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    Ogre in the Playground
     
    GnomePirate

    Join Date
    Apr 2020
    Location
    Jerusalem
    Gender
    Male

    Default Villainous Competition LIII: Christmas Edition!

    Ho, Ho, Ho! Happy Holidays!

    Merry crooks revel in snowy streets. Naughty masterminds plot stealing Christmas. Terrible abominations rise to devour all of Santa's cookies, and grim mothers send the kids to bed early. Welcome… to the Villainous Competition - Christmas Edition!


    Each round of the villainous competition, our conniving contestants need to build a villain showcasing a different theme, and following a different set of associated limitations. This round's villain is St. Nick's gruesome right-hand pal...


    Elvish Evildoer!



    Limitations:


    • Quendë: Must incorporate elf-only options – the more (or more significant) the merrier.
    • Revenge is a dish best served frozen: The elves live for centuries, and plan long-term accordingly. Should be capable of initiating plans with long-term effects, and utilizing time-consuming preperations.
    • More than Mortal: This villain is not your everyday NPC threat. Must either be unplayable, or have an ECL higher than its CR.
    • Fickle Vileness: Must be CE.

    Let the merriments begin!




    Rules of the Competition:

    Contestants:
    It is highly recommended for a new contestants to look over a few entries from past rounds to understand what's the expected presentation. We're a little bit different than most optimization competitions. We use CR, not ECL. Each entry presents a villain going up to CR 20, with ability scores based on the elite array (15, 14, 13, 12, 10, 8).
    The contestant is to give a stub of the build (EG "Drow weretiger ranger 4/ Cleric 10"), flesh out the full build progression using the table(s) found in the submission and deadlines section, give notes on what the villain does and how it is to be used throughout its CR range, and fully source every aspect of the build that can't be found in the SRD. But what are the allowed sources?

    Secret Laboratory:
    Competitors will be free to use any official 1st party (WotC) 3.5 rulebook in constructing their builds. Dragon Compendium is allowed, but individual copies of Dragon magazine are disallowed. Unupdated 3.0 materials, as well as web exclusives by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere. Unearthed Arcana is allowed but limited: The variant character options (such as Wildshape Ranger and Thug Fighter) should not be penalized. Flaws carry a 1 point elegance penalty, and traits carry half of that. Item familiars, gestalt, alternate skill systems, alternate magic systems, alternate crafting rules, generic base classes, LA buyoff, fractional saves/BAB, and bloodlines are banned. Anything not mentioned here is up to individual judges.
    Builds that are fully monstrous are allowed at no penalty. All class levels are to be added on as associated class levels – meaning, each class level adds 1 CR, with the exception of NPC classes. See clarifications for more details.
    Leadership and similar abilities are completely banned. Undead Leadership and Dragon Cohort are likewise banned. Wild Cohort and Obtain Familiar are allowed. If you are not sure if a specific feat violates the 'no leadership' rule, err on the side of caution, or ask me.

    Epic Rules:
    We do not use epic progression for BaB and saves in this competition. Remember that four iteratives are still the maximum amount granted by BaB, even if it gets to 21 or more.
    A villain is eligible to Epic feats from HD 21 and above, as normal, but Epic Spellcasting and all other Epic feats that affect spells, psionic powers, or item creation are not permitted.
    As for other magical subsystems: for Incarnum characters, Epic Open Chakra feats are allowed; other Epic Incarnum feats are not. The Essentia Capacity increases for Epic capacity as described on p. 212. For warlocks, epic Eldritch Blast, Epic Extra Invocation, and Epic Fiendish Resilience are allowed. Other epic warlock feats are not. Epic binding feats are disallowed.

    Submission and deadlines:
    Contestants will have until Wednesday, January 17th, 12:00 GMT to create their builds and PM them to the Chair (H_H_F_F).
    Put the name of your build and "Villainous Competition round n" as your PM subject. You may ask for an extension if required. The villains will then be posted anonymously – make sure that your PM does not include any identifying details. While waiting for the builds to be posted, please avoid speculation (see speculation rules below). A contestant may submit up to 2 entries.
    Spoiler: Build Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 New Class Level +x +x +x +x Skills Feats New Class Abilities
    2 New Class Level +x +x +x +x Skills Feats New Class Abilities
    3 New Class Level +x +x +x +x Skills Feats New Class Abilities
    4 New Class Level +x +x +x +x Skills Feats New Class Abilities
    5 New Class Level +x +x +x +x Skills Feats New Class Abilities
    6 New Class Level +x +x +x +x Skills Feats New Class Abilities
    7 New Class Level +x +x +x +x Skills Feats New Class Abilities
    8 New Class Level +x +x +x +x Skills Feats New Class Abilities
    9 New Class Level +x +x +x +x Skills Feats New Class Abilities
    10 New Class Level +x +x +x +x Skills Feats New Class Abilities
    11 New Class Level +x +x +x +x Skills Feats New Class Abilities
    12 New Class Level +x +x +x +x Skills Feats New Class Abilities
    13 New Class Level +x +x +x +x Skills Feats New Class Abilities
    14 New Class Level +x +x +x +x Skills Feats New Class Abilities
    15 New Class Level +x +x +x +x Skills Feats New Class Abilities
    16 New Class Level +x +x +x +x Skills Feats New Class Abilities
    17 New Class Level +x +x +x +x Skills Feats New Class Abilities
    18 New Class Level +x +x +x +x Skills Feats New Class Abilities
    19 New Class Level +x +x +x +x Skills Feats New Class Abilities
    20 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]CR[/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]1[/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]2[/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]3[/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]4[/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]5[/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]6[/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]7[/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]8[/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]9[/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]10[/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]11[/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]12[/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]13[/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]14[/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]15[/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]16[/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]17[/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]18[/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]19[/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]20[/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]

    Spoiler: spell table
    Show

    Spells per Day/Spells Known
    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
    Show

    [B]Spells per Day/Spells Known[/B]
    [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]
    More useful tables can be found here, made by the immaculate Mattie_p.
    Once the villains are posted, judges should strive to finish their judgement until February 2nd.

    Judging:
    Judging is how the competition keeps going! The judges score the entries, and we give medals to the top 3 scoring villains. Anyone can judge! It's how we score the points, and judges get to pick the theme for next round (from a list of options presented by the chair), and are nominees for being guest-chairs every 5th round.
    It is highly recommended that prospective first-time judges read through Inevitability's Judging Handbook, and perhaps some past judgements.
    Judges are to give scores between 1-5 in the following four criteria: Originality, Power, Elegance and Memorable Villainy. Judges are not to use alternative criteria or score ranges. A 0 in elegance is permitted for strictly illegal or incomplete builds, but a score lower than 1 in other categories is generally not allowed.
    Originality: Is the build creative? Was it surprising in the context of this round? On the other hand, does it use expected or well-known methods?
    Power: Is it a powerful and threatening villain? On the other hand, does it have any glaring weaknesses?
    Elegance: Is it mechanically pretty? Is it clever? On the other hand, does it have rules or presentation issues? Does it rely on shaky interpretations of text? If you find that you have trouble with this category, remember: "no issues" doesn't have to be a 5! Like all others, this category has positive criteria to follow, not just negative criteria to be avoided.
    Memorable Villainy: Is this a villain with style and presence? Is it interesting to face against? Does it live up to the established theme and the spirit of the round? On the other hand, does it feel more like an encounter-of-the-week than a true BBEG?
    Please try to follow the following judging guidelines:
    Spoiler: Legal Sources: Always Allowed, Never Mandatory
    Show
    This rule means that every source that has been declared legal for this competition is fair game. Using obscure sources, or a large amount of sources, is not by itself subject to a penalty in elegance; Similarly, using only a small amount of sources, or sources that are very well known, is not by itself subject to a penalty in originality.

    Spoiler: One Mistake, One Penalty
    Show

    Judges are only allowed to penalize once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

    Non-exhaustive list of examples:

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


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

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


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

    Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.

    Spoiler: More Power To You
    Show
    An important note on power, cheese, and CR appropriateness:
    Being "too strong for your CR" is not by itself something a judge should penalize here. Using poorly supported cheese or cheese that isn't doing anything interesting in the build can and should get an elegance penalty. Using well-known or otherwise obvious and boring tricks can and should be penalized in originality – but power level by itself is not to be addressed anywhere other than the power category. Same goes for being too weak – that should not affect memorable villainy or anything outside of power by itself. If it helps, you can imagine low-powered villains used against low-op groups, high-powered villains against high-op groups, and TO nonsense villains pitted against TO nonsense PCs.


    Speculation:
    Please don’t post or speculate on possible builds until the reveal, in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.
    Once builds are revealed, please do not comment on errors or rules issues on entries unless you are a judge. If you have such a comment, wait until the final reveal to post it.

    Disputes and Conclusion:
    Once judging is done, contestants are welcome to table disputes, through a PM to the chair. Disputes are to be civil, substantive, and objective. Meanwhile, the judges can pick between three theme options presented by the chair for next round. As disputes are resolved, the general public can vote for the people's choice medal, writing a short paragraph nominating the villain that mostly intrigued or excited them, even if it wasn't necessarily the most elegant, powerful, original, or memorable. Participation in the people's choice medal awards is mandatory for contestants, but all are welcome to join in. Once everything is concluded, we reveal the identities of our conniving contestants, award medals, and move on to the next round!

    Spoiler: Previous Rounds
    Show
    Round One: Leader of Armies
    Round Two: Nature's Avenger
    Round Three: Double Agent
    Round Four: Grave Keeper
    Round Five: Crime Lord
    Round Six: Ultimate Predator
    Round Seven: Wicked Witch
    Round Eight: Master of the Tundra
    Round Nine: The Power of Villainous Thinking
    Round Ten: Henchman Are Villains Too
    Round Eleven: The Higher They Rise The Harder They Fall
    Round Twelve: Power Comes at a Price
    Round Thirteen: The Gadgeteer - You Are Not Batman
    Round Fourteen: The Thing That Should Not Be
    Round Fifteen: The Horsemen Are Drawing Nearer
    Round Sixteen: Burn Baby Burn
    Round Seventeen: It's Alive!
    Round Eighteen: This is Heresy
    Round Nineteen: He Slimed Me!
    Round Twenty: Elder Evil
    Round Twenty-One: Yarr!
    Round Twenty-Two: I Am The Night!
    Round Twenty-Three: Two Heads Are Better Than One!
    Round Twenty-Four: Wrong For The Right Reasons!
    Round Twenty-Five: Keeper of the Gate
    Round Twenty-Six: Get In MY BELLY (Swallow Whole)
    Round Twenty-Seven: Multiple Personality Disorder
    Round Twenty-Eight: Tiny Only!
    Round Twenty-Nine: Halloween Special
    Round Thirty: One Feat to Rule Them ALL
    Round Thirty-One: In Cold Blood
    Round Thirty-Two: oh HELL NO!
    Round Thirty-Three: The Do Over
    Round Thirty-Four: Sword and Board
    Round Thirty-Five: I Shall Call Him Mini Me!
    Round Thirty-Six: The Broken Man
    Round Thirty-Seven: Yin and Yang
    Round Thirty-Eight: Spooks and Spectres
    Round Thirty-Nine: Sorta Psuedo
    Round Forty: Negative Nancy
    Round Forty-One: Gojira!
    Round Forty-Two: Caine?!
    Round Forty-Three: The Big Dumb Brute
    Round Forty-Four: The Sheriff
    Round Forty Five: The Wolf in Sheep's Clothing
    Round Forty-Six: Nemesis!
    Round Forty-Seven: Fairy Queen!
    Round Forty-Eight: Zealot!
    Round Forty-Nine: Controller!
    Round Fifty: The Lovers!
    Round fifty-one: This isn't even my final form!
    Round fifty-two: Clockwork Terror!
    Last edited by H_H_F_F; 2024-01-10 at 05:18 AM.
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Clarifications

    Monster Advancement and Challenge Rating:
    • Unless granted by a template or other unusual means, advancement through racial HD is only allowed for monsters with an advancement clause allowing it, and must comply with the rulings and limitations thereof. For example, an Aboleth can only advance up to 24 HD through normal advancement, an Aranea cannot be advanced that way at all, and an Assassin Vine has no limit for such advancement.
    • Class levels always come after racial HD, unless using non-standard means of gaining HD (Acquired templates granting HD, monsters with special advancement rules or fluff, etc.) If you're not sure, comply with this rule or PM the chair for guidance.
    • CR increase from HD advancement happens at the first HD of each CR bracket. For example: fey add 1 CR for each 4 HD, so adding 1 HD to an unadvanced fey creature would increase its CR by one, while the following 3 HD would not. Adding a fifth HD would increase CR by another step, and so on.
    • While all PC classes increase CR on a 1 to 1 ratio, NPC classes follow the rules set out in the DMG. NPC class levels increase CR by n-1 (at least 1) when n is the total number of NPC class levels. That is, adding a single adept level to an entry would increase its CR by 1; Adding a warrior level, or another adept level, would not increase its CR; and adding further levels in any NPC class would increase its CR on a 1 to 1 ratio.


    3.0 content updates:
    Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine.

    Deriving Ability score modifiers:
    For monsters or races that don't have explicit racial ability scores, remember that the system assumes monsters start with three 11s and three 10s. Simply decrease 10 from even ability scores and 11 from odd ability scores, and you'll have your modifiers! Watch out for monsters that explicitly already use the Elite Array, though – those are handled differently, of course.

    On variant builds:
    It's fine to note variant build choices for your villain at a dedicated portion at the end of the build, but only one version is canonical, and only that version will be judged. For example, if you picked feat X, but could also go with feat Y for a less cheesy option, you could say so in the variant section – but your build will be judged as having feat X, with all of the implications of that build's cheesiness.

    Miscellaneous House Rules and clarifications
    We'll be using the following Iron Chef house rules:
    • All creatures are proficient with any natural weapons they may have or acquire.
    • Bonus feats that are granted even if you do not meet the prerequisites do not require you to meet the prerequisites in order to use.
    • Feats that affect class skills or the buying of skill ranks apply to the level you take them.
    • Weapons from soulmelds are considered to be magic weapons for the purpose of overcoming DR.
    • Unarmed Swordsage grants Improved Unarmed Strike at level 1.
    • One dispute per entry (per judgement). Submit disputes by PM to the Chair.
    • Ghostwalk ghost is banned
    • Gold, silver, and bronze are awarded regardless of ties (e.g., 2 silvers does not preclude bronze)
    • Spelltouched feats are legal and can be taken just like any other feat when you meet the prerequisites and have the feat slot available.
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Oh, that's some nice restrictions. I was afraid that 'elf round' was going to be too broad, or too tolerant of essentially-PCs, but this... just great! I'll be building for sure, already cycling through some ideas as we speak.
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    Default Re: Villainous Competition LIII: Christmas Edition!



    Got an idea coming together...

    Edit: hrm...generally running into a problem. Longterm villain plans need to be elminster proof cuz otherwise you're just being an idiot. But bbeg plans need to be thwartable by PCs, who are decidedly not epic level chosen of mystra in capabilities. "Elminster proof" and "not PC proof" is a venn diagram with no overlap.
    Last edited by AvatarVecna; 2023-12-25 at 09:59 AM.


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    Default Re: Villainous Competition LIII: Christmas Edition!

    I have one idea maybe.
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

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    Default Re: Villainous Competition LIII: Christmas Edition!

    Quote Originally Posted by AvatarVecna View Post


    Got an idea coming together...

    Edit: hrm...generally running into a problem. Longterm villain plans need to be elminster proof cuz otherwise you're just being an idiot. But bbeg plans need to be thwartable by PCs, who are decidedly not epic level chosen of mystra in capabilities. "Elminster proof" and "not PC proof" is a venn diagram with no overlap.
    Obviously, each judge will have their expectations when it comes to power, and I doubt most would be inclined to be harsher just because long term stuff is part of the theme.

    That being said, there are whispered tales of settings that don't have Elminster.
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Quote Originally Posted by H_H_F_F View Post
    Obviously, each judge will have their expectations when it comes to power, and I doubt most would be inclined to be harsher just because long term stuff is part of the theme.

    That being said, there are whispered tales of settings that don't have Elminster.
    Funnily enough my complaint isn't actually about elminster specifically, it's about people in that class of power and responsibility. Settings where PCs are swinging the biggest ***** magically and strategically exist, but like even in everron that's only true if you're not leaving khorvaire.

    I've got a solid plan to destroy everything but it takes centuries to finish and even weeks just to advance noticeably. "Here's what can be done to stop it that only the PCs can do" is rough to work around. I might just Forge ahead assuming any DM that ran something like this would pretend epic npcs just don't exist I suppose.

    Edit: I think I have an acceptable workaround.
    Last edited by AvatarVecna; 2023-12-25 at 04:22 PM.


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    Quote Originally Posted by Xumtiil View Post
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    Default Re: Villainous Competition LIII: Christmas Edition!

    I like the round theme and will hopefully compete, though I do have a question. Isn't January 10th a Wednesday rather than a Sunday, and if so, when is the actual deadline?

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    Default Re: Villainous Competition LIII: Christmas Edition!

    Well, that's easy to answer: I forgot to change the day of the week.

    The deadline is Wednesday, January 10th.
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Cool. I hope to be able to get an entry in, then.

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    Happy new year! How's everybody doing?
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Quote Originally Posted by H_H_F_F View Post
    Happy new year! How's everybody doing?
    I have bare bones of entry right now. Should be on time.
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

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    Default Re: Villainous Competition LIII: Christmas Edition!

    One build in, one build nearly finished!

    update: Both builds in.
    Last edited by Inevitability; 2024-01-02 at 04:09 AM.
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Also, yet another suggestion for a future round: The One Ring. Every entry may choose a single artifact that the villain has somehow gained possession of. Artifacts don't really show up in any other optimization context (obviously), so this'd give optimizers a chance to showcase their favorite one.

    For balance reasons, maybe emphasize that overreliance on the artifact's raw power is deserving of an villainy/elegance penalty, and the contest isn't about choosing the strongest artifact possible as it is about showcasing whichever one you pick well.
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    Default Re: Villainous Competition LIII: Christmas Edition!

    One entry is sent. Have idea for one more. Maybe will make it.
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

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    Default Re: Villainous Competition LIII: Christmas Edition!

    Due to a request from a conniving contestant, the deadline will be postponed by one week. New deadline: Wednesday, January 17th.

    Best of luck building!
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Aaaaaand second is sent!

    Fun fact.
    This one:
    Quote Originally Posted by loky1109 View Post
    I have one idea maybe.
    Wasn't first nor second.
    Last edited by loky1109; 2024-01-11 at 04:10 PM.
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Just a reminder, in case anyone's still working: the deadline is this Wednesday!
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    Default Re: Villainous Competition LIII: Christmas Edition!

    The reveal will be delayed, hopefully not by more than a few hours.

    My apologies, folks!
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Further apologies for the delay, friends!

    Without further ado - here are your villains!

