.
What I did when judging was attempt to remake your build to make sure the template was done correctly, I saw problems and went: "oh, you've done the stats wrong", rather than: "oh, you've done the template wrong".
Hopefully this explains the confusion, and why I'll be going through the rest of the build as if you're a medium character.
Originally Posted by Trogdrak of the Badgers
Base - 8/8/10/16/12/18
Lesser Maeluth - 0/-2/4/0/0/0
Feral 4/-2/2/-4/2/0
Levels - 0/0/0/0/0/4 CHA
Total Base Stats - 12/4/16/12/16/22 (before Lycanthropy)
Lycanthropy (Medium Dire Badger) - 4/6/8/0/0/0
Boosts (Werebear, Sirine's Grace, and Ability Enhancer feat) - 18/6/10/0/0/6
Rage 4/0/4/0/0/0
Total - 38/16/38/12/16/28 (With Rage active)
I'll remove the point penalty from stacking Enhancement bonuses. (+0.5 point)
Now we have that, let's have another try at doing damage calcs.
Originally Posted by Trogdrak of the Badgers
Let’s assume our opponent has 36 AC and 15 DR. Let's assume you bypass that DR.
Let's assume you get four attacks each round with Girallon's Blessing. You don’t get extra attacks from high BAB due to Girallon’s blessing.
Let’s assume you’re medium.
Let’s assume you have Rage going and have +2 to STR.
Let’s do calculations for Power Attack 0 and Power Attack 5.
Attack Routine - Claw/Claw/Claw (secondary)/Claw (secondary)/Bite
Accuracy:
10 BAB + 14 STR + 3 Greater Magic Fang
27 accuracy (main claw)
22 accuracy (secondary claw)
22 accuracy (bite)
Damage
1d4 Claw (Girallon's Blessing) + 14 STR + 3 Greater Magic Fang
19.5 damage per hit
2d6 Bite (Medium) + 7 STR + 3 Greater Magic Fang
17 damage per hit
Damage output:
17.5 x 0.6 + 17.5 x 0.6 + 17.5 x 0.45 + 17.5 x 0.45 + 16 x 0.45 = 48.6 damage per round
Damage output (Power Attack 5)
24.5 x 0.35 + 24.5 x 0.35 + 24.5 x 0.2 + 24.5 x 0.2 + 22 x 0.2 = 31.35 damage per round
As for your animal familiar, you obtain it at level 19, and it’s at level 3. It’s not really relevant to your entire build, and even when you do have it, it’s not very important or strong, it doesn’t even merit a mention in your summary, I don’t see it greatly influencing your damage per round. Obviously, you’re quite welcome to calculate damage output against our theoretical monster with 36 AC and 15 DR and demonstrate otherwise.
Still, this damage output is now enough I’ll give you another (+0.5 points)
Damage output is still sub-par (I’d want to see around 100 damage per round) but I am happier than previously.
Originally Posted by Trogdrak of the Badgers
Originally Posted by Trogdrak of the Badgers
Persisted spells have excellent synergy with Rage, but you can't use spellcasting resources while you rage. You're also forced into Rage and can't stop raging.
8) Rage and spells overall. Yes, I can't cast spells while I raging and badgers rage has wording
...until either it or its opponent is dead. ... The creature cannot end its rage voluntarily
Where does it say that your rage ends after you shapeshift back to maeluth?
Spoiler: Original Rebuttal TextOriginally Posted by Trogdrak of the BadgersLast edited by pabelfly; 2023-04-16 at 01:00 AM.
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2023-04-18, 07:22 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Originally Posted by Trogdak of the Badgers
Important reference: P310 of Monster Manual says: "Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class". The Lycanthropy template gives us more than 1 HD, so we can't disregard that hit dice any more.
If I'm incorrect, how do you explain that the example creature of human + werebear based off a Brown Bear having a total of 7HD when a normal Brown Bear has 6HD? It's written that it has 7HD, the maths comes out as it having 7HD. If my assertation is incorrect, where does this extra HD come from from the example monster?
Originally Posted by Trogdak of the Badgers
I'm happy with my interpretation here - the spell sees fit to specify primary and secondary limbs here.
You are right about bite being 25 instead of 22. My mistake. Your bite attack is 17 damage per hit, and with an increase in accuracy of 0.15, that's a difference in damage of 2.55 damage per round. No score change, but thanks for the correction.
