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  1. - Top - End - #31
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Two other entries used the Tome of Battle, and yet this one definitely has the most Weeaboo Fightan Magic.

    Quote Originally Posted by Void Death

    - There are only two possibilities to see the face of the Void Death. When he cuts you, exists short instant. You'll miss it if you blink. But if you will not, you'll see... Skin gray as cold cinder and his eyes blacker than the blackest cave... It will not last you'll see, last will be sky or earth - depends how your upper part will fall. Or there is a rare possibility he wants you to see him! It also could be only for a moment and you won't be sure if you’ve actually seen it or you imagined that.
    - Actually, there is another possibility, - suddenly the narrator groaned and the next moment his body fall on the ground while his head remained standing on the blade of sword, - You could see me, when I came to kill somebody who isn't you.
    Head fell on the body...

    LE Void Walker Samurai 2/Iaijutsu Master 5/Marshal 1
    Spoiler: Stats
    Show
    Abilities Initial Void Walker 8th 12th Total
    STR 10 8 18
    DEX 12 12 24
    CON 12 6 18
    INT 14 6 20
    WIS 8 6 14
    CHA 18 8 1 1 28


    Spoiler: Build
    Show
    ECL+6 LA Class BAB Fort Reflex Will Skills Feats Class Features
    7th Void Walker 1 1 2 2 2 52: {+4} Balance: 4; {+4} Diplomacy: 4; {+4 CC} Iaijutsu Focus: 2; {+4} Hide: 4; {+4} Intimidate: 4; {+4} Jump: 4; {+4} Knowledge (the planes): 4; {+4} Listen: 4; {+4} Move Silently: 4; {+4} Search: 4; {+4} Sense Motive: 4; {+4} Spot: 4; {+4} Tumble: 4; Power Attack - Iaijutsu1 Darkvision 60 ft., immunity to energy drain, outsider traits, SLA, void subtype
    8th Void Walker 2 2 3 3 3 13: {+1} Balance: 5; {+1} Diplomacy: 5; {+1 CC} Iaijutsu Focus: 2.5; {+1} Hide: 5; {+1} Intimidate: 5; {+1} Jump: 5; {+1} Knowledge (the planes): 5; {+1} Listen: 5; {+1} Move Silently: 5; {+1} Search: 5; {+1} Sense Motive: 5; {+1} Spot: 5; {+1} Tumble: 5;
    9th Void Walker 3 3 3 3 3 13: {+1} Balance: 6; {+1} Diplomacy: 6; {+1 CC} Iaijutsu Focus: 3; {+1} Hide: 6; {+1} Intimidate: 6; {+1} Jump: 6; {+1} Knowledge (the planes): 6; {+1} Listen: 6; {+1} Move Silently: 6; {+1} Search: 6; {+1} Sense Motive: 6; {+1} Spot: 6; {+1} Tumble: 6; Weapon Focus (Katana)3
    10th Void Walker 4 4 4 4 4 13: {+1} Balance: 7; {+1} Diplomacy: 7; {+1 CC} Iaijutsu Focus: 3.5; {+1} Hide: 7; {+1} Intimidate: 7; {+1} Jump: 7; {+1} Knowledge (the planes): 7; {+1} Listen: 7; {+1} Move Silently: 7; {+1} Search: 7; {+1} Sense Motive: 7; {+1} Spot: 7; {+1} Tumble: 7;
    11th Void Walker 5 5 4 4 4 13: {+1} Balance: 8; {+1} Diplomacy: 8; {+1 CC} Iaijutsu Focus: 4; {+1} Hide: 8; {+1} Intimidate: 8; {+1} Jump: 8; {+1} Knowledge (the planes): 8; {+1} Listen: 8; {+1} Move Silently: 8; {+1} Search: 8; {+1} Sense Motive: 8; {+1} Spot: 8; {+1} Tumble: 8;
    12th Void Walker 6 6 5 5 5 13: {+1} Balance: 9; {+1} Diplomacy: 9; {+1 CC} Iaijutsu Focus: 4.5; {+1} Hide: 9; {+1} Intimidate: 9; {+1} Jump: 9; {+1} Knowledge (the planes): 9; {+1} Listen: 9; {+1} Move Silently: 9; {+1} Search: 9; {+1} Sense Motive: 9; {+1} Spot: 9; {+1} Tumble: 9; Quick Draw6
