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    Titan in the Playground
     
    Inevitability's Avatar

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    Feb 2014
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    Default Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter (VOTING OPEN)

    Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds! I'm your host, Inevitability - now unsheathe your builds!

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

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

    Necessary: The Weapon Specialization feat!
    Necessary: A bonded weapon!
    Forbidden: The Fighter class!



    Fantasy fiction is chock-full of characters wielding an iconic weapon! Arthur with Excalibur, Frodo with Sting, Thor with his hammer... But D&D, otherwise so eager to follow in the footsteps of the greats, doesn't really lend itself to that sort of dynamic. Sure, that +1 Flaming Warhammer is nice and all... but then the next magical christmastree rolls around, the loot is upgraded, and the warhammer discarded in favor of a +2 Acid Burst Longsword. Incidentally, this is why Weapon Focus and all its descendants only work with a cooperative DM: no one would ever pick those feats in a world ruled by random tables.

    So today, you'll be standing proud in defiance of those injustices, as you create a build with a signature weapon and specialization in its use! As long as you're not a fighter. Like, c'mon, that'd be too easy.

    Spoiler: RULES
    Show

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


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

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

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

    Spoiler: Judging (Backup Judging Method Added)
    Show


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

      • Originality: Is the build unique? Does it deviate from the obvious? Does it forge its own path, or does it fall back on common, established optimization tricks? Some judges score entries for the quality of their concept & backstory as well, though not all do. Providing at least some backstory or fluff is heavily encouraged, as it helps the judges figure out who the entry is. Note that the purpose of this category is not to penalize entries that independently came up with the same idea as another entry, but rather to reward entries that explore underutilized and non-obvious areas of optimization, so, judges, try not to base your judging in this category too heavily on what other builds are doing. Multiple entries using the same element may certainly be evidence that the element is unoriginal, but you shouldn't impose anything like a "-1 for each other build using the same class" penalty.
      • Power: Power represents your build's, well, power. Builds are not to be penalized for being 'too powerful', though judges are advised to have a standard where things other than tier 1 casters can acquire a perfect power score still.
      • Elegance: This category was formerly titled "Build Stability." Here, we're essentially measuring how skillfully you put your build together and how you balanced flavor with power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Multiclassing that results in an XP penalty is penalized here as well, though 'dips' that fall short of XP penalties should not be. Rule adherence and legality of sources is scored under this category; additionally, reliance on a questionable, controversial, or ambiguous ruling can and should result in a deduction. Neither the number of sources nor their relative obscurity should be penalized--contestants should feel free to use any books they like. Lastly, errors of build presentation are penalized here too.
      • Use of Components: Was the Forbidden Component avoided? Were the Necessary Components showcased, or simply used because they were necessary? Were the Necessary Components used mostly separately, or combined into a harmonious whole?
    • Note on scoring: if you are going to penalize an entry for something specific, it is strongly recommend that it only be penalized in one of the four categories for this - the one you feel is the most relevant. It is OK to put different penalties for different instances in their own category, but if, say, someone fails to qualify for a PrC, try not to ping them in Elegance and Power, for instance.
    • Disputes: Any scoring disputes will be posted by the Chair in-thread after reviewing them privately. Valid disputes include
      • RAW misreadings,
      • arithmetic errors,
      • things missed that are present in the entry,
      • and inconsistently applied criteria.

      Note: only competitors are to raise disputes, and only on their own entry. If you, as a spectator, find an error in judging (or in an entry, for that matter), please hold off on comment until after the final reveal. Thank you.

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


      In the event that no suitable judge is found in a reasonable time, we will trial the alternate method:
      • Each contestant picks their three favourite entries that they did not submit. They will rank the three in order from first to third, and this will be submitted privately to The Chair.
      • Entries that are not rated by a contestant are presumed to rated at 4th place.
      • The score of each entry is averaged, and competition winners will be decided with the lowest number taking first place, second-lowest taking second and so forth.



    Completion Time:
    • Contestants will have until 23:59 GMT Wednesday Friday March 27th 29th, 2024 to create their builds and PM them to the chair (note: you are free to submit builds up until I start posting entries, even if this deadline has passed).
    • Builds will then be posted simultaneously to avoid copying.
    • As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.
    • While I (Inevitability) am chair, judges can expect priority voting on the next round's theme and are encouraged to submit their own suggestions.