    Please, no posting until I give the all-clear.
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    (Dead) God Rest, Ye Marry Gentlemen
    Quote Originally Posted by Aren Godslayer
    Aren Godslayer

    CE Star Elf Elven Generalist Wilderness Companion Martial Wizard 1/Entomanthrope Tangle Terror 6/Divine Crusader of Ghaunadaur 2/Seeker of the Misty Isle 2/Arcane Archer 2/Seeker +7

    Str 8
    Dex 14
    Cont 14-2
    Int 16-2
    Wis 8+2
    Cha 16+2
    +1 to dex at 4th, the rest go to Charisma

    Spoiler: Sharn Watch File: Aren Godslayer
    Show
    Aren Willowbow, the elf who would one day be known as the Godslayer, was born on Aerenal when Galifar was still powerful. His family venerated the Deathless, like everyone did, but they had a secret. Millenia ago, their ancestors had been touched by a mysterious creature of ancient power, blessing them with the ability to turn into spiders and to drive others mad. While most of his family was ashamed of their heritage, and kept it secret, Aren was proud of it. He dangerously flaunted his powers while learning wizardry, causing him to be banished from the academy. After learning of his disgrace, his family cast him out, which suited Aren just fine. He blamed his exile on the Deathless, and swore his revenge on them. He moved to Sharn, where he gained a reputation for taking impossible jobs and accepting payment in poison.
    After some time in Sharn, we believe he was contacted by a cult, specifically one that served the same ancient evil that “blessed” Aren’s family. Ghaunadaur, they called it. Aren took to the cult, and soon rose in its ranks, learning to channel his hatred into powerful magic. At some point after this, an unwise group of elves known as the Seekers of the Misty Isle recruited Aren. The Seekers were looking for an island of elves that was purported to be lost in the war with the giants. Aren didn’t truly believe in the goal, but the Seekers taught him new magic, new ways to kill. His powers grew stronger, and soon his kills involved spells that hampered his opponents and turned them against each other. A year later, his MO underwent its last major shift. Apparently, he learned how to make a poison that can kill immortal creatures. Whether he learned this from the Seekers or the Ghaunadaurians, it is unknown, but regardless, he started to kill deathless after deathless. Permanently. He soon turned to other targets, fiend, celestial and fey. He first came to our attention last year when he assassinated a celestial ally of the Esoteric Order and we were called in. He killed the squadron of Redcloaks went to apprehend him. A magic recording device on one of them, its message shown below, gave us some insight on his brand of insanity, but we still have no idea what his endgame is. However, the moniker he calls himself seems to indicate that his goal is to eventually kill the very gods themselves. While he is obviously insane, he is still incredibly dangerous.


    Spoiler: Sergeant Major Jeffords Recording Device
    Show
    The group of Redcloaks run into the room. Already, several bodies lie with arrows in them, but the culprit is nowhere to be seen from the vantage of the device. Suddenly, an arrow strikes the first soldier, and briefly a figure can be seen clinging to one of the beams on the roof before leaping out of sight. As the soldiers draw weapons, the one who was struck by the arrow swings out with his axe, hitting the next soldier in line, a heavily armored dwarf. The fighting spreads out from there, and before long half of the group is wounded and several are still attacking the others. The Captain prepares to shout out an order, but then she is struck by a blast of webs that pins her to a wall. She cuts herself free, but is immediately struck again. The soldier carrying the device goes to cut her out, but as he does she lashes out at him with a dagger, leaving a bleeding wound. The wounded soldier leaps back and sees her eyes filled with hate. Then, a Lieutenant with an arrow in his upper shoulder runs between them, screaming. The Captain cuts him down. From somewhere behind the carrier, a spell is cast and the captain puts away her weapon, her eyes clear of the madness that briefly consumed them. The bearer of the device casts a spell of his own, illuminating the figure in light. It hisses, and the soldiers that aren’t fighting one another fire at it, hitting several times. The creature fires back at the captain and suddenly the device stops recording.

    It turns on an indeterminate amount of time later to show its bearer covered in webs slumped against a wall surrounded by bodies. Crouching on the ceiling is a strange, malformed figure in leather armor and with chitinous plates on his arms.
    “I’m Aren, the Godslayer. I can see you’re wearing a recorder. I suppose this is as good a time as any to explain why I’m doing what I’m doing. The priests say that my crusade is unjust: what could the gods have done to me? They haven’t visited Eberron since before I was born. To them I say, your gods, not mine. The deathless hold Aerenal in stasis, caring not whether their subjects live or die and claiming everyone would have justice. Well, I know the justice they purport is false. My mother died of a disease they could have cured with a wave of their hands, and she wasn’t chosen to live on.”
    The bearer of the device stirred. “You lie,” he groans. “We would never do such a thing!”
    “Ah, so you’re the deathless Deathguard I was hired to kill. I figured this little rant would draw you out if I hadn’t killed you earlier. Don’t worry, I’ll come to you soon enough. Anyway, where was I?”
    “Aerenal.” the bearer grunted.
    “Ah, yes. So, in Aerenal, the so-called gods are corrupt. Fine, then, the clerics say, why do I hate the other gods? Well, if you think about it, all the gods have their issues. The Sovereign Host hates everyone they call monsters, even if they’re a family of farmers in Droaam. The Dark Six just want to kill everyone, which is understandable but hardly nice. The Silver Flame claims to protect the world from fiends but won’t do what it takes to end the threat forever. I offered them my help but they declined. They’re even worse than the vassals on those they call monsters too. The Blood of Vol don’t really do any harm, but they still just want everyone to die. So I ask you now, what have the gods done for? Why shouldn’t I just kill them and spare us all the trouble? I know you won’t listen, but maybe some others will.”
    Then Aren drew back his bow and fired and the recorder went dark.


    Spoiler: Level Table
    Show
    HD CR Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st 1 Elven Generalist Wilderness Companion Combat Wizard 0 0 0 2 Knowledge Religion 4 (+4), Craft (Poison Making 4) +4, Survival 2 (+2) CC, Concentration 4 (+4) Aereni Focus (Craft Poisonmaking), Point Blank Shot (B) Animal Companion, Generalist Wizardry
    2nd - Vermin 1 0 2 0 2 Knowledge Religion 4, Craft (Poison Making) 5 (+1), Survival 2 1/2 (+1/2) CC, Concentration 4, Hide 1 (+1), Spot 1 (+1) Immunity to Webs
    3rd - Vermin 2 1 3 0 2 Knowledge Religion 4, Craft (Poison Making) 6 (+1), Survival 3 (+1/2) CC, Concentration 4, Hide 2 (+1), Spot 2\ (+1) Poison Master, Weapon Finesse (B) Vermin Immunities
    4th - Vermin 3 2 3 1 3 Knowledge Religion 4, Craft (Poison Making) 7 (+1), Survival 3 1/2 (+1/2) CC, Concentration 4, Hide 3 (+1), Spot 3 (+1) Poison Fort DC 20 2d6 Wis/1d6 Strength
    5th - Vermin 4 3 4 1 3 Knowledge Religion 4, Craft (Poison Making) 8 (+1), Survival 4 (+1/2) CC, Concentration 4, Hide 4 (+1), Spot 4 (+1) Webs
    6th - Vermin 5 3 4 1 3 Knowledge Religion 4, Craft (Poison Making) 9 (+1), Survival 4 1/2 (+1/2) CC, Concentration 4, Hide 5 (+1), Spot 5 (+1) Precise Shot Maddening Webs
    7th - Vermin 6 4 5 2 4 Knowledge Religion 4, Craft (Poison Making) 10 (+1), Survival 5 (+1/2) CC, Concentration 4, Hide 6 (+1), Spot 6 (+1) DR 5/Silver
    8th - Vermin 7 5 5 2 4 Knowledge Religion 4, Craft (Poison Making) 11 (+1), Survival 5 1/2 (+1/2) CC, Concentration 4, Hide 7 (+1), Spot 7 (+1) Alternate Form
    9th - Vermin 8 6 6 2 4 Knowledge Religion 4, Craft (Poison Making) 12 (+1), Survival 6 (+1/2) CC, Concentration 4, Hide 8 (+1), Spot 8 (+1) Weapon Focus (Longbow0 Entopomanthric Command
    10th - Vermin 9 6 6 3 5 Knowledge Religion 4, Craft (Poison Making) 13 (+1), Survival 6 1/2 (+1/2) CC, Concentration 4, Hide 9 (+1), Spot 9 (+1) Entopomanthric Immunities
    11th - Vermin 10 7 7 3 5 Knowledge Religion 4, Craft (Poison Making) 14 (+1), Survival 7 (+1/2) CC, Concentration 4, Hide 10 (+1), Spot 10 (+1) Racial Skill bonuses
    12th - Vermin 11 8 7 3 5 Knowledge Religion 4, Craft (Poison Making) 15 (+1), Survival 7 1/2 (+1/2) CC, Concentration 4, Hide 11 (+1), Spot 11 (+1) Weapon Focus (Warhammer) Curse of Entomanthropy
    13th 7 Vermin 12 9 8 4 6 Knowledge Religion 4, Craft (Poison Making) 16 (+1), Survival 8 (+1/2) CC, Concentration 4, Hide 12 (+1), Spot 12 (+1)
    14th 8 Divine Crusader 1 9 10 4 8 Knowledge Religion 4, Craft (Poison Making) 17 (+1), Survival 8, Concentration 7 (+3), Hide 12, Spot 12 Aura
    15th 9 Divine Crusader 2 10 11 4 9 Knowledge Religion 4, Craft (Poison Making) 18 (+1), Survival 8, Concentration 10 (+3), Hide 12, Spot 12 Ranged Pin
    16th 10 Seeker of the Misty Isle 1 10 13 6 9 Knowledge Religion 4, Craft (Poison Making) 19 (+1), Survival 8, Concentration 10, Hide 14 (+2), Spot 15 (+3), Move Silently 2 (+2) Extra Domain (Travel)
    17th 11 Seeker of the Misty Isle 2 11 14 7 9 Knowledge Religion 4, Craft (Poison Making) 20 (+1), Survival 8, Concentration 10, Hide 16 (+2), Spot 18 (+3), Move Silently 4 (+2)
    18th 12 Arcane Archer 1 12 16 9 9 Knowledge Religion 4, Craft (Poison Making) 21 (+1), Survival 8, Concentration 10, Hide 16, Spot 20 (+2), Move Silently 7 (+3) Craft Wonderous Item Enhance Arrow +1
    19th 13 Arcane Archer 2 13 17 10 9 Knowledge Religion 4, Craft (Poison Making) 22 (+1), Survival 8, Concentration 10, Hide 20 (+4), Spot 20, Move Silently 8 (+1) Imbue Arrow
    20th 14 Seeker of the Misty Isle 3 14 17 10 10 Knowledge Religion 4, Craft (Poison Making) 23 (+1), Survival 8, Concentration 10, Hide 23 (+3), Spot 23 (+3), Move Silently 9 (+1)
    21st 15 Seeker of the Misty Isle 4 15 18 11 10 Knowledge Religion 4, Craft (Poison Making) 24 (+1), Survival 8, Concentration 10, Hide 24 (+1), Spot 24 (+1), Move Silently 14 (+5) Far Shot Swiftfooted
    22nd 16 Seeker of the Misty Isle 5 15 18 11 10 Knowledge Religion 4, Craft (Poison Making) 25 (+1), Survival 8, Concentration 10, Hide 25 (+1), Spot 25 (+1), Move Silently 19 (+5) Corellon's Perceptipon, Surefooted
    23rd 17 Seeker of the Misty Isle 6 16 19 12 11 Knowledge Religion 4, Craft (Poison Making) 26 (+1), Survival 8, Concentration 10, Hide 26 (+1), Spot 26 (+1), Move Silently 24 (+5) Find the Path
    24th 18 Seeker of the Misty Isle 7 17 19 12 11 Knowledge Religion 4, Craft (Poison Making) 27 (+1), Survival 8, Concentration 12 (+2), Hide 27 (+1), Spot 27 (+1), Move Silently 27 (+3) Distant Shot Extra Domain (Magic)
    25th 19 Seeker of the Misty Isle 8 18 20 13 11 Knowledge Religion 4, Craft (Poison Making) 28 (+1), Survival 8, Concentration 16 (+4), Hide 28 (+1), Spot 28 (+1), Move Silently 28 (+1)
    26th 20 Seeker of the Misty Isle 9 18 20 13 12 Knowledge Religion 4, Craft (Poison Making) 29 (+1), Survival 8, Concentration 20 (+4), Hide 29 (+1), Spot 29 (+1), Move Silently 29 (+1) Arcane Sight


    Spoiler: Spells
    Show
    Level Class Wizard 0th Wizard 1st 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 Wizard 1 3 2 - - - - - - - - -
    2-13 Vermin HD 1-12 3 2 - - - - - - - - -
    14 Divine Crusader 1 3 2 0 - - - - - - - -
    15 Divine Crusader 2 3 2 1 0 - - - - - - -
    16 Seeker of the Misty Isle 1 3 2 2 1 0 - - - - - -
    17 Seeker of the Misty Isle 2 3 2 2 2 1 0 - - - - -
    18 Arcane Archer 1 3 2 2 2 1 0 - - - - -
    19 Arcane Archer 2 3 2 2 2 1 0 - - - - -
    20 Seeker of the Misty Isle 3 3 2 3 2 2 1 0 - - - -
    21 Seeker of the Misty Isle 4 3 2 3 3 2 2 1 0 - - -
    22 Seeker of the Misty Isle 5 3 2 3 3 2 2 1 0 - - -
    23 Seeker of the Misty Isle 6 3 2 3 3 3 2 2 1 0 - -
    24 Seeker of the Misty Isle 7 3 2 3 3 3 3 2 2 1 0 -
    25 Seeker of the Misty Isle 8 3 2 3 3 3 3 3 2 2 1 0
    26 Seeker of the Misty Isle 9 3 2 3 3 3 3 3 3 2 2 1


    Spoiler: Level Tables
    Show
    Spoiler: 7-11
    Show
    At CR 7 Aren is basically a Tunnel Terror that can also function as a crappy poison archer. His Wilderness Companion gives him access to Con poison, and he can also use his natural Tunnel Terror poison. In addition, Magecraft cast outside of combat+Aereni Focus allows him to make DC 35 poisons by taking 10, enough to craft nearly anything, and he can coat his arrows with them. He usually starts by sniping from long range and then shooting confusing webs as his opponents close to hopefully disrupt them. In melee he has his natural poison and can climb to avoid some attacks, but he’s best at range. On days he’s going into combat, True Strike, Arrow Mind, and Guided Shot are his picks, to make his long range sniping more effective. His hide at this point is + 18 in hybrid form, his preferred form, making sniping difficult but not impossible at long range. His main equipment is leather armor and a bow, preferably elvencraft for when the PCs get close. Aeren’s next few levels go towards learning spells, specifically from the Hatred and Travel domains. Hatred first, from Divine Crusader. The granted power is sweet for a villain, though Doom and Scare are fairly underwhelming. Ranged Pin, which he picks up at this level, has no range limit, potentially allowing him to slow down the PCs even further. At CR 10, he enters Seeker of the Misty Isle and gets access to a better chassis and the travel domain. Longstrider and Locate object are meh, but Fly is quite nice, as is Bestow Curse from Hatred. Travel Domain’s power is great for a lone villain, allowing Aren to escape reliably. Next level (CR 11) brings nothing from Seeker, but Song of Discord is a pretty devastating spell when he can throw it at the party from long range. Aren’s main role is as an assassin, and he can sneak well and penetrate most DR with the right arrow. With his Star Elfiness he can even take on ghostly PRCs at night.


    Spoiler: 12-16
    Show
    With some spells that are actually useful, Aren ducks out of Seeker to go into another elf PRC, Arcane Archer. The first level is quite lame, only bringing a +1 to ranged damage. However, he also gets Craft Wondrous Item. Allowing him to craft Kiss of the Grave. It’s quite expensive, but when a target is debuffed by several other poisons, they’re likely to fail the save, allowing Aren to theoretically kill anything. Next level of Arcane Archer has Imbue Arrow, allowing him to shoot spells like Song of Discord (not to be confused with Song of Skype), on his bow, vastly increasing their range and theoretically bringing two rider effects, the best poison he can make, such as Black Lotus Extract, as well as a Song of Discord which can incapacitate half a party. Two more levels in Seeker bring Aren up to sixth level spells, letting him use Righteous Might to buff pre battle, making Ranged Pin much stronger, and fire Forbiddances at range to stop people from escaping. Aren can also Teleport, letting him reach nearly anywhere in time. Swiftfooted is handy, allowing him to sneak more quickly. Rapid Shot extends Aren’s max range to 2200 feet, allowing him to hit parties that can’t get to him for several rounds. 5th level of Seeker doesn’t advance spellcasting, but it does bring a Surefooted, basically useless, and Corellon’s Perception, which makes extreme range shots much easier. By now, his hide modifier is a respectable +32.


    Spoiler: 17-20
    Show
    Aren rounds out his power here with more spells. His caster level is too low to make Blasphemy particularly useful, but Greater Teleport and Find the Path once per day from Seeker are useful, helping him find and get to his quarry or escape from the PCs. CR 18 brings two exciting combos online. Magic Domain lets Aren cast Antimagic Field with Imbue Arrow, enabling the classic combo. In addition, Distant Shot extends his range to infinite, and should even apply to his webs. This means that depending on how mean the DM is feeling, Aeren can open up the battle with a shot from a mile away that pins the wizard to a wall and poisons him while preventing the party from teleporting or even using magic at all. Later on, Antipathy lets him make it hard for the PCs to approach his position, allowing him to keep shooting poisoned arrows at them while they struggle to shoot back. Wail of the Banshee is devastating, despite his fairly low DC, but it can be Imbued into an arrow, allowing him to kill whole armies at once. Arcane Sight comes at the same level and is quite underwhelming in comparison, but it does let him identify casters to antimagic field with great prejudice. Despite all of his power, Aren isn’t particularly tough, so if the PCs can get close, he can likely be defeated or at least forced to flee quickly.


    Spoiler: UotSI
    Show
    Aren uses four elf specific things: Aereni Focus, Elf Generalist, Arcane Archer and Seeker of the Misty Isle. Aereni Focus helps with his poison making, but isn’t super important to the build. Elven Generalist is also nice for the mandatory level of wizard for Arcane Archer, but not essential. Arcane Archer and Seeker are more valuable. Arcane Archer enables his long range combos and Seeker triples his spell list while providing a good chassis for an assassin type. In terms of long term buffs and effects, killing immortal things should probably have long term effects, and making poisons takes Aren a long time. Entompantrhope makes Aren unplayable and speeds up his qualification for his various prestige classes while providing unique tricks. Finally, he is CE as that lets him be a Divine Crusader of Ghaunadaur and get access to the Hatred domain.


    Spoiler: Variant
    Show
    The actual Aren can’t kill gods but can take out just about anything short of them. With an alternate domain selection of Animal, Aren can shapeshift into Sertruous and remove the poison immunity that all gods have. Then, Kiss of the Grave can actually kill them. The variant is pretty much just classic cheese, so I didn’t put it in the main build. Ignore this when judging, as per the rules.


    Spoiler: Sources
    Show
    Star Elf: Unapproachable East
    Hatred Domain: Player’s Guide to Faerun
    Kiss of the Grave: https://web.archive.org/web/20161101.../fey/20030411a
    Entomanthropy: Entomanthropy Runs Wild Web Articles
    Arcane Archer-DMG
    Seeker of the Misty Isle- Complete Divine
    Aereni Focus- Player’s Guide to Eberron
    Poison Master, Tunnel Terror- Drow of the Underdark
    Ranged Pin-Complete Warrior
    Distant Shot- Epic Level Handbook
    Magecraft- Eberron Campaign Setting
    Races of the Wild- Elf Generalist Variant
    Arrow Mind, Guided Shot- Spell Compendium
    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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  22. - Top - End - #22
    Ogre in the Playground
     
    GnomePirate

    Join Date
    Apr 2020
    Location
    Jerusalem
    Gender
    Male

    Default Re: Villainous Competition LIII: Christmas Edition!