    13th Samurai 1 7 7 5 7 9: Balance: 9; {+1} Diplomacy: 10; {+3} Iaijutsu Focus: 7.5; Hide: 9; {+1} Intimidate: 10; {+1} Jump: 10; Knowledge (the planes): 9; Listen: 9; Move Silently: 9; Search: 9; {+1} Sense Motive: 10; Spot: 9; {+2} Swim: 2; Tumble: 9; Ancestral Daisho
    14th Samurai 2 8 8 5 8 9: Balance: 9; {+1} Diplomacy: 11; {+3} Iaijutsu Focus: 10.5; Hide: 9; {+1} Intimidate: 11; {+1} Jump: 11; Knowledge (the planes): 9; Listen: 9; Move Silently: 9; Search: 9; {+1} Sense Motive: 11; Spot: 9; {+2} Swim: 4; Tumble: 9; Improved InitiativeB
    15th Iaijutsu Master 1 9 8 7 8 9: Balance: 9; {+1} Diplomacy: 12; {+1} Iaijutsu Focus: 11.5; {+1 CC} Hide: 9.5; {+1 CC} Intimidate: 11.5; {+1} Jump: 12; Knowledge (the planes): 9; Listen: 9; {+1 CC} Move Silently: 9.5; Search: 9; {+1} Sense Motive: 12; Spot: 9; Swim: 4; {+2} Tumble: 11; Mercurial Strike9 Weapon finesse, canny defense
    16th Iaijutsu Master 2 10 8 8 8 9: Balance: 9; {+1} Diplomacy: 13; {+1} Iaijutsu Focus: 12.5; {+2 CC} Hide: 10.5; {+1 CC} Intimidate: 12; {+1} Jump: 13; Knowledge (the planes): 9; Listen: 9; Move Silently: 9.5; Search: 9; {+1} Sense Motive: 13; Spot: 9; Swim: 4; {+2} Tumble: 13; Lightning blade
    17th Iaijutsu Master 3 11 9 8 9 9: Balance: 9; {+1} Diplomacy: 14; {+1} Iaijutsu Focus: 13.5; {+2 CC} Hide: 11.5; {+1 CC} Intimidate: 12.5; {+1} Jump: 14; Knowledge (the planes): 9; Listen: 9; {+1 CC} Move Silently: 10; Search: 9; {+1} Sense Motive: 14; Spot: 9; Swim: 4; {+1} Tumble: 14;
    18th Iaijutsu Master 4 12 9 9 9 9: {+1} Balance: 10; {+1} Diplomacy: 15; {+1} Iaijutsu Focus: 14.5; {+2 CC} Hide: 12.5; {+1 CC} Intimidate: 13; {+1} Jump: 15; Knowledge (the planes): 9; Listen: 9; Move Silently: 10; Search: 9; {+1} Sense Motive: 15; Spot: 9; Swim: 4; {+1} Tumble: 15; Power Attack12, Skill Focus (Iaijutsu Focus)B Bonus feat
    19th Iaijutsu Master 5 13 9 9 9 9: Balance: 10; {+1} Diplomacy: 16; {+1} Iaijutsu Focus: 15.5; {+2 CC} Hide: 13.5; {+2 CC} Intimidate: 14; {+1} Jump: 16; Knowledge (the planes): 9; Listen: 9; Move Silently: 10; Search: 9; {+1} Sense Motive: 16; Spot: 9; Swim: 4; {+1} Tumble: 16; Strike from the Void
    20th Marshal 1 13 11 9 11 9: Balance: 10; {+1} Diplomacy: 17; {+3 CC} Iaijutsu Focus: 17; {+1 CC} Hide: 14; {+3} Intimidate: 17; Jump: 16; Knowledge (the planes): 9; Listen: 9; Move Silently: 10; Search: 9; {+1} Sense Motive: 17; Spot: 9; Swim: 4; Tumble: 16; Skill Focus (Diplomacy)B Minor aura (motivate charisma)


    Spoiler: Snapshots
    Show
    Spoiler: ECL 12
    Show
    It's a late start and only 6 HD, even outsider, looks very hard at 12 ECL, but... I'm almost undetectable. And also have very good Greater Teleport at will. My damaging potential at this moment isn't great. With +13 total Iaijutsu Focus check average damage will be 1d10+6+4d6 - not very big.

    Spoiler: ECL 14
    Show
    Two levels of samurai give me all I need to enter Iaijutsu Master - Iaijutsu Focus ranks and Improved Initiative. Plus I get Ancestral Daisho. Actually, it doesn't matter for me what exact abilities it will have. I'm ok to end with something like +4 Keen Focus (OA, 125) Katana.

    Spoiler: ECL 19
    Show
    Five levels of Iaijutsu Master gives me thematically sound Strike from the Void and one cut damage up to 1d10+6+10d6+90 (average +7d6+63) with AB at least +22. If enemy doesn't look having great AC I could also apply Power Attack.