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

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

    Spoiler: Previous Competitions
    Show

    1. Junkyard Wars in the Playground I: Shadowdancer + Sneak Attack - Rogue
    2. Junkyard Wars in the Playground II: Healing Spells + Ruby Knight Vindicator - Cleric
    3. Junkyard Wars in the Playground III: Dragons + Theurges - Kobolds
    4. Junkyard Wars in the Playground IV: BoED + Undead Type - Completes
    5. Junkyard Wars in the Playground V: Dread Witch + Reaping Mauler - Fighter
    6. Junkyard Wars in the Playground VI: Wonderworker + Profession Skill - Factotum
    7. Junkyard Wars in the Playground VII: Metamagic Feats + LA - Metamagic Reducers!
    8. Junkyard Wars in the Playground VIII: Pounce+Small Size-Barbarian
    9. Junkyard Wars in the Playground IX: Earth Dreamer + Ordained Champion - Cleric
    10. Junkyard Wars in the Playground X: Meldshaping + Natural Attacks - Totemist
    11. Junkyard Wars in the Playground XI: Magical Darkness + Improved Familiar - Wizard
    12. Junkyard Wars in the Playground XII: Dragonmark Heirs + Touchstones - Martial Weapons
    13. Junkyard Wars in the Playground XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping
    14. Junkyard Wars in the Playground XIV: Racial Paragon Classes + Spellcasting - Base Classes
    15. Junkyard Wars in the Playground XV: Ruathar + Stoneblessed - Human
    16. Junkyard Wars in the Playground XVI: Trapsmith + Combat Trapsmith - Rogue
    17. Junkyard Wars in the Playground XVII: Elemental Warrior + Jaunter - Fighter
    18. Junkyard Wars in the Playground XVIII: Argent Savant + Holy Scourge - Wizard
    19. Junkyard Wars in the Playground XIX: Incarnum Blade + Exotic Weapon Master - Spiked Chain
    20. Junkyard Wars in the Playground XX: Xorvintaal Exarch + The Pact-Bound Adept - Sorcerer
    21. Junkyard Wars in the Playground XXI: Rebuke Undead + Teamwork Benefits - [Divine] feats
    22. Junkyard Wars XXII: Battle Trickster + Magical Trickster - Uncanny Trickster
    23. Junkyard Wars XXIII: Spellwarp Sniper + Silver Pyromancer - Energy Substitution
    24. Junkyard Wars XXIV: Vow of Peace + Saint - Divine casting
    25. Junkyard Wars XXV: Silverwood Arcanist + Share Soulmeld - Soulcaster
    26. Junkyard Wars XXVI: RSL + ACF - PrCs
    27. Junkyard Wars XXVII: Unholy Scion + Mark - Affiliation
    28. Junkyard Wars XXVII: 1MF + CPA&A - T
    29. Junkyard Wars XXIX: Social Distancing Edition!
    30. Junkyard Wars XXX: Something a Little Spicy
    31. Junkyard Wars XXXI: Giddy-Up!
    32. Junkyard Wars XXXII: Theurge Without Theurge
    33. Junkyard Wars XXXIII: LotD + AF - Necropolitan
    34. Junkyard Wars XXXIV: SE + HoS - Soulmelds
    35. Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes
    36. Junkyard Wars XXXVI: Vestige Binding + MWP - Binder
    37. Junkyard Wars XXXVII: Bone Collector + Necropotent - ToB
    38. Junkyard Wars XXXVIII: NPC Class + Prestige Class - Base Classes
    39. Junkyard Wars XXXIX - Stunning Fist + Evasion - Monk
    40. Junkyard Wars XL - Ninths + Metamagic - Prepared Spells
    41. Junkyard Wars XLI - Spellcasting + Rage - Rage Mage
    42. Junkyard Wars XLII - Smite + Mounted Combat - Paladin
    43. Junkyard Wars XLIII - Natural Weapons + Spellcasting - Druid
    44. Junkyard Wars XLIV - Huge Size + Frostburn Weapons - Expansion
    45. Junkyard Wars XLV - Healing + Serenity - Paladin
    Last edited by Inevitability; 2024-04-05 at 12:46 PM.
    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

  2. - Top - End - #2
    Titan in the Playground
     
    Inevitability's Avatar

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Contest Questions and Answers

    Q1: What counts as a bonded weapon?
    If a class feature, feat, or other ability makes it so that a specific weapon (not one kind of weapon, one specific unique weapon) functions in a particular, advantageous way for you, that's a bonded weapon. Such bonds need not be unique or irreplacable, but there must be a degree of exclusivity: a feature that enhances any particular sword (to name something) the moment you grab it does not count as a bond with a particular weapon. Volatile buffs do not count. If you're unsure whether something counts, ask me privately.

    Q2: Can natural weapons be bonded weapons?
    They can be, assuming you find a weapon-bonding ability that functions with natural weapons. Being attached to your body does not count as a 'bond' in and of itself (nice try).
    Last edited by Inevitability; 2024-03-07 at 04:30 AM.
    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

  3. - Top - End - #3
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    SwashbucklerGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    You better believe I'm in to cook for this one!

  4. - Top - End - #4
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Quote Originally Posted by Inevitability View Post
    Being attached to your body does not count as a 'bond' in and of itself (nice try).
    This kills half of my second idea! )
    Well, I still have first and I hope I'll salvage remaining half of second for something useful! )
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

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

  5. - Top - End - #5
    Barbarian in the Playground
     
    NinjaGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    I like this set of ingredients - I'll hopefully get something together!

  6. - Top - End - #6
    Ettin in the Playground
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    After like 10 years, I'm throwing my hat back into the ring (and for the first time on Junkyard) I had an idea too good to pass up!

    In traditional 3.5 build fashion I missed something that made the build not work until the very end, I'll discuss it afterwards, but it doesn't work for this challenge. Instead I'll throw my hat into the ring as a judge since I don't think y'all have any judges yet. I will note that I will not penalize usage of the pretty limited ways to get fighter feats as an originality hit.
    Last edited by AMFV; 2024-03-10 at 08:55 PM.
    My Avatar is Glimtwizzle, a Gnomish Fighter/Illusionist by Cuthalion.

  7. - Top - End - #7
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    SwashbucklerGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Build is done. Just need to write the backstory.

  8. - Top - End - #8
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    SwashbucklerGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Entry is in!

  9. - Top - End - #9
    Titan in the Playground
     
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Three days left: how's everything coming along? Does anyone need an extension?
    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

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    ElfRangerGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    My build is almost finished. I shouldn't need an extension, but if something comes up I'll ask.

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    Tohron's Avatar

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Nearly finished as well. I'll ask if an extension is needed.

  12. - Top - End - #12
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    I hope I'll be in time.
    Need just write the story. )
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

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

  13. - Top - End - #13
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    NinjaGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    COVID and a rebound this past weekend has slowed me down. I have the build, but no write-up or backstory. I hope to meet the deadline still.

  14. - Top - End - #14
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    Tohron's Avatar

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Entry is in!

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    Ogre in the Playground
     
    DrowGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Need extra day, maybe two.
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

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

  16. - Top - End - #16
    Titan in the Playground
     
    Inevitability's Avatar

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Quote Originally Posted by loky1109 View Post
    Need extra day, maybe two.
    I swear that while I draw breath and type words, those days you shall have, loky.

    OP will be updated.
    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

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    ElfRangerGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    My entry is in. I'm really excited to see the others for this round.

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    SwashbucklerGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    lol, I think this is the first time I haven't been down to the wire with an entry and now the wait is killing me

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    Ogre in the Playground
     
    DrowGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    And entry is sent!
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

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

  20. - Top - End - #20
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    I'll start revealing the builds now: please don't post in the thread until I give the all-clear!
    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Take a bow for our first contestant; here's Alfred!

    Quote Originally Posted by Alfred
    Spoiler: First letter
    Show
    Gordon and Jeanine, my dear cousins.
    After a long separation I finally found a way to send you a letter. In connection with events known to you I hastily left my father’s house. You should know, the truth came to me by chance and I made an effort to dissuade my parents from their plans, but you know what kind of people they were. I told them it goes against everything they taught me, and it’s just stupid and dangerous. Times have changed, and what was tacitly allowed a decade ago, now will threaten terrible punishment. They didn't listen... Maybe I should have tried harder, but I doubt I would have succeeded.
    I was right. I expected their payback, but I had no idea what it would be like! Bishop Bryce, this two-faced hypocritical bastard... How dare he dare?! I know for a fact that he himself has done this and more than once! But no! It was the act of my parents that "overflowed with the goddess’s patience!..."
    My cousins, you know my relationship with my parents wasn’t easy or warm, but it was still my mother and father, and he sentenced them to a shameful execution! Years have passed, but anger is still burning in my heart!