    Souls of the Damned Roasting on an Open Fire
    Quote Originally Posted by Disappointment
    Spoiler: Author's note
    Show
    It's a hard entry to make. It started from random remembrance that banshee is an undead elf woman only. I went to the MMII and... No, not in the D&D 3.X. It's true in some other editions, but not this. But during my research I found the Keening Spirit template... It was a fixation. I wanted an entry with it, but... I didn't know what to make. It isn't banshee with her 26 HD, 17 CR and HD advancement, here classes were needed to be and... That was a problem. Yeah, it was easy to make Keening Spirit Drow Cleric 17, but... Keening Spirit would be overshadowed by class levels. I had a concept of Wu Jen with Body outside Body to spam with Keening, but I wasn't happy with such idea. I thought about Shadowcaster, Truenamer, Wilder, Dragonfire Adept - nothing fit. Yes, I at the very beginning found Lurking Terror, but it's only three levels (it could be good with banshee actually). I thought about a bunch of templates - she's a ghost, actually, if PCs kill her it'd not be a problem. I already told It was a fixation. I woke up and fell asleep thinking about this entry for about a full week. Don't like when such happens. I'm very happy that I came up with something interesting enough to suit me after all. And I hope you will like Disappointment, too.

    "Disappointment!" - that's how mother always called her. "Tainted blood," - she added sometimes. Mother always told her it's her father's fault. He had dirty human among his ancestors. If she knew, she'd never... But what is done, is done and now she has an unfit daughter. Priestess of Lolth who can't cast spells... Such a disgrace...But even without spells she was a priestess, she channeled the Lolth's power and she was her daughter after all.

    CE Evolved Undead Keening Spirit Karsite Drow Blasphemous Incantation Cleric 8/Drow Paragon 1/Defiant 12/Lurking Terror 3
    Spoiler: Stats
    Show
    Abilities Initial Drow Karsite Keening Spirit ASI Evolved Undead Total
    STR 8 -
    DEX 13 2 1 16
    CON 10 -2 2 -
    INT 14 2 16
    WIS 12 12
    CHA 15 2 2 4 3 2 28

    Spoiler: Build
    Show
    CR Lvl Class BAB Fort Reflex Will Skills Feats Class Features
    2 1st Blasphemous Incantation Cleric 1 0 2 0 2 20: {+4} Bluff: 4; {+4} Hide: 4; {+4} Knowledge (arcana): 4; {+4} Knowledge (religion): 4; {+4} Spellcraft: 4; Magic in the Blood (1), Lightning Reflexes (B) Blasphemous incantation, domains (Trickery, Drow), DR 5/magic, SR (10+lvl, 11+lvl), magic draining attacks, spell healing, spellcasting inability, darkvision 120 ft., light blindness, SLA
    3 2nd Drow Paragon 1 0 2 2 2 7: Bluff: 4; {+1} Hide: 5; {+1} Intimidate: 1; {+1} Knowledge (arcana): 5; {+1} Knowledge (religion): 5; {+1} Spellcraft: 5; {+2} Spot: 2; Improved spell-like abilities
    4 3rd Cleric 2 1 3 2 3 5: {+2} Bluff: 6; {+1} Hide: 6; Intimidate: 1; Knowledge (arcana): 5; {+1} Knowledge (religion): 6; {+1} Spellcraft: 6; Spot: 2; Sudden Ability Focus (3)
    5 4th Cleric 3 2 3 3 3 5: {+1} Bluff: 7; {+1} Hide: 7; Intimidate: 1; Knowledge (arcana): 5; {+1} Knowledge (religion): 7; {+1} Knowledge (the planes): 1; {+1} Spellcraft: 7; Spot: 2;
    6 5th Cleric 4 3 4 3 4 5: {+1} Bluff: 8; {+1} Hide: 8; Intimidate: 1; Knowledge (arcana): 5; {+1} Knowledge (history): 1; {+1} Knowledge (religion): 8; Knowledge (the planes): 1; {+1} Spellcraft: 8; Spot: 2;
    7 6th Cleric 5 3 4 3 4 5: {+1} Bluff: 9; {+1} Hide: 9; Intimidate: 1; Knowledge (arcana): 5; {+1} Knowledge (history): 2; Knowledge (religion): 8; {+1} Knowledge (the planes): 2; {+1} Spellcraft: 9; Spot: 2; Gift Of The Spider Queen (6)
    8 7th Cleric 6 4 5 4 5 5: {+1} Bluff: 10; {+1} Hide: 10; Intimidate: 1; Knowledge (arcana): 5; {+1} Knowledge (history): 3; Knowledge (religion): 8; {+1} Knowledge (the planes): 3; {+1} Spellcraft: 10; Spot: 2;
    9 8th Cleric 7 5 2 4 2 5: {+1} Bluff: 11; {+1} Hide: 11; Intimidate: 1; Knowledge (arcana): 5; {+1} Knowledge (history): 4; Knowledge (religion): 8; {+1} Knowledge (the planes): 4; {+1} Spellcraft: 11; Spot: 2;
    10 9th Cleric 8 6 6 4 6 5: {+1} Bluff: 12; {+1} Hide: 12; Intimidate: 1; Knowledge (arcana): 5; {+1} Knowledge (history): 5; Knowledge (religion): 8; {+1} Knowledge (the planes): 5; {+1} Spellcraft: 12; Spot: 2; Widen Supernatural Ability (9)
    12 9th Keening Spirit 6 6 4 6 - Lightning Reflexes Blasphemous incantation, domains, destructive touch, fear aura, keening, manifestation, rejuvenation, SR (13+lvl), turn resistance, undead traits
    13 10th Defiant 4 6 8 4 8 5: Bluff: 12; Hide: 12; {+4} Intimidate: 5; Knowledge (arcana): 5; Knowledge (history): 5; Knowledge (religion): 8; Knowledge (the planes): 5; {+1} Spellcraft: 13; Spot: 2; Spell resistance (15+defiant lvl), divine resistance, divine damage immunity, divine cancellation, trades 3 levels of cleric
    14 11th Defiant 6 7 9 5 9 5: Bluff: 12; Hide: 12; {+4} Intimidate: 9; Knowledge (arcana): 5; Knowledge (history): 5; Knowledge (religion): 8; Knowledge (the planes): 5; {+1} Spellcraft: 14; Spot: 2; Aligned strike, divine prevention, trades 1 level of cleric
    15 12th Defiant 8 8 9 5 9 5: Bluff: 12; Hide: 12; {+4} Intimidate: 13; Knowledge (arcana): 5; Knowledge (history): 5; Knowledge (religion): 8; Knowledge (the planes): 5; {+1} Spellcraft: 15; Spot: 2; Ability Focus (Keening) (12) Nondetection, divine retribution, trades 1 level of cleric
    16 13th Defiant 12 9 8 6 8 5: Bluff: 12; Hide: 12; {+4} Intimidate: 17; Knowledge (arcana): 5; Knowledge (history): 5; Knowledge (religion): 8; Knowledge (the planes): 5; {+1} Spellcraft: 16; Spot: 2; Divine interference, divine disavowal, trades 3 levels of cleric
    17 14th Lurking Terror 1 9 8 6 10 7: Bluff: 12; {+3} Hide: 15; Intimidate: 17; Knowledge (arcana): 5; Knowledge (history): 5; Knowledge (religion): 8; Knowledge (the planes): 5; Spellcraft: 16; {+4} Spot: 6; Deathly power
    18 15th Lurking Terror 2 10 8 6 11 7: Bluff: 12; {+3} Hide: 18; Intimidate: 17; Knowledge (arcana): 5; Knowledge (history): 5; Knowledge (religion): 8; Knowledge (the planes): 5; Spellcraft: 16; {+4} Spot: 10; Reverberation (Keening) (15) Improved darkvision
    19 16th Lurking Terror 3 11 9 7 11 7: Bluff: 12; {+2} Hide: 20; Intimidate: 17; Knowledge (arcana): 5; Knowledge (history): 5; Knowledge (religion): 8; Knowledge (the planes): 5; Spellcraft: 16; {+5} Spot: 15; Hide in plain sight
    20 16th Evolved Undead 11 9 7 11 - Fast healing, SLA (cloudkill)


    Spoiler: CR 1 - 10
    Show
    Disappointment is just drow cleric without spells for now. She has Blasphemous Incantation for debuff (with Sudden Ability Focus and Widen Supernatural Ability), several ways to utilize her racial SLAs and her Karsite anti-magic abilities, but nothing dangerous enough for her CR. PC maybe meet her somewhere, maybe she was third drow in fifth row in some encounter. It's good for her, she has some ways to extraction.

    Spoiler: CR 12
    Show
    Disappointment died. Maybe even killed by PC. As a ghost returned to her mother and what did she get? New reproaches: "You couldn’t even die normally! Infamy!" Of course mother didn't resurrect her and no one of Lolth's priestesses will. When she realized that, Disappointment let out a wail, she rejected her previous faith and vowed to destroy all who called themselves "gods." To make this she decided to destroy the substrate on which they parasitize - their worshipers. The first target was to be Lolth.

    Disappointment became Keening Spirit and ex-cleric. She acquired her main weapon - the Wail. Yes, it's one per day, but she could apply Sudden Ability Focus and Widen Supernatural Ability to it instead of lost Blasphemous Incantation. Also she has rejuvenation - the best defensive ability in the game if somebody askes me. And fear aura, don't forget fear aura!

    Spoiler: CR 13 - 16
    Show
    Disappointment got a level of Defiant four times. And thanks to unique prestige class mechanics also trade all her levels of ex-cleric for another eight levels of Defiant for twelve levels total. Trading levels in four steps gave Disappointment 432 hp of healing instead of 108 and six times per day +4 enhancement bonus to stats instead of three. And of course full basket of Defiant's goodies: Charisma to saves, another (fourth) source of SR, Nondetection, various anti-divine abilities and immunities.

    Spoiler: CR 17 - 20
    Show
    Improving undead abilities via special prestige class and template. Keening's total DC is 36 now, 38 with enhanced Charisma. Plus Cloudkill should reduce Constitution and decrease Fortitude save. Also Disappointment acquired HipS (total Hide modifier is +31 - Keening Spirit got +8 to Hide, Listen, Spot and Search in PGtF Web Enhancement) and fast healing - both are good for her.


    Spoiler: Karsite Drow?
    Show
    Yes, Karsite Drow. Let's look at "Quick and Easy Karsites" sidebar (Tome of Magic, p. 84):
    If humans aren’t prevalent in your campaign (or if including a subrace of humans doesn’t appeal to you), consider giving karsite abilities to half-elves or half-orcs, or even an elf or orc who has a half-elf or half-orc (and thus a Karsus-blooded human) in his family tree.
    Also about CR calculation. Both Drow and Karsite has this wording:
    Challenge Rating: Drow with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes have a CR equal to their character level +1.
    Challenge Rating: The CR of a karsite with levels in an NPC class equals his character level. The CR of a karsite with levels in a PC class equals his character level +1.
    Okay, I see, Disappointment has levels in PC classes and has CR equal to her character level +1. I got this first time, you haven't need repeat twice.
    Jokes aside. My point is it isn't +1 CR from one template and +1 CR from another, it's hard calculation rule CR=Char Level+1 and if I get such rule twice it will not turn into CR=Char Level+2 or into New CR=Old CR+1.



    Spoiler: Books
    Show
    Type Name Book Page
    Race Drow Monster Manual 103
    Template Karsite Tome of Magic 84
    Template Keening Spirit City of The Spider Queen 126
    Template Evolved Undead Libris Mortis - The Book of Undead 99
    Class Cleric Players Handbook 30
    Class Drow Paragon Unearthed Arcana 32
    Prestige Class Defiant Planar Handbook 44
    Prestige Class Lurking Terror Libris Mortis - The Book of Undead 54
    Class variant Blasphemous Incantation Exemplars of Evil 20
    Feat Magic in the Blood Player's Guide to Faerûn 40
    Feat Lightning Reflexes Players Handbook 97
    Feat Sudden Ability Focus Tome of Magic 74
    Feat Gift Of The Spider Queen Drow of the Underdark 50
    Feat Widen Supernatural Ability Tome of Magic 75
    Feat Ability Focus Monster Manual 303
    Feat Reverberation Savage Species 39
    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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  23. - Top - End - #23
    Ogre in the Playground
     
    GnomePirate

    Join Date
    Apr 2020
    Location
    Jerusalem
    Gender
    Male

    Default Re: Villainous Competition LIII: Christmas Edition!

    GREEN Christmas
    Quote Originally Posted by Camus Ci'xot
    Camus Ci'xot, the Greenbinder



    CE Greenbound Forestlord Half-Elf Ranger 3 / Fighter 2 / Wildrunner 2 / Divine Crusader 4 / Arboreal Guardian 3 / Seeker of the Misty Isle 4

    Spoiler: Lament
    Show
    We thought Camus was on our side.

    Oh, sure, we denounced him. We went on and on about how this lone radical didn't truly represent the Guardians', how he had to be stopped, how we'd deal with the matter immediately. But we didn't, not really. Because in the end, did we really care about some dead poachers and loggers? Did we care when the forest swallowed yet another hamlet? Of course not: and those of us who did we silenced. Why not drag this out? Let the forest grow a little further, let the new borders settle in, and then join the hunt in full force?

    Even when we discovered the pact with the yuan-ti, some of us still urged for neutrality. One swordsman could not destroy all of Manifest, they said. Let him try and fail: and even if he should impossibly succeed... would that not still be in our own interest? A second invasion of serpentfolk would spell disaster for us Spirit Trees: but in the end, their quarrel was with the city, not with us. If somehow, impossibly, Manifest were to be destroyed, would the forest not be safer for it?

    Well, Manifest was destroyed, but I can't say the forest is looking much better. The nettle rain devastated all equally: I don't know how many trees perished, just that things have gotten much quieter in the past week. And quieter still: the few trees that survived are being picked off one by one: soon enough, his own will be the only one left.

    Which was, of course, always the plan. A dead elf can choose from all the spirit trees to be their afterlife: only the darkest would ever join Camus's voluntarily. But remove that choice...

    How many elves inhabit this world? How many die every day? Every week? Every year? How long can Camus keep pruning the Spirit Wood before a new tree matures at last? And oh, what if that slow trickle does not satisfy, and the monstrous elf is sent out to reap lives directly?

    I can see the endpoint of that tree's plots now! Standing where Manifest stood, swollen with age and power, home to billions of souls. Its branches reach up into the heavens: its roots down into the deepest bowels of the earth, and upon it live creatures that never once touch the ground. What remains of the Arboreal Guardians worship it as a god. The Green Bond has been corrupted into an oath of fealty, and Camus's deformity is now inflicted deliberately upon its most loyal soldiers. There it stands, enormous, uncontested, eternal...

    ...The World Tree!


    Spoiler: Description
    Show
    At first, the figure is hard to make out - a green shape against a green background. Humanoid, in the loosest sense: with smooth green skin, black eyes, and stray patches of brown and yellow: no hair, just thin strands of some mossy growth. What you suppose are its arms look more like branches whipping in the wind: there's three in total, each clutching a tarnished blade. It's hard to make sure with how well-camouflaged it is, but as it advances through the underbrush, you'd almost swear it's moving through the brush and branches, rather than pushing them aside.


    Spoiler: Ability Scores
    Show
    Array: 15 strength, 12 dexterity, 13 constitution, 8 intelligence, 10 wisdom, 14 charisma.
    Greenbound: +6 Strength, +2 Dexterity, +4 Constitution, +4 Charisma
    ASIs: Strength, Wisdom, Constitution, Constitution
    Final Scores: 22 strength, 14 dexterity, 19 constitution, 8 intelligence, 11 wisdom, 18 charisma.


    Spoiler: Build
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Elf Ranger 1 +1 +2 +2 +0 Balance +4 (4), Climb +4 (4), Craft (Poisonmaking) +4 (4), Hide +4 (4), Knowledge (Nature) +4 (4), Move Silently +4 (4), Survival +4 (4) Dragon Tail, TrackB Elf Favored Enemy (Elves), Track, Wild Empathy
    3 Greenbound Template +1 +2 +2 +0 Balance 4, Climb 4, Craft (Poisonmaking) 4, Hide 4, Knowledge (Nature) 4, Move Silently 4, Survival 4 - Plant Type, HD increase, +6 natural armor, Slam attack, SLAs, DR, Fast Healing 3, Grapple Bonus, Resistances, Tremorsense, +16 Hide/Move Silently in forests
    4 Ranger 2 +2 +3 +3 +0 Balance 4, Climb +1 (5), Craft (Poisonmaking) 4, Hide +1 (5), Knowledge (Nature) +1 (5), Move Silently +1 (5), Survival +1 (5) - Combat Style (Two-Weapon)
    5 Half-Elf Fighter 1 +3 +5 +3 +0 Balance 4, Climb 5, Craft (Poisonmaking) +2 (6), Hide +1 (6), Knowledge (Nature) 5, Move Silently 5, Survival 5 Darkstalker Blade Focus, Hit-And-Run Fighting Style
    6 Fighter 2 +4 +6 +3 +0 Balance 4, Climb 5, Craft (Poisonmaking) 6, Hide +1 (7), Knowledge (Nature) 5, Move Silently 5, Survival 5 Point Blank ShotB Bonus Feat
    7 Ranger 3 +5 +6 +3 +1 Balance 4, Climb 5, Craft (Poisonmaking) 6, Hide 7, Knowledge (Nature) +2 (7), Move Silently 5, Survival +3 (8) EnduranceB Endurance
    8 Wildrunner 1 +6 +8 +5 +1 Balance +1 (5), Climb 5, Craft (Poisonmaking) 6, Hide 7, Knowledge (Nature) 7, Knowledge (Religion) +2cc (1), Move Silently 5, Survival 8 Great Fortitude Fast Movement, Trackless Step
    9 Wildrunner 2 +7 +9 +6 +1 Balance 5, Climb 5, Craft (Poisonmaking) 6, Hide 7, Knowledge (Nature) +1 (8), Knowledge (Religion) +2cc (2), Move Silently 5, Survival 8 - Primal Scream, Scent
    10 Divine Crusader of Merrshaulk 1 +7 +11 +6 +3 Balance 5, Climb 5, Craft (Poisonmaking) 6, Hide 7, Knowledge (Nature) 8, Knowledge (Religion) +1 (3), Move Silently 5, Survival 8 - Aura, Spells, Plant Domain
    11 Divine Crusader 2 +8 +13 +6 +4 Balance 5, Climb 5, Craft (Poisonmaking) 6, Hide 7, Knowledge (Nature) 8, Knowledge (Religion) +1 (4), Move Silently 5, Survival 8 Green Bond -
    12 Arboreal Guardian 1 +8 +13 +8 +4 Balance 5, Climb 5, Craft (Poisonmaking) 6, Hide +3 (10), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently 5, Survival 8 - Bond's Call, Forestwalk
    13 Arboreal Guardian 2 +9 +13 +9 +4 Balance 5, Climb 5, Craft (Poisonmaking) 6, Hide +1 (11), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently +2 (7), Survival 8 - Nature's Water, +1 Natural Armor
    14 Arboreal Guardian 3 +10 +14 +9 +5 Balance 5, Climb 5, Craft (Poisonmaking) 6, Hide +1 (12), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently +2 (9), Survival 8 Steadfast Determination Unhindered Charge, Wood's Speech
    15 Seeker of the Misty Isle 1 +10 +16 +11 +5 Balance 5, Climb 5, Craft (Poisonmaking) +1 (7), Hide +1 (13), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently +3 (12), Survival 8 - Travel Domain
    16 Seeker of the Misty Isle 2 +11 +17 +12 +5 Balance 5, Climb 5, Craft (Poisonmaking) 7, Hide +2 (15), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently +3 (15), Survival 8 - -
    17 Seeker of the Misty Isle 3 +12 +17 +12 +6 Balance 5, Climb 5, Craft (Poisonmaking) 7, Hide +3 (18), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently +2 (17), Survival 8 Two-Weapon Rend -
    18 Seeker of the Misty Isle 4 +13 +18 +13 +6 Balance 5, Climb 5, Craft (Poisonmaking) +2 (9), Hide +1 (19), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently +2 (19), Survival 8 - Swiftfooted
    19 Divine Crusader 3 +14 +18 +14 +6 Balance 5, Climb 5, Craft (Poisonmaking) 9, Hide +1 (20), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently 19, Survival 8 - Electricity Resistance 5
    20 Divine Crusader 4 +15 +19 +14 +7 Balance 5, Climb 5, Craft (Poisonmaking) 9, Hide +1 (21), Knowledge (Nature) 8, Knowledge (Religion) 4, Move Silently 19, Survival 8 Prehensile Tail, Two-Weapon Rend -> Multiweapon Rend -


    Spoiler: Spellcasting
    Show

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

    Typical Spells Prepared:
    1: Longstrider (3), Seething Eyebane
    2: Barkskin, Locate Object (3)
    3: Fly, Plant Growth (3)
    4: Command Plants (2), Dimension Door (2)
    5: Teleport, Wall of Thorns (2)
    6: Find the Path, Repel Wood
    7: Animate Plants, Greater Teleport
    8: Evil Weather



    Spoiler: CR breakdown
    Show
    CR 5
    The essence of Camus' build is already present at this point: a stealthy warrior armed with two blades and some plant-related magic. His stealth is through the roof (+22 Hide and Move Silently in forests, more with masterwork tools or items), and he can make three attacks per round at a respectable +7/+6/+3 that all benefit from Hit-And-Run fighting. After ambushing the party and slashing away with poison-tipped blades, Camus can use the Forestlord Elf ability to teleport through trees and put some dense brush between him and his pursuers, then further complicate pursuit with at-will Entangle. After healing back up with fast healing, he can then leisurely track the PCs down with Track and Speak with Plants and do it all over again, while preventing the reverse thanks to continuous Pass Without Trace.