    Spoiler: ECL 20
    Show
    One level of Marshal means minimum Iaijutsu Focus check of 39 - 7d6+63 damage and 50% chance of maximum damage before any items. Plus, I'm competent face and very good scout.


    Spoiler: Author's note
    Show
    I realize Strike from the Void is very obvious in the context of the round theme, Marshal combination with IF easily read, either, but I hope at least my race surprised you.


    Spoiler: Sources
    Show
    Type Name Book Page
    Race Void Walker Dwellers of the Void link
    Class Samurai Oriental Adventures 20
    Class Marshal Miniatures Handbook 11
    Prestige Class Iaijutsu Master Oriental Adventures 41
    Feat Power Attack - Iaijutsu Oriental Adventures 64
    Feat Weapon Focus PHB 102
    Feat Quick Draw PHB 98
    Feat Improved Initiative PHB 96
    Feat Mercurial Strike Dragon Compendium 102
    Feat Power Attack PHB 98
    Feat Skill Focus PHB 100
    Skill Iaijutsu Focus Oriental Adventures 58
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! Come judge single-strike entries!
    Nice find! Have a cookie!
    Searchable spreadsheet of 3.5 monsters by abilities, now with all online monsters

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

  2. - Top - End - #32
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Sometimes you just need one katana and two arms to wield it.

    Quote Originally Posted by Garth Ashborn
    Garth Ashborn

    LN War Troll OA Samurai 2/Consecrated Harrier 6

    Str 12+20=32
    Dex 12+6=18
    Con 16+18=34
    Int 14-2=12
    Wis 12+4=16
    Cha 12+0=12

    Increases go to Con

    Spoiler: Story
    Show
    Illias Tevara, Morgrave University Graduate Thesis: “Law and Fire”

    Today, Droaam is a swiftly growing nation ruled by the firm but benevolent hands of the Daughters of Sora Kell. But it wasn't always that way. Only a little over ten years ago, the Daughters were concentrating their power, winning the monster lords to their side. One of the first to join them was Lord Garth Ashborn, the leader of a clan of trolls famous for their resistance to fire and their ancestral blades. While the reason for Garth's almost fanatical loyalty to the Daughters of Sora Kell is unknown, I suspect it is due to a service the Daughters did the ancestors of Clan Ashborn, as their devotion to their ancestors is second only to that of the elves. Clan Ashborn helped the Daughters secure Droaam, and once peace was established worked as Peacemakers, or occasionally piecemakers, for the Daughters. Garth is the most renowned as a skilled tracker and mightier warrior. Though his enemies and Droaamish criminals mock him by calling him “The Hags’ Terrier”, few are willing to face him in battle. While the exact powers of his daisho is unknown, rumor has it that once one has been touched by the blades, the fight is ended. The actions of Garth and other Peacemakers are quickly pacifying Droaam and bringing the monster lords in line. I believe that before long, Droaam will become a power the equal, if not greater than, any of the remaining five nations. Those in power in the remaining nations would do well to court the monster nation, especially Clan Ashborn, or else they might find themselves a criminal by the laws of Droaam and a target of Garth Ashborn.