    Well... It's a hard theme for me, and if you’ll excuse me, I’ll stop here.
    Otherwise, life outside the manor was much more difficult than I had imagined in my youth. I had to learn a lot and not all of my skills are to be proud of, but I was able to overcome the initial difficulties and got on my feet. Now I’m an experienced mercenary and I make my living selling my bow and nimble fingers. And I’m not working alone. I hope you’ll be happy to know that your brother is not planning on ending up a bachelor in a ditch. My partner’s name is Henrietta and she is more than just a business partner. She is tough and stubborn, but reliable. We are a good team.
    The halting is over and we need to move on. We’re in the middle of a big job right now. This is a group hiring for half a dozen adventurers. The task is not simple, but the score is great. I will write to you again when it is possible to send the next email.
    Yours truly, your cousin Alfred.


    Spoiler: Second letter
    Show
    My cousins, it’s me again, Alfred. I’m completely broken. I don’t understand how it happened. The woman who seems to be no closer - suddenly, once, and stabs in the back! Luckily, it’s figurative. Henrietta, I wrote to you about her, she deceived and framed me! She fooled me like an unreasonable child.
    That job was robbing an abandoned dragon treasure vault. Henrietta has made me question the integrity of our comrades. She said she feared they’d try to trick us, take all the loot, and make us look like scapegoats to our employer. She convinced me that I had to sabotage the safety traps that would protect the prey during transport so that we could, if necessary, pass them like a hot knife through butter and save the most valuable piece of treasure for the employer. I don’t know how I ever believed that crap.
    One night, halfway through, when we were all going to be camped out at a roadside tavern there wasn’t enough room. In addition to us, there was another group of mercenaries who claimed the bed. And we probably would have agreed or backed out - not the first time sleeping in the open. But Henrietta skillfully provoked a full-fledged fight not for life, but for death. And while we were fighting these mercenaries, she stole from us and fled. All that’s left of the dragon’s treasure are a few of the items we had with us and used in battle. I stayed with the enchanted bow, the rest of my comrades also kept several weapons or amulets.
    We won the fight, but it was hard. Everyone was wounded, many seriously. It was lucky for me - nobody wanted another fight right now within the group this time - and we were able to discuss the situation more civilly. I was able to prove my innocence and that I’m as much a victim as the others.
    Now we are thinking about what to do in the situation we find ourselves in. And we’ll figure it out.
    Your silly cousin Alfred.


    Spoiler: Third letter
    Show
    Hello, Gordon and Jeanine!
    Last time I wrote to you, I and my friends were cheated by my partner, Henrietta, but actually Henrietta was the only person who was cheated. The bow I mentioned. It is the top value. It isn't just a regular enchanted weapon. It's the legendary Dreamstriker! This bow is invaluable! And now I own it and it accepted me as its owner. It's amazing!
    It’s not amazing that my comrades and I are hiding now. Our employer wants his treasure back, or our heads. For him, we’re all guilty of failure, he doesn’t want to deal with circumstances. We’re planning on sneaking away together for a while, so I won’t write where. I don’t trust my comrades so impertinently anymore, but these guys seem solid, and the trials together, I think, have created a real friendship.
    Your cousin Alfred.


    LN Strongheart Halfling Trap Expert Skilled City-Dweller Champion of the Wild Distracting Attack Ranger 8/Swift Scion 7/Peerless Archer 3/Skilled City-Dweller Order of the Bow Initiate 2
    Spoiler: Stats
    Show
    Abilities Initial Strongheart Halfling 4th 8th 12th 16th 20th Total
    STR 14 -2 1 1 1 15
    DEX 16 2 1 1 20
    CON 14 14
    INT 12 12
    WIS 14 14
    CHA 8 8