    ...or he can just drop a CL3 Wall of Thorns on the party, which is absolutely brutal at this level. It immediately deals up to 15 damage, then locks everyone in place for half an hour unless they succeed on a DC 25 strength check or can teleport out. At that point, he can just leisurely throw daggers at them while negating ranged counterattacks with DR 10/magic and slashing.

    The elf ranger substitution level is taken because its Favored Enemy variant boosts more useful skills, it gives Balance, and the class grants more skill points overall. The particular favored enemy doesn't really matter: I selected elves for story reasons and because elves are most likely to have heavily invested Spot. The reduced HD gets increased back to d8 with Greenbound. Half-Elf Fighter is taken because it's strictly better than simply taking weapon focus (longsword) and because it grants us two more skill points.

    CR 10
    Camus doesn't change too much in those five levels. Endurance and Fast Movement make him better at evading pursuit, Wildrunner adds +6 dexterity and +2 strength that thus translates to +4 damage on each of his five attacks per round (it also added a bite), Scent makes him even harder to sneak up on, and lastly Divine Crusader lets us rebuke some low-level plant minions. Entangle is the only first-level spell on the list but also redundant with Greenbound, so just fill the slot with BoVD's Seething Eyebane: by holding the charge he can deliver it via natural weapon, and if he's casting the spell before combat anyway he might as well quaff some potions of lesser restoration to offset the constitution damage. If you're making Camus' spirit tree a classed NPC in its own right, adding some cleric or druid wouldn't be a poor idea for that reason.

    Camus also has an extra use of Treewalk, so you can use one to enter and one to leave combat, or spread them out over multiple ambushes.

    CR 15
    Alright, here we go.

    Arboreal Guardian allows Camus to 'pass unhindered through normal inanimate living plants and trees while taking an action'. Plant growth allows us to create huge zones of normal inanimate living plants and trees (seriously, read that spell). In an area where most people move at a speed of 5 ft., Camus moves at 60 (30 base, +10 wildrunner, +10 longstrider, +10 arboreal guardian). Sure, 10 ft. of that is conditional on being in the Spirit Wood - but who says you can't expand the Spirit Wood? Camus is strong enough to replant the brush and trees that plant growth needs to work, or his spirit tree can Animate some trees to walk over: and once those are in place, the entire area can be turned into overgrown jungle in one go.

    This has several tactical advantages. Treewalk becomes a sort of pseudo-pounce: creatures need multiple rounds to move past even medium-sized trees, so Camus can zip over and be assured that he can emerge in position for a full attack at the start of his next turn. It all but guarantees he'll be able to 5 ft-step into cover any time. It lets him increase the area where his situational bonuses apply, thus making us more proactive than most environmental villains. And lastly, it lets him flee combat much more easily, and even foil attempts to pursue with teleportation (plant some trees so they completely enclose a narrow space, then run through the trees so you fully occupy this refuge; casters cannot teleport to your location if there's no free space to teleport into).

    (Also, we can move through and into our own Wall of Thorns, catapulting it back to relevancy as a sort of on-demand bunker creator)

    On the spellcasting front, the travel domain grants Camus some teleportation of his own, Locate Object to pick up trails more easily, and several corrupt spells with slow but nasty effects (Touch of Juiblex, Rotting Curse of Urfesta) that go great with hit-and-run strategies.

    Lastly, Steadfast Determination synergizes with his weak Will and stellar Fortitude both.

    CR 20
    With Prehensile Tail and Two-/Multi-weapon Rend, Camus' tail attack is upgraded into something a bit more threatening, with an additional damage roll if any two of his weapons hit. A tail-blade can also deliver poison, unlike the tail itself. Swiftfooted makes us even more mobile by eliminating the movement penalties for Balance, Climb, Hide, Move Silently, and tracking - all skills we've invested ranks in.

    Casting advances to 8th-level spells. Find the Path is a tracker's dream, and Greater Teleport means Camus can start growing forests wherever in the world he wants (he'll be slightly slower than in the Spirit Wood, but it's no huge loss). On the Plant side, Wall of Thorns gives us extra uses of a strategy that's been serving us well so far, Animate Plants means we no longer need the spirit tree to move trees around, while Repel Wood is sure to screw over most PCs in some way (the line shape perfectly covers whatever narrow path they managed to hack through the bush). Most importantly, the build obtains the ability to cast Evil Weather.

    Using the Plague of Nettles option, a huge area becomes covered with vegetation, which Plant Growth can subsequently turn into a jungle. The spell explicitly also comes with built-in plant monsters, which Command Plants, Control Plants, and the rebuke ability can bring under Camus's sway. PCs will be at a huge disadvantage if they brave the jungle to find Camus - but they'll have to, because he's hardly got any reason to come out anymore.

    The main constraint at this point is the spell's corruption cost: 19 is bigger than even the max result on 3d6, but several of the worse rolls do leave Camus incredibly frail for a few days. He would thus do well to keep some well-stocked hidey-holes to sleep off the damage, which should generally be doable within a week (which is, incidentally, the time it takes for plant monsters to show up in the newly forested region). Of course, something like a Rod of Bodily Restoration is only 3100 GP and can heal 12 points of constitution damage a day...

    So that's it: a hit-and-run fighter who can ambush the party over and over and over again while being all but impossible to chase down, who additionally possesses the capability to spread his favored terrain over large swatches of land.


    Spoiler: Numbers
    Show
    Out of interest, how quickly can Camus create forest?

    At most, Camus can cast 16 Plant Growths per day. The optimal use of plant growth is the 150 ft. radius semicircle (35300 square feet), so let's assume we go for that. That's about 13 acres of land forested each day: concerning on a local level, and plenty to justify a mid-level adventure, but not enough to worry anyone

    Of course, Evil Weather quite shakes up this calculation. It's 9 mile radius comes down to 254 square miles, or 162860 acres. Assuming an average of 6 days between castings (enough to heal 12 constitution damage with full bed rest, far more than the average of 10.5), that's 42 square miles per day: you could cover an area four time the size of Yellowstone National Park in a year.


    Spoiler: Sources
    Show
    Greenbound - Lost Empires of Faerun
    Forestlord Half-Elf - Dragon Magic
    Elf Ranger - Races of the Wild
    Half-Elf Fighter - Races of Destiny
    Wildrunner - Races of the Wild
    Divine Crusader + Seeker of the Misty Isle - Complete Divine
    Arboreal Guardian - Ghostwalk
    Dragon Tail - Races of the Dragon
    Darkstalker - Lords of Madness
    Green Bond - Ghostwalk
    Two-Weapon Rend + Steadfast Determination - PHBII
    Multiweapon Rend - ELH
    Prehensile Tail - Serpent Kingdoms
    Merrshaulk - Complete Divine
    Corrupt Spells - BoVD
    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!)

  24. - Top - End - #24
    Ogre in the Playground
     
    GnomePirate

    Join Date
    Apr 2020
    Location
    Jerusalem
    Gender
    Male

    Default Re: Villainous Competition LIII: Christmas Edition!

    O (WHY), Christmas Tree?!
    Quote Originally Posted by Feed the Tree
    Spoiler: Story
    Show
    “Just pick the bitch up.” The deep voice was sounded muffled as its owner tried to stem the blood flowing from his ravaged left cheek. “You know where to take her.” His croonies briefly looked in each others eyes as if to say. “He is definitely getting worse. She’s almost a child.” Still, it was better to just do what the lordling said or they would be the ones experiencing his wrath.

    It could sense the feeders approaching and an anticipatory shudder ran through its leaves. A sense of disappointment spiked as the elves laid the body down out of its reach. They had learned quickly as the creeper had consumed one of them along with the gift. As its servants lumbered forward, the feeders fled from the scene.

    They should have waited.

    As its tendrils pierced the Elf maiden’s skull, they met something unexpected, something hungry. For vengeance. Both Robert and Irae – as she was now known – felt a pull towards each other and as the elf girl’s body was absorbed into the creeper, they merged until there remained only one.

    Several days later Robert-Irae tentatively flexed their vines, a smile creeping over their face, whose beauty was accentuated by yellow and purple blossoms. They had realised it was impossible for them to enter Sildëyuir unnoticed and exact their vengeance themselves. The Elven High mages protected it like dwarves their beard. It would take a God’s wrath to break through their defenses. “Or something more powerful?” A few years ago a wandering bard had told the epic of the battle between Corellon and Gruumsh and the abomination born of their blood. Ithyak-Ortheel, the Elf-eater. ‘Sounds promising.’ Robert-Irae smiled wickedly.

    And the Lordling never went outside without adequate protection and escape options. Irae had spent enough time in his household to know that before she had caught his attention and things went downhill after that. And everyone knew and looked the other way. “They have to pay. They all have to pay.” They muttered.

    Help was needed, the type of help the plant zombies could not offer: intelligent one. They needed eyes and ears. And hands and rumours. They would bring his entire world tumbling down around the ****ing pervert. And then they would feast on his brain.

    “Or we can do both.”

    A melodious sussurus meandered through the silent woods. “We’ve got things to do. Places to be. Suffering to bring to the little Lordling.”
    A young green wyrmling entered the clearing attracted by the strange sound. Robert-Irae bared their fangs. “But first we eat.”

    Spoiler: Build stub
    Show
    CE Symbiotic {(dark wood element spellwarped yellow musk creeper-totemist 9-souleater 1)-(star elf bard 7- binder 1- lyric thaumaturge 2- sublime chord 4 – spellsinger 5)}

    Spoiler: Build details
    Show

    Spoiler: Part A: Dark wood element spellwarped yellow musk creeper totemist 9 -souleater 1
    Show
    Spoiler: Stats
    Show
    STR DEX CON INT WIS CHA
    Yellow musk creeper 10 16 21 - 10 9
    Spellwarped +4 +2 +4 +4
    Total 14 18 25 4 10 9

    Spoiler: Overview
    Show
    Huge plant totemist 9-souleater 1
    HD: 6d8
    Initiative: +4
    Speed: 15 ft (5 base +10 from dark template)
    AC: (-2 size, + 4 DEX, +10 natural (6 from yellow musk, 2 from spellwarped, 2 from wood element)
    Base attack//grapple: 11/2//21
    Attack: Vine whip + 13 melee or musk puff +13 ranged touch
    Full attack: 6 vine whip +13 melee or musk puff +13 ranged touch
    Damage: vine whip 1d6+2+1 level drain
    Space/reach: 15ft/15ft
    Special attacks: Consume intelligence, musk puff (Fort DC 20), Energy drain 1, Spikes, meldshaping (5 active soulmelds, 2 bound, 6 essentia)

    Special qualities: Blindsight 30ft, plant traits, elemental traits, regeneration 5, SR 17, spell absorption, superior low light vision, darkvision, hide in plain sight, resist cold 10, woodsense, wild empathy, illiteracy, totem chakra bind (+1 capacity, +1 meldshaper level), totem protection, chakra binds (crown, feet, hands, shoulders, arms, brow), rebind totem soulmeld 1/d

    Saves: Fort +20, Ref +14, Will +7

    Abilities: STR 14, DEX 18, CON 25, INT 4, WIS 10, CHA 9
    Skills: 16 total (6 for HD, 10 for levels): 4 to hide, MS, spot and listen, +2 listen and spot (alertness), +8 hide, + 6 Move silently (dark)
    Feats: weapon finesse, alertness, weapon focus vine whip
    CR: 17 (4 yellow musk creeper + 1 dark + 1 wood element + 1 spellwarped + 10 class levels)
    Language: Sylvan



    Spoiler: Part B: Star Elf bard 7- binder 1 - lyric thaumaturge 2 - sublime chord 4 - spellsinger 5
    Show

    Spoiler: Stats
    Show
    STR DEX CON INT WIS CHA
    Base 8 10 12 14 13 15
    Racial -2 +2
    Level +1 +3
    Total 8 10 10 15 13 20

    Spoiler: Build Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Bard 1 +0 +0 +2 +2 32: conc 4, diplomacy 4, K. arcana 4, K. dung 1, listen 4, perform song 4, perform handharp 4, profession astrologer 4, SC 4, UMD 1 Mother cyst Bardic music, Bardic knowledge, lore song, countersong, fascinate, Inspire courage, inspire awe
    2 Binder 1 +0 +0 +4 +4 4: conc 4, diplomacy 4, Intimidate 4, K. arcana 4, K. dung 1, listen 4, perform song 4, perform handharp 2, profession astrologer 4, SC 4, UMD 1 / Soul binding 1 vestige
    3 Bard 2 +1 +0 +5 +5 8: conc 5, diplomacy 5, Intimidate 4, K. arcana 5, K. dung 1, listen 5, perform song 5, perform handharp 3, profession astrologer 5, SC 5, UMD 1 Melodic casting /
    4 Bard 3 +2 +1 +5 +5 8: conc 6, diplomacy 6, Intimidate 4, K. arcana 6, K. dung 1, listen 6, perform song 6, perform handharp 4, profession astrologer 6, SC 6, UMD 1 Soothe the beast Inspire competence: Music of creation
    5 Bard 4 +3 +1 +6 +6 8: conc 7, diplomacy 7, Intimidate 4, K. arcana 7, K. dung 1, listen 7, perform song 7, perform handharp 6, profession astrologer 6, SC 7, UMD 1 / /
    6 Bard 5 +3 +1 +6 +6 8: conc 8, diplomacy 8, Intimidate 4, K. arcana 8, K. dung 1, listen 8, perform song 8, perform handharp 8, profession astrologer 6, SC 8, UMD 1 Skill focus perform /
    7 Bard 6 +4 +2 +7 +7 8: conc 9, diplomacy 9, Intimidate 4, K. arcana 9, K. dung 1, K. religion 1, listen 9, perform song 9, perform handharp 8, profession astrologer 6, SC 9, Spot 1, UMD 1 / Suggestion
    8 Bard 7 +5 +2 +7 +7 8: conc 9, decipher script 1, diplomacy 9, Intimidate 4, K. arcana 11, K. dung 1, K. history 1, K. religion 1, listen 11, perform song 11, perform handharp 8, profession astrologer 6, SC 9, Spot 1, UMD 1 / /
    9 Lyric thaumaturge 1 +5 +2 +9 +9 6: conc 9, decipher script 1, diplomacy 10, Intimidate 4, K. arcana 13, K. dung 1, K. history 1, K. religion 1, listen 13, perform song 12, perform handharp 8, profession astrologer 6, SC 9, Spot 1, UMD 1 Improved counterspell Bardic music, bonus spell slot
    10 Lyric thaumaturge 2 +6 +2 +10 +10 6: conc 9, decipher script 1, diplomacy 11, Intimidate 4, K. arcana 13, K. dung 1, K. history 1, K. local 1, k. nature 1, K. religion 1, K. the planes 2, listen 13, perform song 13, perform handharp 8, profession astrologer 6, SC 10, Sense motive 1, Spot 1, UMD 1 Captivating melody /
    11 Sublime Chord 1 +6 +2 +10 +12 6: conc 10, decipher script 1, diplomacy 12, Intimidate 4, K. arcana 13, K. dung 1, K. history 1, K. local 1, k. nature 1, K. religion 1, K. the planes 4, listen 13, perform song 14, perform handharp 8, profession astrologer 6, SC 10, Search 1, Sense motive 1, Spot 1, UMD 1 / Bardic music, bardic knowledge
    12 Sublime chord 2 +7 +2 +10 +13 6: conc 10, decipher script 1, diplomacy 13, Intimidate 4, K. arcana 13, K. dung 1, K. history 1, K. local 1, k. nature 1, K. religion 1, K. the planes 6, listen 13, perform song 16, perform handharp 8, profession astrologer 6, SC 10, Search 1, Sense motive 1, speak language 1, Spot 1, UMD 1 Corrupt arcana Song of arcane power
    13 Sublime Chord 3 +7 +3 +11 +13 6: conc 10, decipher script 1, diplomacy 14, Intimidate 4, K. arcana 13, K. dung 1, K. history 2, K. local 1, k. nature 1, K. religion 1, K. the planes 7, listen 13, perform song 17, perform handharp 8, profession astrologer 6, SC 10, Search 2, Sense motive 1, speak language 2, Spot 1, UMD 1 / /
    14 Sublime chord 4 +8 +3 +11 +14 6: conc 12, decipher script 1, diplomacy 15, Intimidate 4, K. arcana 13, K. dung 1, K. history 2, K. local 1, k. nature 1, K. religion 1, K. the planes 7, listen 13, perform song 18, perform handharp 8, profession astrologer 6, SC 12, Search 2, Sense motive 1, speak language 2, Spot 1, UMD 1 / /
    15 Spellsinger 1 +8 +3 +13 +16 6: conc 14, decipher script 1, diplomacy 16, Intimidate 4, K. arcana 13, K. dung 1, K. history 2, K. local 1, k. nature 1, K. religion 1, K. the planes 7, listen 13, perform song 19, perform handharp 8, profession astrologer 6, SC 14, Search 2, Sense motive 1, speak language 2, Spot 1, UMD 1 Dark speech Bardic music, compelling song, spellsong
    16 Spellsinger 2 +9 +3 +14 +17 6: conc 15, decipher script 1, diplomacy 16, Intimidate 4, K. arcana 13, K. dung 1, K. history 2, K. local 1, k. nature 1, K. religion 1, K. the planes 7, listen 13, perform song 20, perform handharp 8, profession astrologer 6, SC 15, Search 2, Sense motive 1, speak language 2, Spot 4, UMD 1 / Inspire greatness Haunting melody
    17 Spellsinger 3 +10 +4 +14 +17 6: conc 15, decipher script 1, diplomacy 16, Intimidate 4, K. arcana 13, K. dung 1, K. history 2, K. local 1, k. nature 1, K. religion 1, K. the planes 7, listen 13, perform song 21, perform handharp 8, profession astrologer 6, SC 20, Search 2, Sense motive 1, speak language 2, Spot 4, UMD 1 / Improved countersong
    18 Spellsinger 4 +11 +4 +15 +18 6: conc 15, decipher script 1, diplomacy 19, Intimidate 4, K. arcana 13, K. dung 1, K. history 2, K. local 1, k. nature 1, K. religion 1, K. the planes 7, listen 13, perform song 22, perform handharp 8, profession astrologer 6, SC 22, Search 2, Sense motive 1, speak language 2, Spot 4, UMD 1 Dark whispers /
    19 Spellsinger 5 +11 +4 +15 +18 6: conc 15, decipher script 1, diplomacy 23, Intimidate 4, K. arcana 13, K. dung 1, K. history 2, K. local 1, k. nature 1, K. religion 1, K. the planes 7, listen 13, perform song 23, perform handharp 8, profession astrologer 6, SC 23, Search 2, Sense motive 1, speak language 2, Spot 4, UMD 1 / Amplified music, song of freedom