    Spoiler: Table
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Monstrous Humanoid 1 1 0 2 2 Gather Information 4 (+4), Disguise 4 (+4), Survival 2 (+2), CC City Slicker Dazing Blow
    2nd Monstrous Humanoid 2 2 0 3 3 Gather Information 5 (+1), Disguise 5 (+1), Survival 2 1/2 (+1/2), CC
    3rd Monstrous Humanoid 3 3 1 3 3 Gather Information 6 (+1), Disguise 6 (+1), Survival 3 (+1/2), CC Urban Tracking Regeneration 9
    4th Monstrous Humanoid 4 4 1 4 4 Gather Information 7 (+1), Disguise 7 (+1), Survival 3 1/2 (+1/2), CC
    5th Monstrous Humanoid 5 5 1 4 4 Gather Information 8 (+1), Disguise 8 (+1), Survival 4 (+1/2), CC SR 20
    6th Monstrous Humanoid 6 6 2 5 5 Gather Information 9 (+1), Disguise 9 (+1), Survival 4 1/2 (+1/2), CC Track
    7th Monstrous Humanoid 7 7 2 5 5 Gather Information 10 (+1), Disguise 10 (+1), Survival 5 (+1/2), CC Scent
    8th Monstrous Humanoid 8 8 2 6 6 Gather Information 11 (+1), Disguise 11 (+1), Survival 5 1/2 (+1/2), CC
    9th Monstrous Humanoid 9 9 3 6 6 Gather Information 12 (+1), Disguise 12 (+1), Survival 6 (+1/2), CC Combat Reflexes Darkvision 90ft
    10th Monstrous Humanoid 10 10 3 7 7 Gather Information 13 (+1), Disguise 12, Survival 6, Spot 2 (+2)
    11th Monstrous Humanoid 11 11 3 7 7 Gather Information 14 (+1), Disguise 12, Survival 6, Spot 4 (+2) DR 5/adamantine
    12th Monstrous Humanoid 12 12 4 8 8 Gather Information 15 (+1), Disguise 12, Survival 6, Spot 6 (+2) Robilar's Gambit
    13th OA Samurai (Phoenix) 1 13 6 8 10 Gather Information 16 (+1), Disguise 12, Survival 6, Spot 6, Iaijutsu Focus 4 (+4) Ancestral Daisho
    14th OA Samurai (Phoenix) 2 14 7 8 11 Gather Information 17 (+1), Disguise 12, Survival 6, Spot 6, Iaijutsu Focus 8 (+4) Quick Draw (B)
    15th Consecrated Harrier 1 15 7 8 13 Gather Information 18 (+1), Disguise 12, Survival 6, Spot 6, Iaijutsu Focus 8, Search 4 (+4) Power Attack Blessing of Scripture +2, Detect Chaos
    16th Consecrated Harrier 2 16 7 8 14 Gather Information 19 (+1), Disguise 12, Survival 6, Spot 6, Iaijutsu Focus 8, Search 8 (+4) Sanctified Sight
    17th Consecrated Harrier 3 17 8 9 14 Gather Information 20 (+1), Disguise 12, Survival 6, Spot 6, Iaijutsu Focus 8, Search 12 (+4) Dispel Magic
    18th Consecrated Harrier 4 18 8 9 15 Gather Information 21 (+1), Disguise 12, Survival 6, Spot 6, Iaijutsu Focus 8, Search 16 (+4) Blind Fight Crushing Despair
    19th Consecrated Harrier 5 19 8 9 15 Gather Information 22 (+1), Disguise 12, Survival 6, Spot 6, Iaijutsu Focus 8, Search 20 (+4) Blessing of Scripture +4
    20th Consecrated Harrier 6 20 9 10 16 Gather Information 23 (+1), Disguise 13 (+1), Survival 6, Spot 6, Iaijutsu Focus 8, Search 23 (+3) False Vision


    Spoiler: Spells+Weapon Upgrades
    Show
    Level Class 1st 2nd 3rd Katana Upgrades Wakizashi Upgrades
    12th War Troll 12 - - -
    13th Samurai 1 - - - Plus One, Wounding, Fleshgrinding Plus One, Merciful, Binding, Fleshgrinding
    14th Samurai 2 - - - Vicious
    15th Consecrated Harrier 1 0 - - Impaling
    16th Consecrated Harrier 2 1 - - Implacable
    17th Consecrated Harrier 3 1 0 - Flaming Blurstrike
    18th Consecrated Harrier 4 1 1 - Plus Two Flaming
    19th Consecrated Harrier 5 1 1 0
    20th Consecrated Harrier 6 1 1 1


    Spoiler: Mechanics
    Show
    Spoiler: 12-16
    Show
    A War Troll is a very solid base for a melee build, giving strong defense, decent damage, and Dazing Blow, an incredibly powerful ability that turns every attack into a save or daze with a con based DC. Garth has a 34 con out of the gate, so it’s going to be very difficult for enemies to resist, with a DC of 28. His feats are split between allowing Tracking and setting up Robilar’s Gambit. On the Tracking side he has both Tracking and Urban Tracking plus City Slicker to get Gather Information and Disguise as class skills. City Slicker might seem strange for a troll, but in Droaam, trolls are welcome in cities so it makes more sense than it might seem at first. Gather Information fuels Urban Tracking and Track+Scent means that even with cross class Survival, Garth can still do a decent job tracking enemies whether they’re in cities or not. Once he finds his enemies, Garth’s strategy is simple enough, charge in and Dazing Blow them until they are dead. Next level, his strategy gets a bit more complicated as he unlocks his Ancestral Daisho, which scales off of character level, including RHD. Garth will enchant both his weapons eventually, as his strategy works better the more weapons he has.