    Spoiler: Build
    Show
    Level Class BAB Fort Reflex Will Skills Feats Class Features Dreamstriker
    1st Trap Expert Skilled City-Dweller Champion of the Wild Ranger 1 1 2 2 0 28: {+4} Craft (bowmaking): 4; {+4} Disable Device: 4; {+4} Hide: 4; {+4 CC} Knowledge (religion): 2; {+4} Move Silently: 4; {+4} Search: 4; {+4} Tumble: 4; Point Blank Shot (1), Stealthy (B) 1st favored enemy (magical beast), trapfinding, wild empathy
    2nd Ranger 2 2 3 3 0 7: {+1} Craft (bowmaking): 5; {+1} Disable Device: 5; {+1} Hide: 5; {+1} Jump: 1; Knowledge (religion): 2; {+1} Move Silently: 5; {+1} Search: 5; {+1} Tumble: 5; Rapid Shot (B) Combat style (archery)
    3rd Ranger 3 3 3 3 1 7: {+1} Craft (bowmaking): 6; {+1} Disable Device: 6; {+1} Hide: 6; {+1} Jump: 2; Knowledge (religion): 2; {+1} Move Silently: 6; {+1} Search: 6; {+1} Tumble: 6; Weapon Focus (composite shortbow) (3), Endurance (B) Endurance
    4th Distracting Attack Ranger 4 4 4 4 1 7: {+1} Craft (bowmaking): 7; {+1} Disable Device: 7; {+1} Hide: 7; {+1} Jump: 3; Knowledge (religion): 2; {+1} Move Silently: 7; {+1} Search: 7; {+1} Tumble: 7; Precise Shot (B) Distracting Attack
    5th Ranger 5 5 4 4 1 7: {+1} Craft (bowmaking): 8; {+1} Disable Device: 8; {+1} Hide: 8; {+1} Jump: 4; Knowledge (religion): 2; {+1} Move Silently: 8; {+1} Search: 8; {+1} Tumble: 8; 2nd favored enemy (dragon)
    6th Ranger 6 6 5 5 2 7: {+1} Craft (bowmaking): 9; {+1} Disable Device: 9; {+1} Hide: 9; {+1} Jump: 5; Knowledge (religion): 2; {+1} Move Silently: 9; {+1} Search: 9; {+1} Tumble: 9; Quick Draw (6), Manyshot (B) Improved combat style
    7th Ranger 7 7 5 5 2 7: {+1} Craft (bowmaking): 10; {+1} Disable Device: 10; {+1} Hide: 10; {+1} Jump: 6; Knowledge (religion): 2; {+1} Move Silently: 10; {+1} Search: 10; {+1} Tumble: 10; Woodland stride
    8th Ranger 8 8 6 6 2 7: {+1} Craft (bowmaking): 11; {+1} Disable Device: 11; {+1} Hide: 11; {+1} Jump: 7; Knowledge (religion): 2; {+1} Move Silently: 11; {+1} Search: 11; {+1} Tumble: 11; Far Shot (B) Enhancement bonus +2, stealth
    9th Swift Scion 1 8 6 8 2 7: Craft (bowmaking): 11; Disable Device: 11; {+1} Hide: 12; Jump: 7; Knowledge (religion): 2; {+1} Move Silently: 12; {+1} Search: 12; {+1} Tumble: 12; {+3} Use Magic Device: 3; Weapon Specialization (composite shortbow) (9) Bonus class skill (use magic device) Invisibility
    10th Peerless Archer 1 9 8 8 2 3: Craft (bowmaking): 11; Disable Device: 11; {+1} Hide: 13; {+2} Jump: 9; Knowledge (religion): 2; Move Silently: 12; Search: 12; Tumble: 12; Use Magic Device: 3; Expert bowyer, ranged sneak attack +1d6
    11th Swift Scion 2 10 8 9 2 7: Craft (bowmaking): 11; Disable Device: 11; {+1} Hide: 14; Jump: 9; Knowledge (religion): 2; {+1} Move Silently: 13; {+1} Search: 13; Tumble: 12; {+4} Use Magic Device: 7; Bonus special ability (+2d6 Sneak Attack) Ghost touch
    12th Swift Scion 3 11 9 9 3 7: Craft (bowmaking): 11; Disable Device: 11; {+1} Hide: 15; Jump: 9; Knowledge (religion): 2; {+1} Move Silently: 14; {+1} Search: 14; Tumble: 12; {+4} Use Magic Device: 11; Ranged Weapon Mastery (piercing) (12) Ephemeral presence (trackless)
    13th Swift Scion 4 12 9 9* 3 7: Craft (bowmaking): 11; Disable Device: 11; {+1} Hide: 16; Jump: 9; Knowledge (religion): 2; {+1} Move Silently: 15; {+1} Search: 15; Tumble: 12; {+4} Use Magic Device: 15; Enhancement bonus +3
    14th Swift Scion 5 12 9 10 3 7: Craft (bowmaking): 11; {+2} Disable Device: 13; {+1} Hide: 17; Jump: 9; Knowledge (religion): 2; {+1} Move Silently: 16; {+1} Search: 16; Tumble: 12; {+2} Use Magic Device: 17; Bonus class skill (disable device) Dreamstrike arrows
    15th Peerless Archer 2 13 10 10 3 3: Craft (bowmaking): 11; Disable Device: 13; {+1} Hide: 18; {+2} Jump: 11; Knowledge (religion): 2; Move Silently: 16; Search: 16; Tumble: 12; Use Magic Device: 17; Penetrating Shot (15) Sharp shooting 1, fletching +1
    16th Peerless Archer 3 14 10 11 4 3: Craft (bowmaking): 11; Disable Device: 13; {+1} Hide: 19; {+2} Jump: 13; Knowledge (religion): 2; Move Silently: 16; Search: 16; Tumble: 12; Use Magic Device: 17; Power shot
    17th Swift Scion 6 15 11 12 5 7: Craft (bowmaking): 11; {+1} Disable Device: 14; {+1} Hide: 20; Jump: 13; Knowledge (religion): 2; {+1} Move Silently: 17; {+1} Search: 17; Tumble: 12; {+3} Use Magic Device: 20; Bonus special ability (+2d6 Sneak Attack) Greater invisibility
    18th Skilled City-Dweller Order of the Bow Initiate 1 16 11 14 7 3: Craft (bowmaking): 11; Disable Device: 14; Hide: 20; Jump: 13; Knowledge (religion): 2; Move Silently: 17; Search: 17; {+3} Tumble: 15; Use Magic Device: 20; Dead Eye (18) Ranged precision +1d8
    19th Order of the Bow Initiate 2 17 11 15 8 3: Craft (bowmaking): 11; Disable Device: 14; Hide: 20; Jump: 13; Knowledge (religion): 2; Move Silently: 17; Search: 17; {+3} Tumble: 18; Use Magic Device: 20; Close combat shot
    20th Swift Scion 7 18 11 15 8 7: Craft (bowmaking): 11; {+1} Disable Device: 15; {+1} Hide: 21; Jump: 13; Knowledge (religion): 2; {+1} Move Silently: 18; {+1} Search: 18; Tumble: 18; {+3} Use Magic Device: 23; Enhancement bonus +4
    *- This isn't my mistake, Swift Scion has an unusual base Reflex progression. Maybe it's typo, but it exists in the rulebook.


    Spoiler: Snapshots
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    Spoiler: Level 5
    Show
    Alfred is a ranger with several ACFs. Nothing really special. Full BAB, small size, high Dex and his feats make him a good archer. He also have good stealth skills and trapfinding to be useful out of combat.

    Spoiler: Level 10
    Show
    Three more ranger levels and obtaining the Dreamstriker (actually, Alfred could obtain this bow at any moment before 9th level, but I gave it him at 8th level, at the moment when he could afford himself weapon with such market price (10,525 gp)) open for Alfred Swift Scion, also two feats double qualify him for Peerless Archer. Alfred became even more stealthy, got free action Invisibility, ranks in UMD, ranged sneak attack and Weapon Specialization. About last.
    Quote Originally Posted by UA, p. 163
    Weapon Specialization: A scion who does not meet the fighter level prerequisite for the Weapon Specialization feat may still select that feat, but only for the type of weapon (such as martial or exotic) that his legendary weapon is.

    Spoiler: Level 16 (sweet spot)
    Show
    Swift Scion 5 and Peerless Archer 3 with Penetrating Shot give Alfred ability three times per day make 60-foot line touch attack which cause up to (1d4+24)/2 Wis damage (up to (1d4+34)/2 at 20th level). This damage is enough to put most enemies in a coma. There is synergy with favored enemy - magical beast and dragon are types containing creatures with the highest score of wisdom.