    Spoiler: spell table
    Show

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

    Spoiler: Spell known
    Show
    • Level 0 (6): detect magic, read magic, prestidigitation, ghost sounds, mage hand, dancing lights
    • Level 1 (4): expeditious retreat, silent image, grease, undetectable alignment, necrotic awareness
    • Level 2 (4): glitterdust, suggestion, mesmerizing glare, miser’s envy, necrotic cyst, necrotic scrying, Lahm's finger darts
    • Level 3 (3): scrying, sculpt sound, cure serious wounds, necrotic bloat, absorb mind, touch of juiblex
    • Level 4 (4): shadow conjuration, rainbow pattern, orb of force, modify memory, necrotic domination
    • Level 5 (4): greater dispel magic, shadow evocation, mass suggestion, investiture of the orthon, necrotic burst
    • Level 6 (4): greater bestow curse, geas/quest, otto’s irresistible dance, greater scrying, necrotic eruption
    • Level 7 (3): greater shadow conjuration, banishment, greater teleport, necrotic tumor, death by thorns
    • Level 8 (2): greater shadow evocation, conjure midnight construct, necrotic empowerment
    • Level 9 (1): Shades, necrotic termination



    Spoiler: The complete package
    Show
    Huge chaotic evil aberration
    HD: 6d8 (aberration/plant) + 9d8 (totemist) +1d8 (souleater)+9d6 (sublime chord + spellsinger)+ 19x7 (CON)
    Speed: land 15ft
    Initiative +4
    AC: 22 (-2 size, +4 DEX, +10 NA), Touch 12, FF 18
    BAB 11/2
    Grapple 21 (+2 STR + 8 Size)
    Saves: 20/19/18
    Abilities: STR 14 DEX 18 CON 25 INT 15 WIS 13 CHA 20
    Face/reach 15 ft
    Feats: alertness, weapon finesse, weapon focus (vine whip), mother cyst, melodic casting, soothe the beast, skill focus (perform), improved counterspell, captivating melody, corrupt arcana, dark speech, dark whispers
    Special qualities: blindsight 30, plant traits, regeneration 5, spell resistance 17, spell absorption, hide in plain sight, resist cold 10, low light vision, superior low light vision, darkvision, woodsense, elemental traits, bardic music 16/d, bind vestige (1), song of arcane power, song of freedom, countersong (55 feet), song of freedom, fascinate (165 feet), suggestion, lore song, bardic knowledge, compelling song, spellsong, improved countersong, otherworldly touch, immune to magic sleep effects
    Skills: conc 15, decipher script 1, diplomacy 23, Hide 4 (+8), Intimidate 4, K. arcana 13, K. dung 1, K. history 2, K. local 1, k. nature 1, K. religion 1, K. the planes 7, listen 13 (+4 from Robert), Move silently 4 (+6), perform song 23, perform handharp 8, profession astrologer 6, SC 23, Search 2, Sense motive 1, speak language 2, Spot 4 (+4 from Robert), UMD 1
    Language: sylvan, common, elven, abyssal, draconic, celestial
    Attack: Vine whip + 13 melee or musk puff +13 ranged touch
    Full attack: 6 vine whip +13 melee or musk puff +13 ranged touch
    Damage: vine whip 1d6+2+1 level drain
    Special attacks: Consume intelligence, musk puff (Fort DC 20), Energy drain 1, Spikes, meldshaping (5 active soulmelds, 2 bound, 6 essentia), spellcasting (including mother cyst line and corrupt spells), inspire awe, haunting melody, dark speech, dark whispers

    Spoiler: Tactics
    Show
    So we've got a plant that takes a very active role in getting lunch on one side and an star elf bard bent on vengeance on the other. To combine the two the symbiotic template is used with the plant as the host and the elven maiden as a guest. But to get an EL 20 with this template we have to treat them as a mixed pair with CR 19 and CR 17.
    It's easy to get this for on the elven side: just level up. Yet the yellow musk creeper sports a piddly CR 4. I could template it through the roof or...
    give it class levels. But a mindless creature can't gain class levels. A suitable template that grants intelligence is spellwarped. Let's assume some ancient Netherese wizard had a penchant for advanced botany. So now Robert is an intelligent aberration with a bit of a dark side. Intelligence also means he can take feats for his HD.
    Now we have the problem that aberrations can't take the symbiotic template. They just can't seem to find anyone that wants this type of relationship with something from the other side. This means Robert needs to become a plant again.
    The wood element template states that if the campaign has no Elemental plane of Wood the creature type changes to plant. Guess what: no elemental plane of Wood in Faerunian cosmology.
    As for the class levels Robert isn't the most studious type so wizard or archivist is out. He even hasn't read a book. What he does have are tons of immunities, several natural attacks and soulstuff in abundance. The most logical choice is totemist to enhance the natural attacks and his mobility – even granting etherealness while moving with phase cloak. Souleater seems appropriate, snatching portions of his victim's soul making them more vulnerable to a puff or two before lunching on their brains and creating minions/pod people on the side.
    And then we have Irae. This is off course not her maiden name, but she is a bit miffed at the treatment she had received from the Lordling. So an eye for an eye, a tooth for a tooth, a lost future for everything that the lordling holds dear, including his home, Sildëyuir.
    Irae was born with a mother cyst and presumably that interacted with Robert’s spellwarping to allow the symbiosis. It took both some time to get over the initial shock, even leading Irae to succumb to the influence of some grinning dog, but soon they saw the mutual benefits. We’ve already discussed Robert’s side, but let’s see what Irae brings to the table.
    She sings like a nightingale. Irae has 16 uses of bardic music as a lvl 19 bard. Due to amplified song the range is very much increased. For fascinate it even goes up to 165 feet. With an increased DC due to compelling song. Combine this with soothe the beast and they can easily go for a midnight snack. Her music can also be used to debuff with inspire awe and haunting melody.
    Irae also has access to level 9 spells, well spell to be precise. With a CL of 19 she can achieve a lot. Spells are chosen for multifunctionality (the shadow line), debuffing, enchanting. Conjure greater midnight construct is chosen because it feels in line with the story: enough soul stuff lying around to build a big punching bag.
    The mother cyst comes in handy here as a multipurpose tool: scrying, walking plant zombie bombs, dominating star elves,…
    Yet they realized that this was not enough to exterminate an extraplanar bubble and its entire population. They needed bigger guns. Enter Ithyak-Ortheel, the Elf-eater, born from the blood of Gruumsh and Corellon Larethian. Sure, only the power of a deity had summoned the bad boy from the Abyssal muck it dwelt in up until now, but there had to be another way.
    In her search for a ritual to summon Ithyak, Robert and Irae stumbled over some decrepit tomes that opened a whole new world of pain: corrupt spells. Lahm’s finger darts refluffed as thorns being shot, touch of Juiblex could be an injected poison that liquifies it’s victim. Absorb mind fits with the consume intelligence-addiction from Robert. And death by thorns is reserved for the Lordling.
    The grinning puppy helps dealing with the stat-damage from these spells and the dark speech/whispers Irae learned at the same time. I know the possibility of a hivemind looms around the corner, but we are mostly interested in the dread part to debuff enemies.
    So Irae would sing, luring (fascinate + suggestion) their prey closer. Robert’s tentacles would obscure her beautiful face. The chivalrous hero wannabe would push them aside. If he is not wearing any gloves, that’s at least one negative level right there, lowering his saves. Diplomacy can make the prey more friendly (remember they don’t know they are prey). It can go several ways after that.
    - The classic yellow musk zombie.
    - The yellow musk zombie with a necrotic cyst as advanced radar system. (necrotic scrying)
    - The yellow musk zombie with a necrotic cyst as kamikaze bomb (necrotic eruption)
    - The prey with the above options. Off course modify memory is used to erase any trace of their encounter with Irae.
    - The prey with a necrotic tumor completely loyal to Robert-Irae. They can be used to infiltrate Sildëyuir or they can help in the ritual to summon the Elf-eater.

    Spoiler: Sources
    Show
    • yellow musk creeper: Fiend Folio p190
    • spellwarped template MM III p 162
    • Woord element Manual of the Planes p196
    • Dark template Tome of Magic p161
    • Totemist Magic of Incarnum p29
    • Soul Eater: Book of Vile Deeds p 66
    • Bard: PHB p26
    • Star Elf Unapproachable East p9
    • Inspire awe Dragon magic p13
    • Lore song, Dungeonscape p8
    • Binder, Tome of magic p9
    • Mother Cyst: libris mortis p 28
    • Sublime Chord, Complete Arcane p60
    • Corrupt arcana, Heroes of Horror p 120
    • Soothe the Beast, ECS p34
    • Spellsinger, Races of Faerun p185
    • Dark Speech, Book of Vile Deeds P32 and 48
    • Dark Whispers, Elder Evils p 12
    • Haunting melody, ECS p54
    • Symbiotic creature, Savage species p 131

    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!)

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

    Join Date
    Apr 2020
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    Jerusalem
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    Default Re: Villainous Competition LIII: Christmas Edition!

    There's no carol about worms? Wonder why.
    Quote Originally Posted by Cestoda Cironess
    Cestoda Cironess, the Worm that Waits



    Chaotic Evil Symbiotic Female Half-Drow Dread Necromancer 1 / Cleric 3 / Drow Paragon 1 / Seeker of the Misty Isle 7 / Yathrinshee 5 + Century Worm

    Spoiler: Before
    Show
    As far as I've can remember (though I admit my memory is less reliable than it used to be), I've seen things that nobody else can.

    Threads; thin, translucent things, strung between people and places and things, stretched with no regard for the barriers in the way. Some were short, and connected to things quite close by: others stretched off into infinity. Thick threads connecting me to my parents: thinner ones to my family and friends. The dense bundle that attached to my father, obscuring his whole body at times. The small handful that clung to old widow Lusa down the street. And the dozens, if not hundreds, that hung from my mother's tall form, the far majority pointing down, into the earth.

    That's how I learned not to speak of my visions: the first and only time I saw her anger was I told her how she appeared to me. Later, I would understand that few refuge drow take kindly to being reminded of their roots, least of all those already facing heavy scrutiny. Her urging me to never speak of those things to another soul made perfect sense.

    Of course, it might've had something to do with her being a double agent.

    Her reason for fleeing the underdark was true enough: she did abandon Lolth's worship, and the priesthood had tried to kill her. But there are many gods other than Lolth, and many alternatives that are not a hair better. Lolth, at least, ends her torments at the moment of death.

    Before I'd even come of age, I was being mentored in necromantic arts, taught to snuff out the life of rats and songbirds, to sing the Revenancer's threnody: all in deepest secret, of course. To say I had moral qualms would be giving my past self too much credit, but I certainly had practical ones - I walked a knife's edge between my mother's painful admonitions and the fear of outsiders discovering my practice.

    So I ran. The Seekers of the Misty Isle are, all things considered, an accepting bunch: with how few elves are willing to throw their lives away in the first place, there's just not much of a point in having a strict selection procedure. We sailed into the sunset ocean, finding lifeless rock after lifeless rock: a boring, pointless life, but a safe one, at last. I don't remember caring about my new comrades, but I must have: each day I watched the threads between us grew stronger.

    A storm put an end to all that. Our boat was driven far west and dashed on the cliffs: as I desperately crawled onto the beach, I watched my allies' threads snap one by one. I was alone again: alone in an uncharted, dangerous land, an island crawling with monstrous vermin. I lived like a mouse, darting in and out of my hiding spots to snatch up fruits and shellfish.

    And with loneliness, I realized I still was not free of my fears. In my nightmares, my mother would appear, cruelly mock my escape attempt, drag me off to some unimaginable torture. Every twitch of her thread put me on edge, in every echo I heard the wails of her priesthood.

    Perhaps when I finally dared delve into the jungle, it was death I sought. Instead, I came upon a great obelisk, standing tall amidst a lake of boiling tar. I had little time to appraise it before it did the same to me: a great presence reaching out, paralyzing my body, taking in my thoughts. It shattered my mind, sifted through the pieces, and took its time putting them back together.

    Then, as I lay heaving in the dirt, the obelisk towering over me, the earth split and I plummeted into a wet, cavernous mouth.


    Spoiler: Build
    Show
    NOTE: the following build table describes Cestoda while detached from her host. A CR progression is provided to aid in her use as a standalone creature. Cirona worships Kiaransalee and additionally serves Kyuss (no contradiction exists here - one of Kyuss's sample servants similarly is cleric of a death god).

    Ability scores: 8 strength, 10 dexterity, 12 constitution, 14 intelligence, 13 wisdom, 15 charisma
    ASIs: +1 wisdom at level 4, 8, 12, and 16.

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Dread Necromancer 1 +0 +0 +0 +2 Concentration +4 (4), Intimidate +4 (4), Knowledge (Arcana) +4 (4), Knowledge (Religion) +4 (4) Precocious Apprentice (Spectral Hand) Charnel Touch, Rebuke Undead
    2 Cloistered Cleric of Kiaransalee 1 +0 +2 +0 +4 Concentration +1 (5), Intimidate 4, Knowledge (Arcana) +1 (5), Knowledge (the Planes) +5 (5), Knowledge (Religion) +1 (5), Evil DevotionB, Lightning ReflexesB Domains (Drow, Evil, Knowledge), Lore, Master of Spiders
    3 Cloistered Cleric of Kiaransalee 2 +1 +3 +0 +5 Concentration +1 (6), Intimidate 4, Knowledge (Arcana) +1 (6), Knowledge (the Planes) +1 (6), Knowledge (Religion) +1 (6), Survival +4cc (2) Spell Focus (Necromancy) -
    4 Cloistered Cleric of Kiaransalee 3 +1 +3 +1 +5 Concentration +1 (7), Intimidate 4, Knowledge (Arcana) +1 (7), Knowledge (the Planes) +1 (7), Knowledge (Religion) +1 (7), Survival +2cc (3), Perform (Sing) +2cc (1) - -
    5 Drow Paragon 1 +1 +3 +3 +5 Concentration 7, Intimidate +1 (5), Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Survival +5 (8), Perform (Sing) 1 - Improved Spell-Like Abilities
    6 Seeker of the Misty Isle 1 +1 +5 +5 +5 Concentration +2 (9), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Spellcraft +2 (2), Survival 8, Perform (Sing) +4cc (3) Verminfriend Travel Domain
    7 Yathrinshee 1 +1 +5 +5 +7 Concentration +1 (10), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Spellcraft +3 (5), Survival 8, Perform (Sing) 3 - Necromancer, Rebuke Undead
    8 Yathrinshee 2 +2 +5 +5 +8 Concentration +1 (11), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Spellcraft +3 (8), Survival 8, Perform (Sing) 3 - Threnody
    9 Yathrinshee 3 +2 +6 +6 +8 Concentration +1 (12), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Spellcraft +3 (11), Survival 8, Perform (Sing) 3 Master of Undeath -
    10 Yathrinshee 4 +3 +6 +6 +9 Concentration +1 (13), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Spellcraft +2 (13), Search +1 (1), Survival 8, Perform (Sing) 3 - Death Ward
    11 Yathrinshee 5 +3 +6 +6 +9 Concentration +1 (14), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Spellcraft +1 (14), Search +2 (3), Survival 8, Perform (Sing) 3 - Curse of the Revenancer
    12 Seeker of the Misty Isle 2 +4 +7 +7 +9 Concentration +1 (15), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Listen +3 (3), Spellcraft +1 (15), Search 3, Spot +3 (3), Survival 8, Perform (Sing) 3 Practiced Spellcaster (Cleric) -
    13 Seeker of the Misty Isle 3 +5 +7 +7 +10 Concentration +1 (16), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Listen +3 (6), Spellcraft +1 (16), Search 3, Spot +3 (6), Survival 8, Perform (Sing) 3 - -
    14 Seeker of the Misty Isle 4 +6 +8 +8 +10 Concentration +1 (17), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Listen +3 (9), Spellcraft +1 (17), Search 3, Spot +3 (9), Survival 8, Perform (Sing) 3 - Swiftfooted
    15 Seeker of the Misty Isle 5 +6 +8 +8 +10 Concentration +1 (18), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Listen +3 (12), Spellcraft +1 (18), Search 3, Spot +3 (12), Survival 8, Perform (Sing) 3 Mastery of the Dead Corellon's Perception, Surefooted
    16 Seeker of the Misty Isle 6 +7 +9 +9 +11 Concentration +1 (19), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Listen +3 (15), Spellcraft +1 (19), Search 3, Spot +3 (15), Survival 8, Perform (Sing) 3 - Find the Path
    17 Seeker of the Misty Isle 7 +8 +9 +9 +11 Concentration +1 (20), Intimidate 5, Knowledge (Arcana) 7, Knowledge (the Planes) 7, Knowledge (Religion) 7, Listen +3 (18), Spellcraft +1 (20), Search 3, Spot +3 (18), Survival 8, Perform (Sing) 3 - Magic Domain

    Cestoda's Vile feats from Elder Evil servitude are, in order: Evil Brand, Lichloved, Chosen of Evil, and Master's Will.
    The Cestoda+Worm symbiote has more HD and thus receives more feats from elder evil servitude. In addition to the above four, it also obtains Willing Deformity, Abominable Form, Deformity (Eyes), Deformity (Face), and Deformity (Parasite) (wait, is that last one just Cestoda's elf body?).

    The Century Worm hosting Cestoda is a statblock-standard century worm (Fiend Folio p31). Its intelligence, wisdom, and charisma are overridden by Cestoda, and it likewise obtains her special abilities. Feats and skill ranks are functionally just folded together.


    Spoiler: Spellcasting
    Show
    Dread Necromancer Spells per Day
    Level 1st 2nd
    1st 4 -
    8th 5 -
    9th 6 -
    11th 7 4

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

    Cleric Spells Prepared
    0: Create Water (2), Detect Magic (3), Read Magic
    1: Detect Good (2), Doom (2), Protection from Good (2) + Longstrider
    2: Death Knell, Desecrate, Eyes of the Zombie, Silence, Resist Energy, Owl's Wisdom + Detect Thoughts
    3: Adoration of the Frightful, Dominate Vermin (2), Love's Pain (2) + Fly
    4: Absorb Strength, Consumptive Field, Restoration (2) + Dimension Door
    5: Death Throes, Slay Living, True Seeing + Spiderform
    6: Create Undead, Word of Recall + Antimagic Field
    7: Bestow Greater Curse + Greater Teleport



    Spoiler: After
    Show
    I awoke changed.