    At ECL 13, he can get two weapons at +5, with very specific stat requirements. Which one he uses depends on what he wants to do to the target. “Dead”, his katana, is at this point a +1 Fleshgrinding Wounding katana, and “Alive” his wakizashi is a +1 Fleshgrinding Merciful Binding Wakizashi. When he hits an enemy with them, which can happen even before he goes with Combat Reflexes+Robilar’s Gambit, he can release one of his weapons to have them burrow into his enemy’s flesh and do damage “as if you had scored a normal hit” with it for the next five rounds. The weapon property is a little more complicated than that, but it transfers most damage and more importantly Dazing Blow to the enemy, keeping them out of the fight. Wounding exacerbates this, as it lowers enemy con. For enemies that Garth wants to capture, “Alive” can be used to stunlock just as effectively, though its damage is nonlethal and significantly lower. Binding helps prevent any enemies that remain un-dazed from escaping, and Merciful obviously helps capture enemies unharmed. This is his main tactic throughout, with his other levels mainly augmenting this tactic and his tracking abilities. Next level Quick Draw and an investment in Iaijutsu Focus boost his first turn damage.

    At ECL 15, Garth enters Consecrated Harrier, a divine hunting based class that offers accelerated ranger casting. Garth’s devotion to the Daughters of Sora Kell and to the law help him qualify for the class. Detect Chaos is useful when tracking a chaotic opponent and Blessing of Scripture is a decent numbers bump, but the main draw is the ranger spells. At first level they are limited. Garth usually chooses between Resist Energy to shore up his weakness to acid or Bloodhound to boost his tracking ability. He also gets Power Attack, always useful with a two handed weapon and full BAB, though it doesn’t work with Fleshgrinding. Next level, Sanctified Sight is reasonably helpful against illusions, and an extra spell per day lets Garth take both Resist Energy and Bloodhound. In terms of skills, Garth is keeping Gather Information maxed and has started to invest some in search to improve his ability to find his targets.


    Spoiler: 17-20
    Show
    Garth spends the rest of his levels on Consecrated Harrier, unlocking some more abilities and learning spells. Dispel Magic is pretty useful, though even with Blessing of Scripture his caster level is a little low. Second level spell slots are more exciting, letting Garth use Primal Instinct, or occasionally Lion’s Charge. Next level he can use both one/day and picks up Crushing Despair, which is kinda random but can soften people up for Dazing Blow, which by this point has a DC of 30 even without a con enhancing item. He also picks up Blind Sight, which with Scent makes him quite effective against invisible foes. In terms of weapon enhancements, both of his weapons are plus ten, with Dead being a +2 Fleshgrinding Wounding Implacable Flaming Katana, and Alive being a +1 Fleshgrinding Merciful Binding Vicious Impaling Blurstrike Flaming Wakizashi. Dead is his primary weapon, as its damage ramps up significantly with Fleshgrinding and Power Attack, but against mobile, high saves foes Alive is better as it prevents enemies from escaping, can enable Iaijutsu Focus, and can make a touch attack a few times per day. Next level of Consecrated Harrier doubles the bonus from Blessing of Scripture, and brings a third level spell. Find the Gap is his usual choice here, which really helps make sure his massive blows land first try. By 20th level he has the ability to cast False Vision, which is useful against a scrying opponent, I guess, and has picked up another 3rd level slot, probably also for Find the Gap. At this point Dazing Blow has a DC of 33 and one attack from Dead does 1d10+18 to +51 damage, as well as one con damage, and then on the next few rounds does another 1d10+1d6+19, or more with Blessing of Scripture, adding another +2 on rounds 3, 4, and 5, for a total of about 175 ish damage which can go over two hundred in ideal conditions, 5 points of Con damage, and several rounds of Dazing, and Garth can potentially do this to two foes at the same time while remaining a competent bruiser otherwise. All in all, Garth is quite powerful in melee and his casting and senses give him some utility that pure brutes don’t have outside of it.


    Spoiler: Usual Prepared Spells
    Show
    1st Resist Energy, Bloodhound

    2nd Primal Instinct, Lion’s Charge

    3rd Find the Gap x2


    Spoiler: Sources
    Show
    War troll: MMIII
    Samurai: Oriental Adventures
    Urban Tracking: Eberron Campaign Setting
    Robilar’s Gambit: PHB II
    Consecrated Harrier: Complete Divine
    Weapon Abilities: DMG or Magic Item Compendium
    Primal Instinct: Dragon Magic
    Spells: Spell Compendium
    Everything else from PHB
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! Come judge single-strike entries!
    Nice find! Have a cookie!
    Searchable spreadsheet of 3.5 monsters by abilities, now with all online monsters

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

  3. - Top - End - #33
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    His father breathed fire. His mother wielded versatile innate magic. Of course he would burn his enemies with spellfire.