    Spoiler: Level 20
    Show
    Last four levels give Alfred more sneak attack dices, Dex mod to bow damage, improve Dreamstriker's invisibility to greater version, and let him shoot without AoO. And of course he improved his skills and BAB.


    Spoiler: Sources
    Show
    Type Name Book Page
    Race Strongheart Halfling Forgotten Realms Campaign Setting 19
    Class Ranger PHB 46
    Prestige Class Swift Scion Unearthed Arcana 168
    Prestige Class Peerless Archer Silver Marches 115
    Prestige Class Order of the Bow Initiate Complete Warrior 68
    Class variant Trap Expert Dungeonscape 12
    Class variant Skilled City-Dweller Urban Class Features link
    Class variant Champion of the Wild Complete Champion 50
    Class variant Distracting Attack PHB II 55
    Feat Point Blank Shot PHB 98
    Feat Stealthy PHB 101
    Feat Rapid Shot PHB 99
    Feat Weapon Focus PHB 102
    Feat Endurance PHB 93
    Feat Precise Shot PHB 98
    Feat Quick Draw PHB 98
    Feat Manyshot PHB 97
    Feat Far Shot PHB 94
    Feat Weapon Specialization PHB 102
    Feat Ranged Weapon Mastery PHB II 82
    Feat Penetrating Shot PHB II 81
    Feat Dead Eye Dragon Compendium 95
    Weapon Dreamstriker Unearthed Arcana 169
    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

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  22. - Top - End - #22
    Titan in the Playground
     
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Salved salvation, annointed absolution, greasy goodness.

    Quote Originally Posted by Ellay Hol
    Ellay Hol
    Lawful Good Half-Elf
    Paladin 5, Pious Templar 10, Anointed Knight 5



    Spoiler: TABLES!
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Paladin (Holy Warrior) 1 1 2 0 0 12: {+1} Concentration: 1; {+1} Craft (alchemy): 1; {+1} Diplomacy: 1; {+2 CC} Knowledge (Arcana): 1; {+4} Knowledge (Religion): 4; {+1} Sense Motive: 1; {+2 CC} Spellcraft: 1; Weapon Focus (Longsword) Aura of good, detect evil, smite evil 1/day
    2nd Paladin (Holy Warrior) 2 2 3 0 0 3: Concentration: 1; Craft (alchemy): 1; {+1} Diplomacy: 2; Knowledge (Arcana): 1; Knowledge (Religion): 4; Sense Motive: 1; {+2 CC} Spellcraft: 2; Divine grace, lay on hands
    3rd Paladin (Holy Warrior) 3 3 3 1 1 3: Concentration: 1; Craft (alchemy): 1; Diplomacy: 2; {+2 CC} Knowledge (Arcana): 2; Knowledge (Religion): 4; {+1} Sense Motive: 2; Spellcraft: 2; Ancestral Relic Aura of courage, divine health
    4th Paladin (Holy Warrior) 4 4 4 1 1 2: Concentration: 1; Craft (alchemy): 1; Diplomacy: 2; {+2 CC} Knowledge (Arcana): 3; Knowledge (Religion): 4; Sense Motive: 2; Spellcraft: 2; Power Attack (Bonus) Turn undead, bonus feat
    5th Paladin (Holy Warrior) 5 5 4 1 1 3: Concentration: 1; Craft (alchemy): 1; Diplomacy: 2; Knowledge (Arcana): 3; Knowledge (Religion): 4; {+1} Sense Motive: 3; {+2 CC} Spellcraft: 3; Smite evil 2/day, charging smite
    6th Pious Templar 1 6/1 6 1 3 3: Concentration: 1; {+1} Craft (alchemy): 2; Diplomacy: 2; {+2 CC} Knowledge (Arcana): 4; Knowledge (Religion): 4; Sense Motive: 3; Spellcraft: 3; True Believer Mettle
    7th Pious Templar 2 7/2 7 1 4 3: Concentration: 1; {+2} Craft (alchemy): 4; Diplomacy: 2; Knowledge (Arcana): 4; {+1} Knowledge (Religion): 5; Sense Motive: 3; Spellcraft: 3; Smite 1/day, Smite evil 3/day
    8th Pious Templar 3 8/3 7 1 4 3: {+1} Concentration: 2; {+1} Craft (alchemy): 5; Diplomacy: 2; Knowledge (Arcana): 4; {+1} Knowledge (Religion): 6; Sense Motive: 3; Spellcraft: 3; Weapon Specialization (Bonus) Damage reduction 1/-, Weapon Specialization
    9th Pious Templar 4 9/4 8 2 5 3: {+1} Concentration: 3; {+1} Craft (alchemy): 6; Diplomacy: 2; Knowledge (Arcana): 4; {+1} Knowledge (Religion): 7; Sense Motive: 3; Spellcraft: 3; Divine Might, Melee Weapon Mastery (Slashing) (Bonus) Bonus feat
    10th Anoited Knight 1 10/5 10 2 7 3: Concentration: 3; Craft (alchemy): 6; Diplomacy: 2; Knowledge (Arcana): 4; {+1} Knowledge (Religion): 8; {+1} Knowledge (The Planes): 1; Sense Motive: 3; {+1} Spellcraft: 4; Anoint self
    11th Anoited Knight 2 11/6/1 11 2 8 3: {+1} Concentration: 4; Craft (alchemy): 6; Diplomacy: 2; {+1} Knowledge (Arcana): 5; Knowledge (Religion): 8; {+1} Knowledge (The Planes): 2; Sense Motive: 3; Spellcraft: 4; Anoint ancestral weapon
    12th Pious Templar 5 12/7/2 11 2 8 3: {+1} Concentration: 5; {+1} Craft (alchemy): 7; Diplomacy: 2; Knowledge (Arcana): 5; {+1} Knowledge (Religion): 9; Knowledge (The Planes): 2; Sense Motive: 3; Spellcraft: 4; Awesome Smite -
    13th Pious Templar 6 13/8/3 12 3 9 3: {+1} Concentration: 6; {+1} Craft (alchemy): 8; Diplomacy: 2; Knowledge (Arcana): 5; {+1} Knowledge (Religion): 10; Knowledge (The Planes): 2; Sense Motive: 3; Spellcraft: 4; Smite 2/day
    14th Pious Templar 7 14/9/4 12 3 9 3: {+1} Concentration: 7; {+1} Craft (alchemy): 9; Diplomacy: 2; Knowledge (Arcana): 5; {+1} Knowledge (Religion): 11; Knowledge (The Planes): 2; Sense Motive: 3; Spellcraft: 4; Damage reduction 2/-, Smite evil 4/day
    15th Pious Templar 8 15/10/5 13 3 10 3: {+1} Concentration: 8; {+1} Craft (alchemy): 10; Diplomacy: 2; Knowledge (Arcana): 5; {+1} Knowledge (Religion): 12; Knowledge (The Planes): 2; Sense Motive: 3; Spellcraft: 4; Slashing Flurry (Bonus), Law Devotion Bonus feat
    16th Pious Templar 9 16/11/6/1 13 4 10 3: {+1} Concentration: 9; {+1} Craft (alchemy): 11; Diplomacy: 2; Knowledge (Arcana): 5; {+1} Knowledge (Religion): 13; Knowledge (The Planes): 2; Sense Motive: 3; Spellcraft: 4; -
    17th Pious Templar 10 17/12/7/2 14 4 11 3: {+1} Concentration: 10; {+1} Craft (alchemy): 12; Diplomacy: 2; Knowledge (Arcana): 5; {+1} Knowledge (Religion): 14; Knowledge (The Planes): 2; Sense Motive: 3; Spellcraft: 4; Smite 3/day
    18th Anoited Knight 3 18/13/8/3 14 5 11 3: Concentration: 10; Craft (alchemy): 12; Diplomacy: 2; {+1} Knowledge (Arcana): 6; {+1} Knowledge (Religion): 15; {+1} Knowledge (The Planes): 3; Sense Motive: 3; Spellcraft: 4; Sanctify Martial Strike (Bonus), Battle Blessing Bonus feat
    19th Anoited Knight 4 19/14/9/4 15 5 12 3: Concentration: 10; Craft (alchemy): 12; Diplomacy: 2; {+1} Knowledge (Arcana): 7; {+1} Knowledge (Religion): 16; {+1} Knowledge (The Planes): 4; Sense Motive: 3; Spellcraft: 4; Anoint self
    20th Anoited Knight 5 20/15/10/5 15 5 12 3: Concentration: 10; Craft (alchemy): 12; Diplomacy: 2; {+1} Knowledge (Arcana): 8; {+1} Knowledge (Religion): 17; {+1} Knowledge (The Planes): 5; Sense Motive: 3; Spellcraft: 4; Anoint ancestral weapon