    My body was now two bodies: that of a great worm, pale and bloated, its gut-womb filled with wriggling larva, and my former one, encapsulated in this mass like an abscess or tumor. My heart no longer beat, my lungs drew no more breath, my gut was still and empty, but I needed them no more. The life-giving lymph of my new form pulsed through me, nourishing me more perfectly than I ever had been.

    But greater still were the changes to my mind.

    I no longer feared my mother. I understood now why I'd been afraid: because I cared for her. For her, for my father, for all those others. I feared disappointing them; believed that if I did disappoint them, I would lack any right to fight back. I feared that others' allegiances did not favor me as mine favored them: that my mother would put her church before me, my father his morals, my friends their mission. All this time, I had been afraid that I cared in vain.

    So why care?

    The ties that bind are restraints, puppet strings, a spider's snare. They are worse than useless: they're handholds for your enemies. My new master, I now knew, once reached for godhood - and when it demanded the death of all those he knew, he killed them without hesitation. He, more than any one, understood the perils of attachment: and he shared his findings freely.

    If I had to describe the following weeks in a single word, I'd say 'cathartic'. Time after time I cast that beautiful spell he wrought, heedless of how it scoured my own mind. With every casting, I'd see a thread go slack. With every casting, I rid myself of someone who knew of me, who might come back to hurt me, to whisper my weaknesses or tug on my heartstrings. Only when the threads were all gone, when the spell hurt only myself, did I stop.

    That was more than two hundred years ago.

    I've been busy since.


    Spoiler: Timeline
    Show
    Patience, in these things, is key.

    The first wave was subtle. A few disappearances here, some increased cult activity elsewhere. Slightly more undead rising from the grave than you'd normally see - those did little damage but formed a nice scapegoat for the disappearances. A few dozen victims were important enough to warrant resurrections - those attempts universally failed, but nobody put the pieces together.

    The nice thing about century worms is how consistently they grow. Infect a hundred bodies in the span of a week, and no matter the hundred-year wait, you can bet your life that they'll emerge within seven days of each other.

    So that was the second wave. Enormous, unstoppable worms, each ravenous, popping up all over the world, feeding with impunity. That got the forces of good's attention, all right - and credit where it's due, they fought well. It took time, of course - to organize, to track down my offspring, put them to the sword, and then to dig up all the hosts they could find and purify their remains. But they did it: they minimized loss of life, they prevented things from spiralling out, and their power was such that even I could only act in secret. When one of them faltered, the others urged him to keep going. When one of them died, the others brought her back. They made it through, more or less unharmed.

    And then they went home, tired and proud, only to find their loved ones had not been as lucky.

    Spouses, children, star pupils, mentors - slain, missing, struck deaf and blind, laid low by disease, ostracized, enfeebled. While the heroes fought, I'd cast my spells in secret, working my magic through the threads that stretched back home and leaving them none the wiser. Some of the damage could be fixed, in time, but there are scars magic cannot heal. A man who remembers his own community turning upon him will never again be quick to defend it.

    The world didn't lose a single hero in that century-old war. But it lost their successors. It lost its future. The heroes grew old, with no one to replace them. All sorts of monsters began creeping in at the frontiers, leaving the forces of good even more thinly spread. That was nearly a hundred years ago.

    And all the while, I waited, along with the few choice corpses I stashed away. The worms they host close to fully grown now: and in the tumult of their emergence, I will at last free my master.


    Spoiler: Benchmarks
    Show
    (Benchmarks are a little weird owing to the nature of symbiotic creatures: the 5, 10, and 15 benchmarks assume that Cestoda is being fought alone, while the CR 20 benchmark corresponds to an encounter with her atop her worm-host - at this point, she is individually CR 17 while the worm is CR 19)

    CR 5
    For the most part, this will be a fight against Cestoda and some vermin or wight allies (the latter easily healed with at-will negative energy). Note Eyes of the Zombie as a nice way to let a higher-level Cestoda fight the PCs at this level. Evil Devotion will grant DR to you and yours as an immediate action, plus the ability to overcome a common DR type, and with a lot of Rebuke Vermin/Undead uses it's quite spammable.

    CR 10
    Always-on Death Ward is nice now that enemy clerics have Slay Living. Cestoda's CL for necromancy spells is up to par thanks to Yathrinshee, letting her command quite the undead army (all of which get debuffing gazes thanks to Threnody). The Travel Domain provides temporary immunity to battlefield control and has a famously good list of spells to access.

    Dominate Vermin is online and lets us control any vermin, even a century worm, for minutes per level: their Will is mediocre enough for this to potentially work, especially if we get a couple tries from a safe position. Verminfriend provides a theoretical layer of protection against these same worms, though we need Chosen of Evil and a good roll to actually affect a 40 HD worm. More likely, we'll be putting the feat to use to deal with the centipede swarms that Kyuss spawns across the world. Given how we're safe from mindless vermin and undead both, we're greatly incentivized to encourage the proliferation of those.

    Being a cleric is also useful in the background. Normally, Century Worms are victims of their own success: anyone they swallow will probably be dead of bite, crushing, and acid damage long before the constitution damage of the larva wears them down. But as a cleric, we can buff those we're about to eat, fortifying them against these hazards for long enough for the constitution damage to be deadly (Bestow Curse and Poison can also reduce that constitution outright). Or in a slightly less RAW way, you can just... manually implant century worm larva into dead bodies. That's a lot of CR 19 monsters if you're willing to wait a while! Also note that anyone you implant cannot be restored to life, not even by spells like Wish.

    CR 15
    With Curse of the Revenancer, everything we kill immediately rises as a zombie. One hilariously cruel trick is to cast Love's Pain: kill your target's dearest love, while immediately animating that loved one and letting them rampage against whoever's near. It's a cruel enough tactic to begin with: but how about informing the PCs that this is what's going on, and that the wizard is one Greater Teleport away from keeping his dead spouse from tearing apart their children... though that would of course mean forfeiting the current battle.

    Another option is to kill your own century worms (they have teeth and meet several definitions for having a skeletal system), and then controlling the resulting 80 RHD zombie with Master of Undeath, allowing for control far above your usual cap. This control is limited in time, but century worms are virtually free as long as you're patient. If black onyx is plentiful (sounds like the kind of thing that depends on the PCs success at lower levels), you can even use Create Undead to turn them into Corpse Creatures that keep their ability to swallow whole and infect corpses. Also, dead century worms make prime targets for the corrupt Absorb Strength, which gives a +8 enhancement bonus to strength and a +5 enhancement bonus to constitution.

    Verminfriend is more useful now: your two newest vile feats can give you a final charisma modifier of +14 and thus a 50% chance to make century worms unable to attack you. There's some minor damage involved, but you're a high-level cleric, you can heal that. Speaking of vermin, Spiderform lets you go from Gargantuan to Tiny in an instant... and back again as a single standard action, making for a great infiltration and surprise tool.

    Anyway, we also grab Mastery of the Death, which is a really cool feat that lets us make CL checks (presumably including Yathrinshee's bonuses?) to return creatures we slay with Death spells as ghosts under your control. This makes for a great interrogation technique (Death Knell is a [Death] spell and real cheap to cast), a way to turn defeated casters into useful sources of utility magic - and of course a hilarious combat option. If someone in the party falls to a save-or-die, you get not one but two immediate allies out of the bargain.

    CR 20
    Casting is boosted further, the Magic domain has a nice granted power and some fun spells, and 1/day Find the Path. To keep up our 'Screw with the PCs' theme, Find the Path works perfectly well if you need to figure out where some pesky hero lives, and False Sending can lure PCs into a trap or just send them scrambling home. That Mastery of the Dead trick is great if you need a little extra intel to make the message believable.

    Also, the yathrinshee CL boost starts pulling double duty with the help of Consumptive Field, which is cast at a CL of 21 (22 after Death Knell) and then gives us a +11 boost to CL. If you've got a lot of people to kill (Halaster's Fetch and other calling spells can slowly bring in victims if you lack those), you can reach a final CL of 29 for non-necromancy and 33 for necromancy spells, really pumping up duration and range as well as supercharging some spells' effects.

    Given victims with high enough stats, you can Power Leech them to get over +30 to a stat of your choice for five and a half hours, and Death Throes hits for 33d8 and can be cast multiple minutes in advance. Unliving Weapon is still capped at 10d6 damage, but being able to cast it over a day in advance makes it quite a bit more versatile. And your Love's Pain strategy gives victims even less time to react, as they're now taking 10d6 as well. Extract Gift can theoretically get you up to a +8 ability boost or a +16 skill boost, though given Cestoda's dislike of being tied down, she should probably not be using the DC-increasing options.

    All these resources are of course rather dependent on having sufficient prisoners and sacrificial victims: but again, that's a prime sub-goal for the PCs to foil.

    Mostly, we're notable for being a big scary monster at this CR rate. Barring Freedom of Movement (which that shiny new AMF helps with), anything you hit is almost certainly going to be grappled, swallowed next turn, and then slowly digested. Creatures with claws can escape, as can anything that was holding a light slashing weapon - everything else is out of luck. And Curse of the Revenancer applies every time you kill someone, no matter the method, so those infected corpses will be ambulatory for a while (just spit them out, tell them to go join the current fight, and afterwards you can send them off to bury themselves somewhere). Also, basically every creature that sees you will have to make a DC 25 save or be shaken for six rounds (which spells like Doom can then escalate). Note that Adoration of the Frightful is a very cheap and easy way to effectively charm such creatures!

    Lastly, it's worth noting that RAW, domains can be given up for devotion feats at any time. In the big climactic battle, when no Teleport spells have to be cast anymore and no battlefield control evaded, it might pay off to obtain Travel Devotion to get that little bit of extra movement, or Magic Devotion for a big ranged nuke.


    Spoiler: Sample campaign usage
    Show
    Broadly, this section follows the plot given in Elder Evils. Cestoda can replace Edwin Tolstoff as a monstrous theurgic caster leading a cult and working to free Kyuss. In such a case, I would suggest replacing the default Herald of Kyuss with Hellen Honeyteeth from two rounds ago.

    At low levels, PC actions probably involve disrupting Cestoda's supply chains of black onyx and warm bodies, while fighting wights, zombies, and those strange centipede swarms that have begun emerging around the world. At some point, they become entangled with the century worm infestation that took place a century ago: perhaps they simply find an infected body (which they cannot simply burn) and must track down someone able to purify it, or perhaps an old hero tries to mentor them and shares some backstory as he does.

    Eventually, the PCs learn of plans to bring about something called the 'age of worms', but Kyuss's imperviousness to divine divinations make it tricky to directly learn of him. However, a PC who straightforwardly asks "What is the age of worms" will receive the cryptic answer: "For now, at least one-hundred".

    Mid-levels sees the involvement of spawns of kyuss, avolakias, and other horrifying monstrosities. A fun detail to point out is that despite her liberal use of undead, Cestoda hates vampires and other beings that innately control their own spawn, so the PCs might even end up in an unlikely alliance with such a creature as it battles the cult of Kyuss. The climax of this arc might be the emergence of the first second-generation century worm: a terrifying behemoth that the PCs are massively underleveled to deal with, and must thus defeat through trickery before it reaches some major population center (simply kiting it to death from above won't work: century worms can burrow). Alternatively, Cestoda might use her teleportation magic to directly transport hatched worms into densely populated areas.

    Finally, the PCs get on the trail of Cestoda herself as she quests to obtain the items required to free Kyuss. Cestoda will mock the PCs whenever they meet, speaking of how she can 'see the ties that bind them' and pledging to exploit their foolish love for their family and friends, as she did a hundred years ago.

    It is then that Cestoda deploys a new weapon: Bestow Greater Curse. Per the BoVD, this spell can be used to target a PC and leave their relatives cursed or infected with disease (or target a PC's loved one and affect them, of course), and she can also use it on herself, to affect random century worms she spawned with the aging curse, instantly hastening their development to the point where they prematurely hatch. Suddenly, century worms begin emerging all over the realm, and the PCs are forced to pick between protecting innocents and continuing their pursuit of Cestoda.

    It all comes to a head during the big climactic battle on Wormcrawl Island, where Cestoda is about to maneuver her Sphere of Annihilation into the Well of Many Worlds and Kyuss. A complicating factor is that artifacts (including her Sphere and the control amulet) are impervious to the effects of Cestoda's Antimagic Field, allowing her to perform the ritual while protected from magical assault. Sure, the PCs might have access to Disjunction by this point... but are they really willing to risk the fallout that comes with destroying artifacts? The alternative: closing in to melee the 400+ HP gargantuan worm with no magical support, is of course hardly more appealing.


    Spoiler: Sources
    Show
    Half-Drow - RoF
    Century Worm - FF

    Dread Necromancer - HoH
    Cloistered Cleric, Drow Paragon - UA
    Kiaransalee - FRCS
    Seeker of the Misty Isle - CDiv

    Precocious Apprentice, Practiced Spellcaster - CArc
    Evil Devotion - CDiv
    Verminfriend - DotU
    Master of Undeath - CMage
    Mastery of the Dead - PGtE

    Eyes of the Zombie, Unliving Weapon - BoVD
    Extract Gift - FCI:HotA
    Adoration of the Frightful, Bestow Greater Curse, Consumptive Field, Death Throes, Spiderform - SC
    Corrupt spells from BoVD

    All vile feats from Elder Evils. Kyuss from Elder Evils.
    Bestow Curse alternate uses from BoVD.

    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!)

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

    Join Date
    Apr 2020
    Location
    Jerusalem
    Gender
    Male

    Default Re: Villainous Competition LIII: Christmas Edition!

    Deck the Halls!
    Quote Originally Posted by Shadows of the False Elder

    Pool of Radiance: Ruins of Myth DrannorTM
    If something happens once it is always possible the same thing will repeat again. Twice, thrice, even more. Or, if it was a really unique combination of circumstances which will never happen again until the end of time, well… the multiverse is infinite, it's a prism of endless possibility, where a single choice can branch out into infinite realities, creating alternate worlds from the ones you know.
    You probably know Darcassan the Farseer, the Last Elder of Windsong Tower. He made himself part of the tower and in this state lived up to at least 1375 DR... That's what happened in the regular Faerûn. But in this version... Darcassan the Farseer was betrayed by one of barely former students in the most vital moment of his transformation. He was helpless for a short moment, but it was enough. Shalan Lightsoul was a corrupted by Shar young sun elf who studied in Windsong Tower less than year before Myth Drannor fell. He thought that Elders conceal their secrets of the might from him and wanted to take revenge and those secrets. He struck the helpless Darcassan and killed the Last Elder.
    But it wasn't the end. Darcassan was a true scholar, he documented in detail all his research including research about merging with Windsong Tower. And Shalan got it. In a way, he actually got what he wanted - the secrets of power. Of course these secrets were made by the powerful wizard and for the powerful wizard. It would be strange to assume that a barely caster newbie could accomplish all needed rites correctly and survive. But Shalan had at his disposal a great library and the help of the goddess of night and mystery.

    CE Tower-Merged Sun Elf Shadowcaster 7/Elf Domain Combat Wizard 1/Noctumancer 10

    Spoiler: Stats
    Show
    Abilities Initial Sun Elf ASI Total
    STR 8 -
    DEX 14 -
    CON 12 -2 -
    INT 15 2 3 20
    WIS 10 10
    CHA 13 1 14