    Quote Originally Posted by Aodhan the Dragonblood
    There is discussion between sages: how do rilmani reproduce? Some say - they have sexual process. Some claim the opposite - rilmani are sexless and new individuals are born from the very matter of the Outlands. Some have middle ground ideas leaning towards one side or another. It's a mystery and sages don't have any consensus about this. But there is one thing on which they have a consensus: Dragons always find a way.
    If rilmani's sexual process exists the way is trivial. There’s no point in us discussing this. But if it doesn't... Well. If a dragon flew over the Outlands one day it would be enough to drop a single drop of... let it be blood. Maybe it should be dropped in a specific place. But it’s definitely possible one way or another. Aodhan the Dragonblood is the living proof.


    TN Draconic Ferrumach Spellfire Channeler 10


    Spoiler: Stats
    Show
    Abilities Initial Ferrumach Draconic 12th 16th Total
    STR 12 14 2 28
    DEX 12 2 14
    CON 18 18 2 1 1 40
    INT 10 4 14
    WIS 8 2 10
    CHA 14 10 2 26


    Spoiler: Build
    Show
    Level Class BAB Fort Reflex Will Skills Feats Class Features
    1st Ferrumach +1 LA - - - - - - Fear aura, spell-like abilities, summon rilmani, DR 10/good or evil or lawful or chaotic, outsider traits, rilmani traits, SR 20
    2nd Draconic +1 LA - - - - - - Low-light vision
    3rd Outsider HD 1 1 2 2 2 40: {+4} Concentration: 4; {+4} Diplomacy: 4; {+4} Intimidate: 4; {+4 CC} Knowledge (arcana): 2; {+4 CC} Knowledge (the planes): 2; {+4} Ride: 4; {+4} Sense Motive: 4; {+4 CC} Spellcraft: 2; {+4} Spot: 4; {+4} Survival: 4; Spellfire Wielder (1)
    4th Outsider HD 2 2 3 3 3 10: {+1} Concentration: 5; {+1} Diplomacy: 5; {+1} Intimidate: 5; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 2.5; {+1} Profession (soldier): 1; {+1} Ride: 5; {+1} Sense Motive: 5; Spellcraft: 2; {+1} Spot: 5; {+1} Survival: 5; {+1} Use Rope: 1;
    5th Outsider HD 3 3 3 3 3 10: {+1} Concentration: 6; {+1} Diplomacy: 6; {+1} Intimidate: 6; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 3; {+1} Profession (soldier): 2; {+1} Ride: 6; {+1} Sense Motive: 6; Spellcraft: 2; {+1} Spot: 6; {+1} Survival: 6; {+1} Use Rope: 2; Endurance (3)
    6th Outsider HD 4 4 4 4 4 10: {+1} Concentration: 7; {+1} Diplomacy: 7; {+1} Intimidate: 7; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 3.5; {+1} Profession (soldier): 3; {+1} Ride: 7; {+1} Sense Motive: 7; Spellcraft: 2; {+1} Spot: 7; {+1} Survival: 7; {+1} Use Rope: 3;
    7th Outsider HD 5 5 4 4 4 10: {+1} Concentration: 8; {+1} Diplomacy: 8; {+1} Intimidate: 8; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 4; {+1} Profession (soldier): 4; {+1} Ride: 8; {+1} Sense Motive: 8; Spellcraft: 2; {+1} Spot: 8; {+1} Survival: 8; {+1} Use Rope: 4;
    8th Outsider HD 6 6 5 5 5 10: {+1} Concentration: 9; {+1} Diplomacy: 9; {+1} Intimidate: 9; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 4.5; {+1} Profession (soldier): 5; {+1} Ride: 9; {+1} Sense Motive: 9; Spellcraft: 2; {+1} Spot: 9; {+1} Survival: 9; {+1} Use Rope: 5; Steadfast Determination (6)
    9th Outsider HD 7 7 5 5 5 10: {+1} Concentration: 10; {+1} Diplomacy: 10; {+1} Intimidate: 10; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 5; {+1} Profession (soldier): 6; {+1} Ride: 10; {+1} Sense Motive: 10; Spellcraft: 2; {+1} Spot: 10; {+1} Survival: 10; {+1} Use Rope: 6;
    10th Outsider HD 8 8 6 6 6 10: {+1} Concentration: 11; {+1} Diplomacy: 11; {+1} Intimidate: 11; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 5.5; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 11; Spellcraft: 2; {+1} Spot: 11; {+1} Survival: 11; {+1} Use Rope: 7; {+2} Never Outnumbered;
    11th Spellfire Channeler 1 8 8 6 8 4: {+1} Concentration: 12; Diplomacy: 11; {+1} Intimidate: 12; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 6; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 12; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Empower Supernatural Ability (9) Drain charged item, increased storage 2
    12th Spellfire Channeler 2 9 9 6 9 4: {+1} Concentration: 13; Diplomacy: 11; {+1} Intimidate: 13; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 6.5; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 13; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Improved healing
    13th Spellfire Channeler 3 9 9 7 9 4: {+1} Concentration: 14; Diplomacy: 11; {+1} Intimidate: 14; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 7; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 14; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Weapon Focus (Spellfire) (B) Weapon Focus (spellfire), increased storage 3
    14th Spellfire Channeler 4 10 10 7 10 4: {+1} Concentration: 15; Diplomacy: 11; {+1} Intimidate: 15; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 7.5; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 15; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Draconic Aura (Energy (Fire)) (12) Rapid blast 2
    15th Spellfire Channeler 5 10 10 7 10 4: {+1} Concentration: 16; Diplomacy: 11; {+1} Intimidate: 16; Knowledge (arcana): 2; {+1 CC} Knowledge (the planes): 8; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 16; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Drain permanent item, increased storage 4
    16th Spellfire Channeler 6 11 11 8 11 4: {+1} Concentration: 17; Diplomacy: 11; {+1} Disguise: 1; {+1} Intimidate: 17; Knowledge (arcana): 2; Knowledge (the planes): 8; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 17; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Flight
    17th Spellfire Channeler 7 11 11 8 11 4: {+1} Concentration: 18; Diplomacy: 11; {+1} Disguise: 2; {+1} Intimidate: 18; Knowledge (arcana): 2; Knowledge (the planes): 8; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 18; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Planar Touchstone (Catalogue of Enlightenment (Pride)) (15), Deflect Arrows (B) Deflect Arrows, increased storage 5
    18th Spellfire Channeler 8 12 12 8 12 4: {+1} Concentration: 19; Diplomacy: 11; {+1} Disguise: 3; {+1} Intimidate: 19; Knowledge (arcana): 2; Knowledge (the planes): 8; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 19; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Rapid blast 3
    19th Spellfire Channeler 9 12 12 9 12 4: {+1} Concentration: 20; Diplomacy: 11; {+1} Disguise: 4; {+1} Intimidate: 20; Knowledge (arcana): 2; Knowledge (the planes): 8; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 20; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Crown of fire
    20th Spellfire Channeler 10 13 13 9 13 4: {+1} Concentration: 21; Diplomacy: 11; {+1} Disguise: 5; {+1} Intimidate: 21; Knowledge (arcana): 2; Knowledge (the planes): 8; Profession (soldier): 6; Ride: 10; {+1} Sense Motive: 21; Spellcraft: 2; Spot: 11; Survival: 11; Use Rope: 7; Never Outnumbered; Ability Focus (Maelstrom of Fire) (18) Maelstrom of fire