    Spoiler: Stats
    Show
    Abilities Initial Race / Template 4th 8th 12th 16th 20th
    STR 15 1 1 1
    DEX 10
    CON 14
    INT 12
    WIS 14
    CHA 14 1 1


    Spoiler: Spellcasting
    Show
    Level Class 1st 2nd 3rd 4th
    1st -
    2nd -
    3rd -
    4th -
    5th -
    6th Pious Templar 1 *0
    7th Pious Templar 2 1 *0
    8th Pious Templar 3 1 1
    9th Pious Templar 4 1 1
    10th - 1 1
    11th - 1 1
    12th Pious Templar 5 1 1 *0
    13th Pious Templar 6 1 1 1
    14th Pious Templar 7 2 1 1 *0
    15th Pious Templar 8 2 1 1 1
    16th Pious Templar 9 2 2 1 1
    17th Pious Templar 10 2 2 2 1
    18th - 2 2 2 1
    19th - 2 2 2 1
    20th - 2 2 2 1


    Spoiler: The Tale of Ellay Hol
    Show
    An armored boot dug deep into the dirt road.

    With a flurry of steel, the massive Bearded Devil was dead. Ellay Hol, towering over the surrounding one story buildings looked back at Ogami, her friend and ally of nearly five years now. Ogami was a Wu-Jen and Spell Sword, able to enhance others on the battlefield. In this case, he had rendered Ellay colossal in size in order to match the invading devil.

    “My thanks for the assist,” Ellay said as she shrank down. She sheathed her sword, The Sword of Virtue Beyond Reproach, and removed her Helm of the Purple Plume, revealing her fiery red hair and sleightly elven features. Ellay then whispered words in the name of her god, Heironeous, and banished the remains of the devil back to its native plane.

    “I can’t do all the work here. Then what would we do if I were defeated?” Ogami teased.

    “This is another one that’s gotten through the barriers. Are the Abjurers weakening?”

    “No more than you’d expect… it’s been years with us cooped up in this city. Even with magical greenhouses for produce and transmuted meats for protein, we’re all feeling it.”

    “Lessenia will not fall to Hextor’s forces. We guard the last temple of Heironeous.” Ellay interjected.


    “I don’t believe I implied that was my intent. I am merely stating the obvious. They’re testing our defenses and we don’t have enough casters to make the barrier truly impenetrable. These anomalous vanguard warriors trickling through doesn’t worry me as much as a whole legion getting through and at least at the moment that seems to not be possible for them.” Ogami replied.

    “My apologies… my blood is still pumping from the battle.”

    Ellay looked at her friend. He’d grown so strong since her first battles beside him, but age was beginning to poke through as well. Ellay thought back to her youth, a knight in the service of Pratontis Sunwhisper’s order of Paladins. She thought of her lover from those days, his disappearance, and the attempts to find him. She thought about the rise of the church of Hextor. Her master entrusting her with his sword and helm, telling her that one day their power would reveal itself to her, and her quest to find the last temple of Heironeous in the far off city of Lessenia.

    For five years now, she has protected a city in constant siege by the forces of the Church of Hextor. They have come for her and for the Temple of Heironeous. They seek to wipe all legacy of their lord’s brother from this world. To that end, Ellay has fought countless battles defending the city, alongside her band of heroic allies.

    So many adventures. They consumed Ellay Hol in thought as she returned to the temple.

    So wrapped in thought was she, that she failed to notice some blood of the Bearded Devil that did not go when the rest of the creature was banished.
    She certainly didn’t notice it begin to boil and catch fire.

    The next morning, Ellay was awoken to screams. The barrier had been breached. She donned her armor as quickly as she could and raced out. The city’s defenders lay slain… Ogami, the Wu-Jen Spell Sword; Brecht the Cleric of Ehlonna; Eshanti… poor Eshanti, trapped beneath the barrier for all these years… Eshanti the winged mistress of birds; R’shawn the shifter bear warrior; and Troma the Emerald Dragonborn War Chanter… all dead. Standing above each of her friends, Ellay saw them, the Acolytes of Hextor… Koon Rakse, the Blood Bear of Hextor; Carnan Nightstar, The Furious FIst of Hextor; The Dwarf called Harm, The Dread Dagger of Hextor; Paitin of House Narine, The Vile Voice of Hextor; and Kan Karnos, The Sorcerous Sword of Hextor.