    Spoiler: Levels table
    Show
    CR ECL Class BAB Fort Reflex Will Skills Feats Class Features Mysteries (level, page)
    2 - Tower-Merged Construct traits, DR 10/adamantine, immunity to magic, shadow projection, SLA, telepathy 60 ft.
    3 1st Shadowcaster 1 0 2 0 2 20: {+4} Concentration: 4; {+4} Hide: 4; {+4} Knowledge (arcana): 4; {+4 CC} Sleight of Hand: 2; {+4} Spellcraft: 4; Shadow Weave Magic (1) Fundamentals of shadow (Arrow of Dusk, Umbral Hand, Sight Obscured), apprentice mysteries Carpet of Shadow (1st, 142)
    4 2nd Elf Domain Combat Wizard 1 0 2 0 4 5: {+1} Concentration: 5; {+1 CC} Hide: 4.5; {+1} Knowledge (arcana): 5; {+1 CC} Sleight of Hand: 2.5; {+1} Spellcraft: 5; Improved Toughness (W) Generalist wizardry, summon familiar, arcane domain (abjuration)
    5 3rd Wizard 2 1 2 0 5 5: {+1} Concentration: 6; {+1 CC} Hide: 5; {+1} Knowledge (arcana): 6; {+1 CC} Sleight of Hand: 3; {+1} Spellcraft: 6; Insidious Magic (3)
    6 4th Wizard 3 1 3 1 5 6: {+1} Concentration: 7; {+1} Craft (calligraphy): 1; {+2 CC} Hide: 6; {+1} Knowledge (arcana): 7; Sleight of Hand: 3; {+1} Spellcraft: 7;
    7 5th Shadowcaster 3 (Wizard 2) 2 3 1 6 6: {+1} Concentration: 8; Craft (calligraphy): 1; {+2} Hide: 8; {+1} Knowledge (arcana): 8; {+1 CC} Sleight of Hand: 3.5; {+1} Spellcraft: 8; Shadow Familiar (Sh) Bonus feat; see text, umbral sight (darkvision 30 ft.) Bend Perspective (1st, 142), Quicker than the Eye (1st)
    8 6th Wizard 3 2 4 2 6 6: {+1} Concentration: 9; {+1} Craft (calligraphy): 2; {+1 CC} Hide: 8.5; {+1} Knowledge (arcana): 9; {+1 CC} Sleight of Hand: 4; {+1} Spellcraft: 9; Spell Focus (Illusion) (6)
    9 7th Noctumancer 1 2 6 2 8 6: {+1} Concentration: 10; {+1} Craft (calligraphy): 3; {+1 CC} Hide: 9; {+1} Knowledge (arcana): 10; {+1 CC} Sleight of Hand: 4.5; {+1} Spellcraft: 10; Bonus fundamental (Caul of Shadow), capture magic’s shadow Black Fire (2nd, 142)
    10 8th Noctumancer 2 3 7 2 9 6: {+1} Concentration: 11; {+1} Craft (calligraphy): 4; {+1 CC} Hide: 9.5; {+1} Knowledge (arcana): 11; {+1 CC} Sleight of Hand: 5; {+1} Spellcraft: 11; Innate counterspell 1/day Black Fire (2nd, 142)
    11 9th Noctumancer 3 3 7 3 9 6: {+1} Concentration: 12; {+1} Craft (calligraphy): 5; {+1 CC} Hide: 10; {+1} Knowledge (arcana): 12; {+1 CC} Sleight of Hand: 5.5; {+1} Spellcraft: 12; Practiced Spellcaster (Wizard) (9) Clinging Darkness (3rd, 143)
    12 10th Shadowcaster 5 (Wizard 2) 4 7 2 10 6: {+1} Concentration: 13; Craft (calligraphy): 5; {+3} Hide: 13; Knowledge (arcana): 12; {+1 CC} Sleight of Hand: 6; {+1} Spellcraft: 13; Spell Focus (Illusion) → Path Focus (Dark Reflections) (CD), Greater Path Focus (Dark Reflections) (Sh) Apprentice mysteries (spell-like), initiate mysteries, sustaining shadow (eat 1 meal/week) Shadow Evocation (4th, 148), Shadow Evocation (4th, 148)
    13 11th Noctumancer 4 5 8 2 11 6: {+1} Concentration: 14; {+1} Craft (calligraphy): 6; {+1 CC} Hide: 13.5; {+1} Knowledge (arcana): 13; {+1 CC} Sleight of Hand: 6.5; {+1} Spellcraft: 14; Bonus fundamental (Black Candle) Feign Life (5th, 145)
    14 12th Noctumancer 5 5 8 2 11 7: {+1} Concentration: 15; Craft (calligraphy): 6; {+1 CC} Hide: 14; {+1} Knowledge (arcana): 14; {+1 CC} Sleight of Hand: 7; {+1} Spellcraft: 15; {+2} Conceal Spellcasting; Elven Spell Lore (Acid Breath) (12) Innate counterspell 2/day Feign Life (5th, 145)
    15 13th Noctumancer 6 6 9 3 12 7: {+1} Concentration: 16; {+2} Craft (calligraphy): 8; {+1 CC} Hide: 14.5; {+1} Knowledge (arcana): 15; {+1 CC} Sleight of Hand: 7.5; {+1} Spellcraft: 16; Conceal Spellcasting; Eldritch disruption Shadow Evocation, Greater (6th, 148)
    16 14th Noctumancer 7 6 9 3 12 7: {+1} Concentration: 17; Craft (calligraphy): 8; {+1 CC} Hide: 15; {+1} Knowledge (arcana): 16; {+1 CC} Sleight of Hand: 8; {+1} Spellcraft: 17; {+2} False Theurgy, Conceal Spellcasting; Bonus fundamental (Shadow Hood), innate counterspell (retain power) Shadow Evocation, Greater (6th, 148)
    17 15th Noctumancer 8 7 10 3 13 7: {+1} Concentration: 18; {+2} Craft (calligraphy): 10; Hide: 15; {+2} Knowledge (arcana): 18; {+1 CC} Sleight of Hand: 8.5; {+1} Spellcraft: 18; False Theurgy, Conceal Spellcasting; Favored Mystery (Shadow Evocation, Greater) (15) Apprentice mysteries (supernatural), initiate mysteries (spell-like), master mysteries, innate counterspell 3/day Grasping Shadows (7th)
    18 16th Shadowcaster 7 (Wizard 1) 7 11 4 13 7: {+1} Concentration: 19; Craft (calligraphy): 10; {+4} Hide: 19; Knowledge (arcana): 18; {+1 CC} Sleight of Hand: 9; {+1} Spellcraft: 19; False Theurgy, Conceal Spellcasting; Favored Mystery (Shadow Evocation, Greater) (Sh) Unlimited uses of fundamentals Summon Umbral Servant (7th, 151), Shadow Plague (8th, 148)
    19 17th Noctumancer 9 7 11 5 13 7: {+1} Concentration: 20; Craft (calligraphy): 10; {+2 CC} Hide: 20; {+2} Knowledge (arcana): 20; {+1 CC} Sleight of Hand: 9.5; {+1} Spellcraft: 20; False Theurgy, Conceal Spellcasting; Bonus fundamental (Widened Eyes) Menagerie of Darkness (8th)
    20 18th Noctumancer 10 8 12 5 14 7: {+1} Concentration: 21; {+1} Craft (calligraphy): 11; {+2 CC} Hide: 21; {+1} Knowledge (arcana): 21; {+1 CC} Sleight of Hand: 10; {+1} Spellcraft: 21; False Theurgy, Conceal Spellcasting; Favored Mystery (Shadow Evocation, Greater) (18) Eldritch vortex, shadow’s persistence Black Labyrinth (9th)
    W - Wizard bonus; Sh - Shadowcaster bonus; CD - Creeping Darkness trade (ToM, p. 115).


    Spoiler: Wizardry
    Show
    Spells by level (Base + Domain + Stat + Elf wizard)
    Level Class 0th 1st 2nd 3rd 4th 5th 6th
    2nd Wizard 1 3+1 1+1+1+1
    3rd Wizard 2 4+1 2+1+1+1
    4th Wizard 3 4+1 2+1+1 1+1+1+1
    5th Wizard 2 4+1 2+1+1+1
    6th Wizard 3 4+1 2+1+1 1+1+1+1
    7th Wizard 4 4+1 3+1+1 2+1+1+1
    8th Wizard 5 4+1 3+1+1 2+1+1 1+1+1+1
    9th Wizard 6 4+1 3+1+1 3+1+1 2+1+1+1
    10th Wizard 5 4+1 3+1+1 2+1+1 1+1+1+1
    11th Wizard 6 4+1 3+1+1 3+1+1 2+1+1+1
    12th Wizard 7 4+1 4+1+2 3+1+1 2+1+1 1+1+1+1
    13th Wizard 8 4+1 4+1+2 3+1+1 3+1+1 2+1+1+1
    14th Wizard 9 4+1 4+1+2 4+1+1 3+1+1 2+1+1 1+1+1+1
    15th Wizard 10 4+1 4+1+2 4+1+1 3+1+1 3+1+1 2+1+1+1
    16th Wizard 9 4+1 4+1+2 4+1+1 3+1+1 2+1+1 1+1+1+1
    17th Wizard 10 4+1 4+1+2 4+1+1 3+1+1 3+1+1 2+1+1+1
    18th Wizard 11 4+1 4+1+2 4+1+1 4+1+1 3+1+1 2+1+1 1+1+0+1

    Spellbook and extras
    Level Class Domain 1st 2nd 3rd 4th 5th 6th 7th
    2nd Wizard 1 Resistance (0th); Shield (1st); Enlarge Person; Charm Person; Dead End; Fist of Stone; Nerveskitter; Mage Armor; True Strike;
    3rd Wizard 2 Identify; Expeditious Retreat; Dispel Ward;
    4th Wizard 3 Resist Energy (2nd); Invisibility; Wraithstrike; See Invisibility;
    5th Wizard 2
    6th Wizard 3 Owl's Wisdom; Eagle’s Splendor; Fox’s Cunning;
    7th Wizard 4 Alter Self; Cat’s Grace; Arcane Turmoil;
    8th Wizard 5 Dispel Magic (3rd); Weapon of Energy; Repair Serious Damage; Magic Weapon, Greater;
    9th Wizard 6 Arcane Sight; Enhance Familiar; Fortify Familiar;
    10th Wizard 5
    11th Wizard 6 Acid Breath; Sign of Sealing; Haste;
    12th Wizard 7 Remove Curse (4th); Otiluke's Dispelling Screen; Liquid Pain; Mystic Surge;
    13th Wizard 8 Slashing Dispel; Know Vulnerabilities; Invisibility, Greater;
    14th Wizard 9 Mordenkainen’s Private Sanctum (5th); Draconic Might; Permanency; Wall of Dispel Magic;
    15th Wizard 10 Shadow Conjuration; Nightstalker’s Transformation; Death Throes;
    16th Wizard 9
    17th Wizard 10 Energy Shield; Wall of Stone; Spiritwall;
    18th Wizard 11 Dispel Magic, Greater (6th); Tenser’s Transformation; Mental Pinnacle; Shalantha's Delicate Disk;
    Additional spells I want to know Rouse; Mage Armor, Greater; Spellcaster's Bane; Scrying; Stoneskin; Stone Shape; Repair Critical Damage; Dweomer Of Transference; Imbue Familiar with Spell Ability; Hardening;
    Spells to emulate with Shadow Conjuration Mordenkainen’s Buzzing Bee; Glitterdust; Cloud of Knives; Create Magic Tattoo; Stinking Cloud; Mage Armor, Greater; Sepia Snake Sigil; -
    Spells to emulate with Shadow Evocation Darsson's Cooling Breeze; Darsson's Fiery Furnace; Darsson's Chilling Chamber; Combust; Theskyn's Hearty Heave; Blacklight; Sonorous Hum; Dweomer Of Transference; Wings of Flurry; Parboil; Wall of Coldfire; Wall of Fire; Damning Darkness; Bloodbriars; Mirror Sending; -
    Spells to emulate with Shadow Evocation, Greater - Wall of Force; Streamers; Sending; Enchant, Contingency; Crushing Sphere; Entomb; Amber Sarcophagus; Forcecage;
    Spells to use with Permanency Darsson's Cooling Breeze; Invisibility (on Wall of Stone for example); Darsson's Fiery Furnace; Darsson's Chilling Chamber; Stinking Cloud; Weapon of Energy; Otiluke's Dispelling Screen; Wall of Coldfire; Wall of Fire; Wall of Force; Mordenkainen’s Private Sanctum; Feign Life (Animate Objects);

    Spoiler: Spell Sources
    Show
    Book Spells
    Spell Compendium Master’s Touch; Dead End; Fist of Stone; Nerveskitter; Dispel Ward; Create Magic Tattoo; Mordenkainen's Buzzing Bee; Combust; Enhance Familiar; Fortify Familiar; Repair Serious Damage; Weapon of Energy; Acid Breath; Sonorous Hum; Mage Armor, Greater; Blacklight; Sign of Sealing; Repair Critical Damage; Know Vulnerabilities; Wall of Dispel Magic; Draconic Might; Spiritwall; Hardening; Death Throes; Nightstalker’s Transformation; Imbue Familiar with Spell Ability; Wraithstrike;
    Complete Mage Arcane Turmoil; Spellcaster's Bane;
    Player's Handbook II Rouse; Cloud of Knives; Mystic Surge; Slashing Dispel;
    Shining South Darsson's Cooling Breeze; Darsson's Fiery Furnace; Darsson's Chilling Chamber; Streamers;
    Lost Empires of Faerun Theskyn's Hearty Heave; Crushing Sphere; Bloodbriars; Shalantha's Delicate Disk;
    Complete Arcane Otiluke's Dispelling Screen;
    Expanded Psionics Handbook Dweomer Of Transference; Mental Pinnacle;
    Book of Vile Darkness Liquid Pain; Mirror Sending;
    Diablo II - Diablerie Energy Shield; Enchant;
    Frostburn Entomb; Wall of Coldfire;
    Book of Exalted Deeds Amber Sarcophagus;
    Races of the Dragon Wings of Flurry;
    Sandstorm Parboil;
    Lords of Madness Damning Darkness;


    Spoiler: Snapshots and Tips
    Show
    While it's up to DM at which level Shalan Lightsoul merged with Windsong Tower, it's highly likely this didn't happen at least until CR 12, but it isn't a strict limitation.
    Spoiler: Shalan's goals
    Show
    Shalan has two main goals. First - his own security. To achieve this goal he lures careless adventurers into his tower and uses them as a source of Liquid Pain which is used for creating various traps via Permanency spell. Second - as a faithful servant of Shar he wants to destroy the Weave. To achieve this goal he searches for well-known Nether Scrolls using Sendings and his projections to employ adventurers and look for traces of the lost scrolls. Ironically, Nether Scrolls he searching so stubbornly are right under his nose in Windsong Tower converted in the form of tree - Quess'Ar'Teranthvar - hidden from his sight by its permanent custodian - Tyvollus Aluviirsan.

    Spoiler: CR 12
    Show
    Equivalent of Wizard 5/Shadowcaster 8 with two Dispel oriented abilities of Noctumancer: 1/day immediate counterspell and CL booster. Second could be abused through purchase of a lot of Continual Flame or even Heightened Continual Flame items to dispel them when necessary (Dispel Magic check is +10). In addition, Shalan has two Shadow Evocation mysteries which give him very good versatility, some damaging and crowd control mysteries, and wizard spells. Most of them are about direct fighting with weapons. Not the best choice, but it's forgivable for never really grown up resentful to consider himself a hero elf. He is sure he's best at everything including swordplay. He is lucky he could get a lesson and stay alive - thanks to his projection nature.
    Speaking of projections. All four at this moment are more or less similar. Yeah, they could slightly differ in appearance, but their memorizes are almost the same.
    Spoiler: Memorize for projection summoned directly into fight in the tower
    Show
    0: Detect Magic, Message, Mending, Prestidigitation, Resistance (D)
    1: Enlarge Person†, Nerveskitter, Fist of Stone†, Mage Armor†, Shield† (D)
    2: Fox’s Cunning†, Wraithstrike*2, Resist Energy (D)
    3: Weapon of Energy, Greater Magic Weapon†, Dispel Magic, Dispel Magic (D)
    † already cast

    Spoiler: Memorize for travels
    Show
    0: Detect Magic*2, Message, Prestidigitation, Resistance (D)
    1: Identify, Dead End, Fist of Stone, Mage Armor†, Shield (D)
    2: Invisibility, Wraithstrike, Alter Self, Resist Energy (D)
    3: Weapon of Energy, Greater Magic Weapon, Dispel Magic, Dispel Magic (D)
    † already cast

    Spoiler: CR 15
    Show
    Equivalent of Wizard 8/Shadowcaster 11 with second immediate counterspell per day and minor CL debuff. Shalan's Dispel Magic check is +12 (+15 but DM has CL cap). He has two Animate Objects (Feign Life mystery) and his first Greater Shadow Evocation another great versatility mystery.
    At this CR Shalan has enough different spells to select different memorizes for different projections.
    Spoiler: Memorize #1
    Show
    1: Dead End†, Nerveskitter, True Strike*2, Mage Armor†, Mordenkainen’s Buzzing Bee, Shield (D)
    2: Fox’s Cunning†, Arcane Turmoil, Alter Self, See Invisibility†, Resist Energy (D)
    3: Arcane Sight†, Haste, Greater Magic Weapon†, Dispel Magic, Dispel Magic (D)
    4: Know Vulnerabilities*3, Greater Invisibility†, Remove Curse (D)
    † already cast


    Spoiler: Memorize #2
    Show
    1: Enlarge Person, Nerveskitter, True Strike*2, Fist of Stone, Mage Armor†, Shield† (D)
    2: Fox’s Cunning†, Wraithstrike*3, Resist Energy (D)
    3: Weapon of Energy†, Haste†, Greater Magic Weapon†, Dispel Magic, Dispel Magic (D)
    4: Slashing Dispel*3, Greater Invisibility†, Remove Curse (D)
    † already cast


    Spoiler: Memorize #3
    Show
    1: Charm Person*3, Dead End, Nerveskitter, True Strike, Mage Armor†, Shield† (D)
    2: Fox’s Cunning†, Eagle’s Splendor†, Wraithstrike, Arcane Turmoil, Resist Energy (D)
    3: Acid Breath (Sonic), Acid Breath (Cold), Acid Breath, Haste†, Dispel Magic (D)
    4: Slashing Dispel*3, Greater Invisibility†, Remove Curse (D)
    † already cast


    Spoiler: Memorize #4
    Show
    1: Identify*3, Charm Person, True Strike, Mage Armor†, Shield† (D)
    2: Fox’s Cunning†, Eagle’s Splendor, Cat’s Grace, Owl's Wisdom, Resist Energy (D)
    3: Enhance Familiar, Fortify Familiar, Repair Serious Damage, Haste†, Dispel Magic (D)
    4: Slashing Dispel*3, Liquid Pain, Remove Curse (D)
    † already cast


    Memorize #1 is for scouting projection. If somebody enters Windsong Tower this projection will go and look at them. Memorizes #2 and #3 are for different kinds of fight: more close combat and more spellcasting respectively. Memorize #4 is mostly for utility and backup purposes.

    Spoiler: Memorize for travels
    Show
    1: Charm Person*2, Dead End, Nerveskitter, True Strike, Mage Armor†, Shield (D)
    2: Fox’s Cunning, Wraithstrike, Alter Self, Eagle’s Splendor, Resist Energy (D)
    3: Haste, Greater Magic Weapon, Acid Breath*2 (varies), Dispel Magic (D)
    4: Slashing Dispel*3, Greater Invisibility, Remove Curse (D)
    † already cast

    Spoiler: CR 20
    Show
    Equivalent of Wizard 11/Shadowcaster 17 with full set abilities of Noctumancer 10: one more immediate counterspell, area CL debuff and immunity to spells Shalan countered. His Greater Dispel Magic check is +18, +19 with Create Magic Tattoo, +20 with Mystic Surge (thanks to projection nature, Shalan could appear in the fight with this spell already casted on himself) and with additional CL improvement from Capture Magic’s Shadow ability (up to +4) if it's needed.
    His repertoire of mysteries at this CR significantly improved. He has eight Greater Shadow Evocations, four regular Shadow Evocations, four Feign Lives, Summon Shadow Elemental, cold analog of Incendiary Cloud (Shadow Plague mystery), ability to dominate all close animals or vermin - it could be useful in case of enemy Druid (Menagerie of Darkness mystery), Evard's black tentacles with permanent blindness (Grasping Shadows mystery) and the Black Labyrinth! Oh, it's rules changer! One-mile-radius area 9-days-long debuff and Shalan could cast it four times per day!
    Plus, his projections' memorizes improved (and differed) more.

    Spoiler: Memorize of Shalan the Striker
    Show
    1: Enlarge Person, Nerveskitter, Charm Person, True Strike*2, Mage Armor, Shield (D)
    2: Fox’s Cunning†, Alter Self*†, Eagle’s Splendor, Invisibility, Resist Energy (D)
    3: Enhance Familiar, Fortify Familiar, Haste†, Weapon of Energy†, Greater Magic Weapon†, Dispel Magic (D)
    4: Shadow Conjuration*3, Slashing Dispel, Remove Curse (D)
    5: Energy Shield†, Death Throes, Nightstalker’s Transformation†, Mordenkainen’s Private Sanctum (D)
    6: Tenser’s Transformation†, Shadow Conjuration†, Greater Dispel Magic (D)
    † already cast
    *- there are some interesting combat forms with good NatAC or mobility and bonus feats, for example Varag (MM4), Asabi (Monsters of Faerûn) and Tren (Serpent Kingdoms WE)


    Shalan the Striker is the first line of tower defense or, more precisely, the first line of tower offense. He appears in the middle of a group of intruders and furiously attacks. His Greater Shadow Evocation mystery and all apprentice mysteries are supernatural abilities now and therefore both Transformations don't limit ability to use them (it's also not clear could transformed person use initiate mysteries SLAs or not, RAW answer is clear yes, but I'm not sure about RAI), but Shalan the Striker rarely uses mysteries and focuses on his melee weapon attacks, he could, however, apply Clinging Darkness to take advantage or Combust somebody via Shadow Evocation. Also he could use Greater Shadow Evocation to emulate Enchant - +18 (one Shadow Conjuration is used to mimic Create Magic Tattoo) fire damage for every attack is good bonus. He also uses some light armor, it could be an elven chain for example.

    Spoiler: Memorize of Shalan the Philosopher
    Show
    1: Dispel Ward, Nerveskitter, True Strike*2, Charm Person, Mage Armor, Shield (D)
    2: Identify, See Invisibility, Alter Self, Resist Energy, Resist Energy (D)
    3: Arcane Sight†, Haste†, Repair Serious Damage, , Dispel Magic, Dispel Magic (D)
    4: Shadow Conjuration*2, Know Vulnerabilities, Greater Invisibility†, Remove Curse (D)
    5: Energy Shield†, Death Throes, Draconic Might†, Mordenkainen’s Private Sanctum (D)
    6: Shadow Conjuration, Mental Pinnacle, Greater Dispel Magic (D)
    † already cast


    Shalan the Philosopher doesn't appear right in the battle. Shalan creates him somewhere behind the corner of enemies in order to pre-casting spells and prepare for the battle. Philosopher's main weapon is Mental Pinnacle. With it he became imitation of powerful psion-telepath. Only issue is low PP pool - only for 3 full augmented manifests. This could be solved with help of Dweomer Of Transference spell (via Shadow Evocation or if Shalan obtain this spell in his spellbook in some way, in this case it will be memorized instead of Know Vulnerabilities) and burning some amount of spells or high level mysteries into power points.