Originally Posted by Trogdak of the Badgers
I'll also point out a few other issues with trying to use Weasel to boost your DPR to something I'd find acceptable:
1) Your weasel has three levels of 1/2 d8 HP. Even with +10 CON modifier from buffs and +2 CON from Aspect of the Wolf, that's... 8.5 (3 levels of Weasel) + 12 x 3, or 45 HP. It's going to take one or two hits before it dies.
2) It's tiny with terrible reach. It needs to take attacks of opportunity to enter an enemy's square to attack. I don't like its chances when it has 45HP, and I doubt it's AC or other abilities are enough to compensate.
3) I do damage calculations to get a rough idea of whether you're doing decent damage at all levels, not just level 20. Adding a familiar that only appears at level 19 doesn't help me get an rough idea of your damage throughout the rest of your levels.
No score change.
Originally Posted by Trogdak of the Badgers
The text says the talisman gives you one turn attempt for a second level spell slot. You need at least 7 to use DMM Persist, and your level 20 spell selection says you're going to persist five spells (Master Air, Friendly Fire, Superior Magic Fang, Sirine's Grace and Bite of the Werebear). How many 2nd-level or above spell slots do you see yourself spending to get enough Persists off to run your build as you intend? It's not like you can stockpile this spell either. You don't even have 35 spell slots.
No score change.
Originally Posted by Trogdak of the BadgersLast edited by pabelfly; 2023-04-18 at 07:29 AM.
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2023-04-19, 02:39 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
I just had a half-formed thought for a round theme: Undead+something -necropolitan. Feels like it could be broad enough to offer a lot of options, but still offers a strong theme with heavy build investment that will ensure unique entries and strong focus on the components.
Thoughts?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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2023-04-19, 03:23 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Junkyard Wars XXXIII: LotD + AF - Necropolitan
Although it might actually be interesting.Last edited by loky1109; 2023-04-19 at 03:25 AM.
If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro
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2023-04-19, 04:14 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Screaming defiance with the last breath
It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.
My judgments and medals!
The Iron Chef Optimization spreadsheet!
Song, Sword, and Sorcery: my 5E homebrew half-caster bard (Version 2.0!)
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2023-04-19, 08:00 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Okay, this is the last back-and-forth with Trogdrak. If we can't work it out in three back-and-forths, we're not going to work it out. I've got one more critique to start going through, so thank you for your patience .
Originally Posted by Trogdrak of the Badgers
Originally Posted by Trogdrak of the Badgers
Originally Posted by Trogdrak of the Badgers
Let's assume you have all your spells up, and you have stats of 42/14/38/12/16/28
Let’s assume you have Rage going and have +4 to STR (for a total of 46 STR)
Let’s assume our opponent has 36 AC and 15 DR. Let's assume you bypass that DR.
Let's assume you get four attacks each round with Girallon's Blessing. You don’t get extra attacks from high BAB due to Girallon’s Blessing.
Let’s assume you’re Large.
I'm not bothered to do calcs for Power Attack 5; it's going to be less damage than Power Attack 0 anyway.
Attack Routine - Claw/Claw/Claw (secondary)/Claw (secondary)/Bite
Accuracy:
10 BAB + 18 STR + 3 Greater Magic Fang
31 accuracy (0.8) (main claw)
28 accuracy (0.65) (bite)
26 accuracy (0.55) (secondary claw)
Damage
1d4 Claw (Girallon's Blessing) + 18 STR + 3 Greater Magic Fang
23.5
2d8 Bite (Bite of Werebear) + 9 STR + 3 Greater Magic Fang
21 damage per hit
Damage output:
23.5 x 0.8 x 2 (Primary Claws) + 23.5 x 0.55 x 2 (Secondary Claws) + 21 x 0.65 (Bite) = 77.1 Damage
I'm going to give this another (+0.25 points) Now that we're using better stats and can agree you are large, this does look better. I'd still like to see damage at around 100 per round though. Especially when we're assuming that you'll beat DR solely based on the idea that you have some ways to bypass some DR types when this won't always be true for all DR types or for general, untyped DR.