    Ellay raised her blade, whispered a battle blessing to Heironeous, and charged with the intent to smite evil.




    Spoiler: Thoughts on Classes
    Show

    Spoiler: Paladin
    Show
    I mean, this is the 3.5 Paladin… It’s not great, but we’re going to buff it with Prestige Classes and remove as many features that require Paladin levels to scale as we can. In this case, that means spellcasting and the Special Mount. Trading spellcasting for a bonus feat helps the build progress and trading the Special Mount for the Charging Smite ACF nicely buffs the Smite Evil feature that does actually progress. Unfortunately Lay on Hands doesn’t have a great ACF to trade away, but with the emphasis on Charisma in this build it will at least compete with a Cure spell.

    Spoiler: Pious Templar
    Show
    I LOVE this class. In ten levels we get seventeen levels of Paladin casting, non aligned Smites AND it progresses Smite Evil, plus some bonus feats, METTLE, a smattering of damage reduction, and the icing on the cake for this contest is Weapon Specialization. The big drawback is ofcourse the less than stellar required feats, but here they play nice with a build focused on a singular weapon (see my digression on Relics vs Relics)! It’s just a very nice martial take on a Paladin type class that focuses on a particular weapon and scales everything that I need to scale when entering via a Paladin, which would be the second most obvious entry after Fighter.

    Spoiler: Anointed Knight
    Show
    This was originally going to be a Kensei in the build, but reviewing this class opened up my thinking! Ancestral Relic, the required feat, actually works for this contest, whereas Combat Expertise is hard to fit in a build that is already VERY MAD. Anoint Self and Anoint Weapon are fine abilities with some interesting options, and a bonus feat are appreciated even if the options are bland, versus some fine Kensei class features that really benefit from a greater investment in the class than we can afford in this build. Combine with two good saves and full BAB and this rounds out the back five levels of the build nicely!


    Spoiler: Notes on Feat Selection
    Show
    1 - Weapon Focus (Long Sword) - Given the nature of this contest, this was going to show up somewhere in the build and it helps the most at low levels. Going with Heironeous as my deity of choice locks me into Long Swords, since I’m building towards Pious Templar of which Weapon Focus in my deity’s favored weapon is required.

    3 - Ancestral Relic - Taking this as early as I can to fill one of the requirements, in this case a bonded weapon. Ancestral Relic at 3 starts the process of building out a character with a weapon that constantly improves. In a way, this is as a feat what the OA Samurai or Kensai have as a class feature.

    4 - Power Attack (Bonus) - Honestly, this is normally a given for a melee build but I almost wouldn’t take it if it wasn’t required for Divine Might and Awesome Smite, two feats that I really wanted on this build. Given this is a sword and board build, it’s not unappreciated but it’s not giving back a significant damage bump in exchange for the accuracy loss. However, it’s also one of the better options for a Holy Warrior bonus feat, so not a big loss to take it here.

    6 - True Believer - Normally, I hate this being a requirement for Pious Templar, but given the need to have a signature weapon, this was the seed that sprouted into me ultimately taking Ancestral Relic. On that note, if the relic weapons in Complete Divine didn’t require such high levels, this would be where I would have called it, but the Sword of Virtue Beyond Reproach requires 15 levels, which feels late to bring the bonded weapon aspect of the build online. That said, presumably, a DM would make relevant relics available if we’re going to the trouble of taking this otherwise dud of a feat. See my section on Relics for more of my thoughts.

    8 - Weapon Specialization (Long Sword) (Bonus) - Here it is, the most tangible requirement of this contest. Pious Templar gives this automatically at third level, somewhat making up for having to take Weapon Focus to enter the class.

    9 - Divine Might - Well, we needed something to use Turn Undead on and Weapon Specialization makes bonuses to hit more valuable since you’ll want to succeed on multiple attacks to capitalize on the incremental static damage bonus.

    9 - Melee Weapon Mastery (Slashing) (Bonus) - We’re getting Weapon Specialization which means we’re taking this feat. It’s basically a fix from the PHB2 for the comically bad Weapon Focus chain. It also plays very well with the theme of concentrating on a specific weapon. It’s also a Fighter Bonus Feat, so I wanted to take it as one of the Pious Templar Bonus Feat options.

    12 - Awesome Smite - This is a character who can smite quite a bit, having two pools of Smites to use, and Smite Evil doesn’t have the risk of missing if used with Charging Smite. Awesome Smite adds tons of options to those attacks, making the application of this class feature much more tactical and impactful.

    15 - Law Devotion - Presumably we’ve been boosting Charisma as much as we can, so we’ll have a decent Turn Undead pool. Law Devotion boosts our to hit substantially, making Power Attack way more reliable and playing extremely well with Slashing Flurry when it comes online this level. The fact that we get a free use per day means that it won’t automatically eat into our Divine Might uses, but it is using the same resource which is why I’m taking it when Slashing Flurry becomes viable.

    15 - Slashing Flurry (Bonus) - Another feat to emphasize a specific weapon that can be a Fighter Bonus Feat and thus taken by Pious Templar. Getting extra attacks is huge considering the number of static damage bonuses this build is getting. I see this as the apex of the bonded weapon concept.

    18 - Battle Blessing - At this point, spellcasting has caught up enough that we’re not just using Rhino Rush a couple times a day. Being able to cast things like Bane Blade or Holy Sword as a swift action is a huge boost to our action economy and combat output.

    18 - Sanctify Martial Strike (Bonus) - So… the Anointed Knight’s bonus feat list is somewhat lacking. This feat isn’t even the equal of Weapon Specialization, but it is on brand for the bonded weapon concept and isn’t something anyone would be mad to have. It is a weak feat though, despite a decent concept.