    Spoiler: Memorize of Shalan the Swashbuckler
    Show
    1: Enlarge Person, Nerveskitter, True Strike*3, Mage Armor, Shield (D)
    2: Eagle’s Splendor, Alter Self, Wraithstrike*3, Resist Energy (D)
    3: Greater Magic Weapon, Haste†, Haste, Acid Breath (sonic), Acid Breath (electricity), Dispel Magic (D)
    4: Mystic Surge†, Slashing Dispel*2, Greater Invisibility†, Remove Curse (D)
    5: Draconic Might, Energy Shield†, Death Throes, Mordenkainen’s Private Sanctum (D)
    6: Nightstalker’s Transformation, Shalantha's Delicate Disk, Greater Dispel Magic (D)
    † already cast


    Shalan the Swashbuckler's tactics is some less straightforward variation of Striker's tactics. He isn't created directly in the middle of enemies and he doesn't use Nightstalker’s Transformation from the very beginning, letting himself take advantage of some of his spells in the fight. He highly likely Alter Self into Varag to use hit-and-run tactic with its Spring AttackB feat and great speed even before Haste. He has low BAB, but also has Wraithstrike and True Strike and if it's needed he could be summoned right before high AC foe with both this spells pre-casted (instead of Mystic Surge and Greater Invisibility), strike and flee. And of course he could be created somewhere behind the corner of enemies to make some preparations like the Philosopher could.

    Spoiler: Memorize of Shalan the Architect
    Show
    0: Mending*4, Resistance (D)
    1: Enlarge Person, Identify*2, Dispel Ward, Charm Person, Mage Armor†, Shield (D)
    2: Fox’s Cunning†, Invisibility, See Invisibility*2, Resist Energy (D)
    3: Sign of Sealing*3, Repair Serious Damage, Arcane Sight, Dispel Magic (D)
    4: Otiluke's Dispelling Screen, Liquid Pain, Shadow Conjuration*2, Remove Curse (D)
    5: Wall of Stone, Permanency, Spiritwall, Mordenkainen’s Private Sanctum (D)
    6: Permanency*2, Greater Dispel Magic (D)
    † already cast


    Shalan the Architect is... an architect. He uses his spells and (Greater) Shadow Evocations/Conjuration to rebuild the Tower. He broadly uses Permanency when he has free XP, summon Walls of Stone to seal off significant passages or whole rooms, blokes doorways with Signs of Sealing or Otiluke's Dispelling Screens. Places Spiritwalls, Darsson's spells, Sepia Snake Sigils, Stinking Clouds, Invisibility on some obstacles or whole walls, Walls of Force, Fire and Coldfire. And of course Mending, in the big old tower always is something to mend. Plus, there should be placed several Mordenkainen’s Private Sanctums. One at the room with Shalan's main body and a few additional in some random places. Maybe even in the blocked rooms.

    Spoiler: Memorize for travels
    Show
    1: Charm Person, Dead End, Nerveskitter, True Strike*2, Mage Armor†, Shield (D)
    2: Fox’s Cunning, Eagle’s Splendor, Alter Self, Arcane Turmoil, Wraithstrike, Resist Energy (D)
    3: Arcane Sight, Haste, Greater Magic Weapon, Acid Breath (varies)*2, Dispel Magic (D)
    4: Slashing Dispel, Greater Invisibility, Shadow Conjuration*2, Remove Curse (D)
    5: Draconic Might, Energy Shield, Death Throes, Mordenkainen’s Private Sanctum (D)
    6: Greater Dispel Magic*2, Greater Dispel Magic (D)
    † already cast


    Spoiler: What about Familiar?
    Show
    We have an interesting thing here. Shalan's main body is a Huge construct and huge masters have their own list of familiar options (DMG, p. 203). I selected Leopard for Shalan. With dark creature template, familiar abilities and familiar buff spells it became a serious ambusher. Also it could be buffed for a fight with Tenser’s Transformation or Mental Pinnacle and if Shalan was managed to find Imbue Familiar with Spell Ability spell, it also would be great.

    Spoiler: Permanency
    Show
    I told some in the Shalan the Architect description, and it is a very well-known optimization topic, but I'll remind you of something. Shalan automatically disbelieves or voluntarily fails his save against his own illusions - depends on what is more advantageous. He could at the same time freely pass through his (permanent) shadow emulations of Wall of Force and enjoy benefits of Create Magic Tattoo or Cloud of Knives.

    Spoiler: Remember about Insidious Magic
    Show
    Shalan is a Shadow Weave user and with Insidious Magic his spells are hard to notice. It could be fun, if PCs stuck before an invisible wall and can’t see it with See Invisibility and Detect Magic. The same about invisible Shalan himself.

    Spoiler: Contingency
    Show
    Shalan could use shadow copy of Contingency to combine some useful buff spell with spells which forbid spellcasting (Nightstalker’s Transformation, Tenser’s Transformation, Mental Pinnacle).

    Spoiler: Energy Shield and Dweomer Of Transference
    Show
    These two spells are methods to utilize excessive spell slots and uses of not needed right now high level mysteries, first is free hit points (trade Black Labyrinth for 54 hp, or Menagerie of Darkness for 48 hp, or both!), second is free power points, both are good and useful.

    Spoiler: Death Throes
    Show
    Projections are just projections. They are replaceable tools. It looks like great final move to explode projection's dead body for 16d8 damage for everybody in 30 ft. after losing one.


    Spoiler: Being Elvish Evildoer!
    Show
    Quendë. Let's start with the unproblematic part.
    Elven Spell Lore feat isn't totally exclusive for elves, but close to that and it's very significant for Shalan. He has limited CL and very Dispel oriented tactics. Every +2 matters. Plus, with the capture magic’s shadow he could reach CL cap, in that case this +2 became even more significant.
    Elf Wizard substitution level also is a great option for Shalan. First of all, he has only 1+D 6th level slots and another one is great. Secondly, the third spell known per level is very useful, especially with the combination of creeping darkness which lets Shalan get three levels of Wizard twice.
    And go to the problematic part... Tower-merged "template". Well, Anauroch the Empire of Shade book actually doesn't contain a direct description of this template. What it does change, who could be the base creature. I had to use some reverse-engineering to make Shalan and where I wasn't sure I got less than more (for example, Darcassan's projections have stats surplus from 13 to 19 - I didn't take it into account), but something couldn't be reverse-engineered: what is base creature restriction? Could this template be applied to any corporeal creature? Any corporeal live creature? Any humanoid? Any elf? Sun elf only? Only sun elf with levels of wizard? Mystery... But by fluff it looks like an elven exclusive "option."
    Revenge is a dish best served frozen. Oh yes. Shalan is ready to wait as long as it will be needed and he’s got things to do - Windsong Tower won’t rebuild itself and Liquid Pain won’t collect itself.
    More than Mortal. Tower-merged template even doesn't have clear applying rules, no way it could be playable.
    Fickle Vileness. Yes. Plus CE is one of allowable alignment of Shar worshipers.


    Spoiler: Sources
    Show
    Type Name Book Page
    Race Sun Elf Forgotten Realms Campaign Setting 16
    Template Tower-Merged Anauroch the Empire of Shade 12-16, 33, 39, 45
    Class Shadowcaster Tome of Magic 111
    Class Wizard PHB 55
    Prestige Class Noctumancer Tome of Magic 125
    Class variant Combat Wizard Unearthed Arcana 59
    Class variant Domain Wizard Unearthed Arcana 57
    Class variant Elf Wizard Races of the Wild 157
    Feat Shadow Weave Magic Player's Guide to Faerûn 43
    Feat Improved Toughness Monster Manual V 205
    Feat Insidious Magic Player's Guide to Faerûn 40
    Feat Shadow Familiar Tome of Magic 138
    Feat Spell Focus PHB 100
    Feat Practiced Spellcaster Complete Arcane 82
    Feat Path Focus Tome of Magic 137
    Feat Greater Path Focus Tome of Magic 136
    Feat Elven Spell Lore Player's Handbook II 78
    Feat Favored Mystery Tome of Magic 136
    Skill Trick False Theurgy Complete Scoundrel 86
    Skill Trick Conceal Spellcasting Complete Scoundrel 85
    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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  27. - Top - End - #27
    Ogre in the Playground
     
    GnomePirate

    Join Date
    Apr 2020
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    Jerusalem
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    Default Re: Villainous Competition LIII: Christmas Edition!

    Hey look, this one made the reference for me!
    Quote Originally Posted by Woe Tannenbaum
    Woe Tannenbaum
    CE Spirit TreeGhost Binder 1/Ur-priest 4/Master Alchemist 5


    Spoiler: Introduction
    Show
    The Spirit Wood, described in Ghostwalk, is part of the spiritual lifecycle of elves and half-elves – rather than passing along the titular Ghostwalk after death and through the Veil of Souls, they are drawn to the trees around its entrance. When multiple powerful elven souls of similar personality inhabit the same tree, it can awaken as a treant-like gestalt creature.

    Spirit Trees have a number of interesting abilities – blindsight, freedom from multiclassing penalties, limited 1 mile telepathy, multiple SLAs, and being surprisingly stealthy for a Huge creature. But what we’re looking at is “Potion Sap”, which grants them a unique way of crafting items.

    I had a backstory here about knowledge from different elves connecting in a way which made the tree go mad and pledge itself to Father LlymicEE in an attempt to freeze the world and destroy the cycle of life and death, but I didn't have time to flesh it out. In any case, this build likely works better as a lieutenant than a climactic final boss.


    Spoiler: Build Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    Plant 1 +0 +2 +0 +0 16: Bluff 2CC, Kn[arcana] 4, Kn[religion] 4, Kn[planes] 4 Iron Will
    Elder Evil: ApostateEE
    Flaw: Cloak of the ObyrithFC1
    Flaw:
    Keeper of Forbidden LoreFC1

    Flaws: Shaky (-2 ranged attacks), Vulnerable (-1 AC)
    Blindsight 30ft
    Plant traits
    Plurality of Minds (no multiclassing penalties)
    Potion Sap
    SLAs (CL 7; 1/day - charm animal, create water, cure light wounds, cure moderate wounds, entangle, faerie fire, goodberry, light, move earth, speak with animals, speak with plants, summon nature's ally IV)
    Trample
    Tree Leader
    Wood Speech (1 mile)
    Str 30, Dex 10, Con 24, Int 14, Wis 20, Cha 16
    Plant 2 +1 +3 +0 +0 4: Kn[arcana] 5 (+1), Kn[planes] 5 (+1), Spellcraft 2
    Plant 3 +2 +3 +1 +1 4: Kn[religion] 6 (+2), Bluff 3 (+1CC) Brew Potion
    Plant 4 +3 +4 +1 +1 4: Sense Motive 2, Spellcraft 4 (+2) Wis +1 Str 30, Dex 10, Con 24, Int 14, Wis 21, Cha 16
    Plant 5 +3 +4 +1 +1 4: Bluff 4 (+1CC), Spellcraft 6 (+2) Elder Evil: Chosen of EvilEE
    Plant 6 +4 +5 +2 +2 4: Kn[religion] 8 (+2), Sense Motive 4 (+2) Spell Focus (evil)
    10 Plant 7 +5 +5 +2 +2 4: Bluff 5 (+1CC), Spellcraft 8 (+2)
    11 BinderToM 1 +5 +7 +2 +4 4: Bluff 6 (+1), Craft [alchemy] 1, Spellcraft 10 (+2) Wis +1 Soul binding (1 vestige; 1st)
    Str 30, Dex 10, Con 24, Int 14, Wis 22, Cha 16
    12 Ur-PriestCD 1 +5 +7 +2 +6 4: Craft [alchemy] 5 (+4) Magical ArtisanPGtF (Brew Potion) Ur-priest spellcasting (1st)

    Required: Bluff 6, Knowledge (arcana) 5, Knowledge (religion) 8, Knowledge (the planes) 5, Spellcraft 8
    13 Ur-Priest 2 +6 +7 +2 +7 4: Craft [alchemy] 9 (+4) Elder Evil: Dark SpeechFC1 Rebuke Undead 3+Cha/day
    Ur-priest spellcasting (2st)
    14 Ur-Priest 3 +7 +8 +3 +7 4: Craft [alchemy] 10 (+1), Concentration 3 Ur-priest spellcasting (3rd)
    15 Ur-Priest 4 +8 +8 +3 +8 4: Kn[religion] 10 (+2), Concentration 5 (+2) Skill Focus (Craft [alchemy])
    Wis +1
    Divine Spell Resistance 15
    Ur-priest spellcasting (4th)
    Str 30, Dex 10, Con 24, Int 14, Wis 23, Cha 16
    16 Master AlchemistMoF 1 +8 +8 +3 +10 4: Concentration 9 (+4) Brew 2/day
    Ur-priest spellcasting (5th)

    Required: Craft (alchemy) 10, Spellcraft 10
    17 Master Alchemist 2 +9 +8 +3 +11 4: Concentration 13 (+4) Brew Potion (4th)
    Ur-priest spellcasting (6th)
    18 Master Alchemist 3 +9 +9 +4 +11 4: Concentration 17 (+4) Planar TouchstonePlH
    Elder Evil: Vile Natural AttackEE
    Brew Potion (5th)
    Ur-priest spellcasting (7th)
    19 Master Alchemist 4 +10 +9 +4 +12 4: Concentration 19 (+2), Kn[religion] 12 (+2) Wis +1 Brew Potion (6th)
    Ur-priest spellcasting (8th)
    Str 30, Dex 10, Con 24, Int 14, Wis 24, Cha 16
    20 Master Alchemist 5 +10 +9 +4 +12 4: Concentration 20 (+1), Kn[religion] 15 (+3) Brew 3/day
    Ur-priest spellcasting (9th)


    Spoiler: Level Breakdown
    Show
    CR 11 – Spirit Tree, Binder 1

    We only have 1 level over a standard Spirit Tree, so we play much as they do – a Huge bruiser with a bunch of added utility, including minor healing/divination abilities and the option to trap enemies via entangle or summoning a giant crocodile to grapple them. We are also sworn to an Elder EvilEE (Father Christmas Llymic), granting us bonus feats from a short list as we progress. We have two flaws, but only for the sake of picking up future prerequisites; if you’re okay with retraining then feel free to remove them and drop Brew Potion and Spell Focus (evil) from the build until higher levels.

    On top of all that, we have DR 2/lawful from our abyssal heritor featsFC1 to make up for our below-CR Hit Dice, and ApostateEE gives us a +4 bonus on saves against divine spells. At this level we’ll mostly be binding Amon, giving us a third natural attack that deals 2d6+15 damage (plus 1d8 on a charge) – a decent addition to our two 2d6+10 slams.




    [Sweet Spot] CR 14 – Spirit Tree, Binder 1/Ur-Priest 3

    This is where Potion Sap comes into play – it’s a (Su) ability which allows a spirit tree to spend 8 hours creating a potion of any of their spells or SLAs up to 3rd level, with the same gp cost as Brew Potion... but instead of losing XP the tree takes only Con damage.

    Ur-priest has excellent synergy with this, both providing accelerated access to cleric spells and allowing them to be crafted more cheaply due to its low minimum caster levels. The Dark SpeechFC1 feat lets us take things even further by granting a free +1 CL to evil magic items; depending on interpretation this lets us reduce the base CL even more, crafting potions of 3rd level spells at CL 1 rather than CL 5 (i.e. an 80% discount, albeit one that’s not practical for all spells). We can create any item as an evil item by sacrificing prisoners as part of its creation (Book of Vile Darkness p27), which also covers some of the gp cost for us. Oh, and we have Magical ArtisanPGtF reducing our costs by another 25% on top of that.

    The reason we entered as a Binder was partly because we needed a level in something with a good Will save (or a type change to Dragon or Outsider) and partly because we can bind Naberius to recover more quickly from all the Con and Cha damage we take while crafting – leaving us less vulnerable and making it more feasible to craft multiple potions in a day. The rapid healing also means we can spam Chosen of EvilEE for a +3 bonus on many types of rolls (notable uses include Strength checks, and the Knowledge [religion] check while sacrificing creatures).

    While we’re a moderate threat on our own, where we really shine is as an ally to other evildoers (particularly those with the Green BondGhost feat, whom we can communicate with from long distances). The usefulness of our incredibly cheap potions is multiplied many times over when we have forces to share them with, and we can even ask them to provide us supplies and sacrifices for crafting them.




    CR 20 – Spirit Tree, Binder 1/Ur-Priest 4/Master Alchemist 5

    The Master Alchemist PrC allows spells of higher than 3rd level to be crafted into potions, and the wording of this ability allows it to be combined with Potion Sap. Not only do we have potions of 6th level cleric spells through ur-priest, but our access to the Spell domain (via Planar TouchstonePlH: Catalogues of Enlightenment) gives us anyspell and greater anyspell, letting us brew with 5th level spells from the wizard/sorcerer list as well.

    Our final Elder Evil feat is the flavorful Harvester of SoulsEE, an anti-resurrection effect which ties into both our use of sacrifices and our status as a cluster of souls merged together. Scratch that, we don’t have the BAB for it without using the fractional rules; take Vile Natural AttackEE instead. Gaining another vile feat also increases our bonus from Chosen of Evil to +4.

    And of course, we’re a Huge creature with 9th level spells, so that’s always threatening.


    Spoiler: Other Options
    Show

    • In theory, the MindsightLoM feat would let us sense everything within 1 mile. Trying to qualify for Mindsight with our limited form of telepathy seems kind of sketchy, however. In any case we already cover some of that utility by having blindsight 30ft.
    • If it’s ruled that we can use the Potion Sap ability to qualify for things based on Brew Potion without needing the feat, then we free up an extra feat slot for stuff like Extraordinary ArtisanECS or Improved BindingToM. This certainly isn’t RAW, however.
    • Up to three levels of ur-priest could be replaced by PrCs which advance casting, if you can find anything decent to use. A level of ContemplativeCD would grant easier access to the Spell domain and free up another feat slot, but its fluff requirements might pose an obstacle.

    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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    The Iron Chef Optimization spreadsheet!

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

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

    Join Date
    Apr 2020
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    Jerusalem
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    Default Re: Villainous Competition LIII: Christmas Edition!

    And that's that! Seven Elvish Evildoers for your merriment. I've gotta say, I was a bit worried about turnout and diversity for this round, and was very glad to be proven wrong.

    As a reminder, next round will be a guest-chair round.

    Over to you, judges!
    Screaming defiance with the last breath

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


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

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

  29. - Top - End - #29
    Orc in the Playground
     
    NecromancerGuy

    Join Date
    Jul 2013

    Default Re: Villainous Competition LIII: Christmas Edition!

    Let's send Camus to the Amazon forest. Problem solved.

  30. - Top - End - #30
    Dwarf in the Playground
     
    ElfRangerGuy

    Join Date
    May 2023
    Gender
    Male

    Default Re: Villainous Competition LIII: Christmas Edition!

    Lot of cool and interesting builds. It’ll be hard to choose a people’s choice this round.

    Also, I just noticed a mistake in my entry that, while not completely build destroying, is pretty bad. Ah well. I suppose it needed another round of edits.

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