Originally Posted by Trogdrak of the Badgers
Still, I see significant problems here. You've got the familiar that's stuck by your side to get all of your buffs, so you can't use it for scouting, reconnaissance, flanking enemies. You're both limited to attacking enemies within your rage. And the moment you or your familiar are forced apart by even five feet, your familiar has lost all of your buffs for the entire day. And it's not as if there aren't ways to do this.
There's also the fact that I want to see what sort of damage your character would be doing without going to the trouble of actually doing the maths for every single level for levels 1 to 20, and using a class feature you get at level 19 doesn't assist with that extrapolation.
No score change.
The text says the talisman gives you one turn attempt for a second level spell slot. You need at least 7 to use DMM Persist, and your level 20 spell selection says you're going to persist five spells (Master Air, Friendly Fire, Superior Magic Fang, Sirine's Grace and Bite of the Werebear). How many 2nd-level or above spell slots do you see yourself spending to get enough Persists off to run your build as you intend? It's not like you can stockpile this spell either. You don't even have 35 spell slots.
I have 12 turn attempts, 5 spell slots are needed for casting spells, I need 23 (DMM)+5 (spells)=28 slots.
I have: 26 slots of 2nd+ level without any items (with +4 item I'd have enough spell slots). I have Druid Grove with up to 4 spell levels (exactly two 2nd level spells), I have Spellstaff, I have Attune Gem feat. Or I could not persist for example Master Air.[/QUOTE]
So, to back up:
My original critique was that Plant Defiance can't fuel metamagic,
You've responded with: "oh, I have bone talismans".
After working that out (thank you), we're now at a point where we can persist our spells, which is great, but now we're a caster without any spells that we can cast as support during the day, after doing our morning buff routine.
If we had started at this point, I'd still taking off points from your build since you don't have access to your spells, or we can persist less spells than your build originally intended. No score change.Last edited by pabelfly; 2023-04-19 at 08:02 AM.
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2023-04-19, 08:26 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Not really familiar with undead or necropolitan. I'll just leave this to ponder upon in the back of my mind, but it could be interesting. I have a bunch of half-formed contest ideas like this, which are just waiting for the other half to come to me.
So, boring admin stuff: I just need to respond to one last critique for this contest. Hopefully we'll get the next round going within a week and hopefully sooner than that.
Junkyard Wars XLII will be Smite + Mounted Combat - Paladin. Mentioned this before, will mention it again for those that don't remember since it's been a while. I'll also be adding procedures for contestants judging various entrants if we don't have judges volunteering. This has been discussed before, there were some good ideas presented that have worked in the past. I think this is the best way to deal with the issue of not being able to find someone that's willing to step into the role of judge if it happens again.
After that, I'll be doing another poll with some contest ideas. Hopefully with a bit of experience from the last poll, I have more interesting contest ideas for you to pick from. I'm open to adding other people's ideas to the poll too.Last edited by pabelfly; 2023-04-19 at 08:32 AM.
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2023-04-22, 01:17 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Originally Posted by Trox, Shaped By War
Originally Posted by Trox, Shaped By War
Firstly, I'm pretty sure I took the time to examine everyone's skill points or lack thereof. If having high skill points is an unreasonable request of a caster, it's an unreasonable request I'm making of all casters, regardless of the spell list they pull from.
Lastly, spells that boost skill checks are great when you have them prepared and can use them, you'll have my full agreement there. However, high skill points are always great.
No score change.
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2023-04-22, 02:10 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Originally Posted by Sana Bogle
There are no specific mechanics regarding how to Rage properly for a Geomancer. While a Wolverine is referenced in the Geomancer prestige class, that doesn't mean anything besides flavour text, as you pointed out. Fair critique on your part.
However, we are told we Rage as a first-level Barbarian, and Barbarians can only rage once per encounter. Now, does Geomancer negate the Rage rules of Barbarian? I'd be leaning on saying it doesn't: taking damage as Geomancer triggers Rage as a first-level Barbarian, you dismiss it when it's your next turn and try to trigger it again, but the rules for Barbarian Rage say you only get to Rage once per encounter. But, again, Geomancer isn't written very well for this particular ability, and I wouldn't be surprised if someone else came up with a completely different interpretation to my first or my second attempt at parsing this, and I wouldn't even say they were wrong if they did. I don't think you can turn off Rage when it's not your turn though: we usually have specific rules when we can act out of turn order - but that seems like a minor issue.