    Spoiler: The idea
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    Spellfire is great if you want to make big damage. There are no caps apart from Constitution and stored Spellfire energy. So I looked for a creature with the biggest racial Con bonus and found Ferrumach. With only +1 LA it has +18 Con and no less important it has at will Feather Fall SLA which has immediate action casting time and I could use it and ready action to adsorb its energy in the same round without any problems. I killed two birds with one stone.


    Spoiler: ECL 10
    Show
    Powerful start. Great stats, useful SLAs, attack bonus and damage with some weapon, AC, saves (especially Fort and Will), SR, DR, fear aura and already now once per encounter 38d6 Spellfire alfa strike. Plus unlimited out of combat healing.


    Spoiler: ECL 15
    Show
    Four times increased spellfire storage, +2 spellfire save DC, and once per day 58d6 damage with Empower Supernatural Ability. Better healing, possibility to split single 39d6 blast in two and item draining are just free bonuses.


    Spoiler: ECL 20
    Show
    Maelstrom of Fire means 20-foot-radius spread of 60d6 damage with Reflex half 33 DC once per day (and 40d6 up to five times per encounter). Effectively 35 DC if Fear aura (Will DC 27) succeeded. Also Aodhan could fly, split blast into three, has a situationally useful Crown of Fire (better SR, melting enemies' weapons, maybe additional DR factor). Plus Pride domain's granted power which isn't just useful by itself, but also reduces risks of having full spellfire charge.