So let's call this a +0.5 points. Even with my fairly conservative interpretation of Geomancer Rage, you still start off the first round after attacking with boosts to your two most important saves and HP, which are some very nice buffs. (+0.5 points) (Use of Secret Ingredients is now (4 / 5)
I’ve also recognized how you repeatedly turn Rage on and off in your build design in Originality. While I don’t think this actually works, Originality is only where I ask if you’re doing interesting or unusual stuff, and I think this qualifies. (+1 point)
Lastly, Action Points rules: This is honestly a wash. I should have written this, but I’ll write what I should have here: Action points feats are fairly uncommon (i'd give points in Originality if I were giving points), but they’re also fairly easy to cheese, as you’ve found out (I'd take the same amount of points away).
I’m going to call this a wash. (+/- 0 points)Last edited by pabelfly; 2023-04-22 at 02:11 AM.
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2023-04-22, 03:04 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
No further disputes.
Creator of the LA-assignment thread.
Entries have been posted for the newest round of Junkyard Wars. Are YOU the judge we need? And while you're there, vote for the next round!
Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!
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2023-04-22, 03:36 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Final results:
Name Alignment/Race Class Levels Chef Total Place Trox, Shaped By War NG/Saint Frostblood Half-Orc Barbarian 1 / Cleric of Heironeous 3 / Ordained Champion 4 / Flux Adept 10 Inevitability 16.5 First Grakk "Halfdead" CE / Frostblood Orc Unholy Fury Barbarian 1 / Dread Necromancer 14 / Orc Warlord 5 Loky1109 16.25 Second Sana Bogle CG / Human Paragon 1 / Sha'ir 1 / Human Paragon +2 / Geomancer 7 / Blood Magus 1 / Dread Witch 5 / Blood Magus +1 / Geomancer +2 Inevitability 14.5 Third Ragnor Kolbjorn TN/Maenad Fighter 6 / Berserk 4 / Warmind 10 Laughing Dog 14 Fourth (Tie) Trogdrak of the Badgers TN/Ferral Natural Weredire Badger Lesser Maeluth Spirit Shaman 6 / Death Delver 1 / Holt Warden 2 / Mystic Wanderer 3 Loky1109 14 Fourth (Tie) Wander, Shifter Psychic Rogue TN / Shifter (Razorclaw) Cleric 1 / Psychic Rogue 16 / Weretouched Master 3 PoeticallyPsycho 13.5 Sixth (Tie) Batsu, the Bat-man LN / Anthropromorphic Bat Monk 2 / Druid 17 / Spelldancer 1 Gruftzwerg 13.5 Sixth (Tie)
Thank you everyone for entering, and thank you again for your patience while I was judging.
Now that the contest is over, any feedback or suggestions on what I can do better would be greatly appreciated. Now, I'm going to start writing up the next Junkyard Contest, which should hopefully be up in less than a day.Last edited by pabelfly; 2023-04-22 at 03:37 AM.
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2023-04-22, 04:03 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Well, I'm sure glad I went for that dispute on Sana... last to third is one heck of a leap.
I have no real comments on the judging process: I would penalize or boost some different things (I notably dislike the 'class switching' elegance penalty) but I honestly think you dealt with the unexpected burden really well. Some kind of incentive to judges might be good for future rounds, or maybe trying to recruit them before the reveal?Creator of the LA-assignment thread.
Entries have been posted for the newest round of Junkyard Wars. Are YOU the judge we need? And while you're there, vote for the next round!
Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!
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2023-04-22, 04:14 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
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2023-04-22, 05:42 AM (ISO 8601)
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Re: Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
Thank you for your work, pabelfly!
But I should say I'm not very happy about your judging of Trogdrak.
It looks like you didn't read entry and my disputes carefully enough.
Yes, part about humanoid HD is slightly unclear, but I had to send you the same quote from MM twice, you didn't notice it first time apparently.
Also about my familiar.
You've got the familiar that's stuck by your side to get all of your buffs, so you can't use it for scouting, reconnaissance, flanking enemies.
2) Acorn of Far Travel + wearable bonsai oak + familiar's Share Spells = my selfbuffs all day long working for my familiar without needing to be close to me.If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro
My competition's medals.
Spoiler: For purposes of clarity1109 is September, 11 - my birthday.