    Spoiler: Books
    Show
    Type Name Book Page
    Race Ferrumach Fiend Folio 143
    Template Draconic Races of the Dragon 74
    Prestige Class Spellfire Channeler Magic of Faerûn 38
    Feat Spellfire Wielder Magic of Faerûn 23
    Feat Endurance Player Handbook 93
    Feat Steadfast Determination Player's Handbook II 83
    Feat Empower Supernatural Ability Tome of Magic 73
    Feat Weapon Focus Player Handbook 102
    Feat Draconic Aura Dragon Magic 16
    Feat Planar Touchstone Planar Handbook 41
    Feat Deflect Arrows Player Handbook 93
    Feat Ability Focus Monster Manual V 204
    Draconic Aura Energy Dragon Magic 87
    Touchstone Catalogue of Enlightenment Planar Handbook 166
    Domain Pride Spell Compendium 278
    Skill Trick Never Outnumbered Complete Scoundrel 87
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

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

  4. - Top - End - #34
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    NecromancerGuy

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    And there you go! Seven one-shotting entries for your reading pleasure!

    Do we already have a potential judge? H_H_F_F? Paragon?
    Last edited by Beni-Kujaku; 2024-03-30 at 04:24 PM.
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! Come judge single-strike entries!
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    Quote Originally Posted by H_H_F_F View Post
    3.5 allows you to optimize into godhood, yes, but far more importantly, it lets you optimize weak, weird, and niche options into relevance.

  5. - Top - End - #35
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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Definitely a lot of variety here - I quite like this round!

    Normally I'd share other ideas I had here, but I settled on my eventual submission pretty quickly this time. The only other ideas I had were some sort of Roof-Jumper abuser (probably a gravbeast for falling damage immunity and pounce); pretty boring, and something I'm glad to see nobody actually went for.
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    Default Re: Monster Mash XIII : One-Punch Monster!!

    I had an idea for this which revolved around casting the lv9 kamikaze spell exalted furyBoED as a spell-like ability in order to remove the "Sacrifice Component: You die" part.

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Table!

    # Name Alignment / Race Class Levels Chef Total Place
    1 Hypoxia NE Nereid Ectopic Ally Hidden Talent Divine Mind 5/War Mind 9
    2 Cuerlethrax Part 2 NE Maelephant Swordsage 1/Psychic Warrior 9
    3 Horses of White and Black NG Saint Unicorn Cleric 1/Decisive Strike Martial Arts Broken One Holy Monk 6/Purifier of the Hallowed Doctrine 5/Radiant Servant of Lathander 1
    4 ShadowBrood LE Murk Binder 9/Knight of the Sacred Seal 5/Cloistered Cleric 1/Ordained Champion 2
    5 Void Death LE Void Walker Samurai 2/Iaijutsu Master 5/Marshal 1
    6 Garth Ashborn LN War Troll Samurai 2/Consecrated Harrier 6
    7 Aodhan the Dragonblood TN Draconic Ferrumach Spellfire Channeler 10
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

    Spoiler: For purposes of clarity
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    1109 is September, 11 - my birthday.

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    NecromancerGuy

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Quote Originally Posted by Prime32 View Post
    I had an idea for this which revolved around casting the lv9 kamikaze spell exalted furyBoED as a spell-like ability in order to remove the "Sacrifice Component: You die" part.
    Sadly, I don't think that would work. "A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost." Sacrifice and other unorthodox components are not mentioned, and must probably still be paid. But if you had something like a lich or a ghost that can reform after being destroyed, then it would be different...
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! Come judge single-strike entries!
    Nice find! Have a cookie!
    Searchable spreadsheet of 3.5 monsters by abilities, now with all online monsters

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

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Quote Originally Posted by Beni-Kujaku View Post
    Sadly, I don't think that would work. "A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost." Sacrifice and other unorthodox components are not mentioned, and must probably still be paid. But if you had something like a lich or a ghost that can reform after being destroyed, then it would be different...
    I once toyed with the idea of doing that with a dvati. One blows up, the other uses Divine Metamagic Persistent Revenance to get the dead one back for 24 hours at no XP, level, or component cost.
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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Juicy entries, have a good meal!

    My abandoned stub of an entry was of a master of nine Allip, punny name Sworderaith.

    I didn't like how grey-area applying maneuvers to its touch attack is, but thems the bells

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Quote Originally Posted by Beni-Kujaku View Post
    Sadly, I don't think that would work. "A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost." Sacrifice and other unorthodox components are not mentioned, and must probably still be paid. But if you had something like a lich or a ghost that can reform after being destroyed, then it would be different...
    This was using the Innate Spell feat (the one in Player's Guide to Faerun, not Complete Arcane), which spells out which components are and aren't included.

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    NecromancerGuy

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    Default Re: Monster Mash XIII : One-Punch Monster!!

    Just bumping this thread, does anyone want to judge? It's a fun competition, pretty good for a first judging!
    Last edited by Beni-Kujaku; 2024-04-20 at 02:38 AM.

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