    Spoiler: Relics vs. Relics: The Book of Exalted Deeds and Complete Divine
    Show
    So here we have two related concepts that used the same terms in two different books. Relics in the BoED state that they must be of Masterwork quality and use the Ancestral Relic feat to unlock their hidden power, while CD either calls for a spell slot expenditure or the True Believer feat. Can these disparate but identically named abilities play nice? Probably. It doesn’t say they can’t. Assuming that the CD relic system allows for a sword to be used as a sword prior to unlocking its power through True Believer and that the BoED relic system allows for the weapon to have greater power unlocked separately from the Ancestral Relic progression, then Ellay’s sword could be The Sword of Virtue Beyond Reproach, only dormant until 15th level, with additional powers added to it by way of gold expenditure. Obviously, it makes no sense to spend 12 levels powering up a relic just to switch to a different relic when both systems are trying to address the same thing.


    Spoiler: Gear
    Show
    Normally I don’t have much to say here, but this build has three big things to consider:
    What’s the DM giving out to everyone else, in light of your incentive to pump wealth into your ancestral relic?
    Is your DM going to be nice and let you have the Relics that go along with True Believer feat?
    How much charisma boosting can you get, considering it literally weighs on how fun your character is to play?
    My thoughts on 1 is that you’d feel a little hurt if the DM was giving out comparable gear while being really uptight about how Ancestral Relic and True Believer work. Definitely requires a conversation with the DM. And this leads into my thoughts on 2, since the DM should be consulted about including massively powerful items in Ellay’s backstory, especially since there isn’t a clear way that the two relic systems interact. On that note, one of the Relics, The Helm of the Purple Plume, boosts charisma, but not much. What I mean by 3 is that the Anointed Knight class features heavily lean on charisma just for what options you have and several abilities have their number of uses and potency dictated by the stat. It’s not just being better because of the stat, like a Monk is with Wisdom, it’s being able to do the things that separate Ellay from a straight Warrior build.



    Spoiler: Anoint Self and Anoint Weapon
    Show
    So… these abilities are entirely dependent on what gear we’ve picked up by the time we manage to hit these levels. This is a build that likes a high charisma score, but the base stats can’t really afford to focus on that because it’s MAD the way Paladins always are without Serenity or Dynamic Priest. Obviously, if we can get the higher tier abilities by way of getting our charisma score through the roof, those are what we’ll go with, but even getting just Alertness for free is plenty fine. Assume that we’re taking the maximum potency ability that we can (even the DR bonus is equivalent to the Greater Resiliency feat so worth taking). That said, my top choice for Anoint Self is Inspired Strike, followed by Deep Strike, with Celestial Strategy as my last pick. For Anoint Weapon, my top top is Unicorn’s Blood and I do not care which of the others Ellay gets.


    Spoiler: Snapshots
    Show

    Spoiler: Level 5
    Show
    At this point, we’re a Paladin and actually one that traded away some signature Paladin abilities. Charging Smite for Special Mount is a reasonable trade considering the rest of the build won’t advance the mount and it means that you can protect your smites from being wasted by saving them for charges. Also, Charging Smite softens the blow on a build that doesn’t get pounce or Travel Devotion. Spellcasting traded for Power Attack via the Holy Warrior ACF will be noticeable at this level, but will be forgotten as soon as the faster progression from Pious Templar kicks in at the next level.


    Spoiler: Level 9 - Sweet Spot
    Show
    Melee Weapon Mastery and Divine Might coming online at this level makes this character a melee beast. Ellay has all of the flavor from Pious Templar up and running, with the rest of the levels in the PrC serving to season the dish. While Anointed Knight hasn’t kicked in yet, that’s really more of a topping rather than a key ingredient of the dish (fitting for a class about rubbing oil on things). Compared to a Fighter of the same level, we have three bonus feats compared to five, but the laundry list of class features makes this a solid package. Here we have a charging beast, using Rhino Rush and Charging Smite to close gaps with staggering power, then able to use Divine Might to make extremely strong full attacks.


    Spoiler: Level 10
    Show
    Hey! The first level of Anointed Knight. Regardless of the benefits from Anoint Self and Anoint Weapon, even the worst options are pretty good. We’re taking our first two levels of Anointed Knight here to get some of the benefits online early, rather than just batting clean up.


    Spoiler: Level 15
    Show
    This is almost the second Sweet Spot, but at level fifteen there’s way more competition in builds. Still, both Law Devotion and Slashing Flurry kick in here, which will dramatically increase your combat efficacy. Slashing Flurry in particular further softens the blow from not having pounce or Travel Devotion, with charges now getting two attacks and full attack sequences getting an extra hit, all of which benefit from the static damage bonuses that things like Weapon Specialization, Melee Weapon Mastery, and Divine Might provide. Plus, with Pious Templar’s slightly faster casting progression, we’ve kept pace with a straight Paladin in almost all respects.


    Spoiler: Level 20
    Show
    While this isn’t Tier 1 or 2, we’re doing way better than a straight Fighter or Paladin would be doing at this level. We cast as a 17th level Paladin with the caster level of a 20th level Paladin, we’ve gotten numerous bonus feats, tons of tasty class features (the Divine Grace/Mettle synergy really can’t be overstated), and a full BAB d10 frame with mostly two good saves. I’d say we sneak into low Tier 3.


    Spoiler: Chef’s Process
    Show

    So when this contest was announced, I began by thinking about how one could acquire Weapon Specialization without Fighter levels. Two main routes presented themselves:
    1. Levels in classes that count as Fighter levels.
    2. Classes that give Weapon Specialization as a class feature.

    So the first option had Warblade come to mind, along with Bloodstorm Blade. I’m sure there are others but those were the ones that came to mind. Fortunately, or maybe unfortunately, we’re not using Pathfinder 1e material, otherwise we could add the Pathfinder Magus, Samurai, Brawler, Swashbuckler, and Warpriest to the list. Regardless, I wasn’t feeling like using an Initiator for this contest, so I moved on to option two.

    Option two had three classes jump out at me immediately: Favored Soul, Divine Crusader, and Pious Templar; all from Complete Divine. Again, there’s probably more but Pious Templar stood out to me because I love the class and never have a good excuse to use it in a build.

    The next question was in regards to base classes. Full BAB was important to get Weapon Specialization up and running as fast as possible. I really didn’t want everything coming online in the back 10. I toyed with Barbarian levels, and for a time was heavily into the idea of the Oriental Adventures Samurai since it would cover the bonded weapon aspect, but decided against that since the Pious Templar levels wouldn’t advance their Katana. Crusader was also a strong candidate because it provided a sturdy frame and a Smite to benefit from the Pious Templar’s more liberal Smite ability, but I had already opted against going with an Initiator. I ended on Paladin, being the second most logical entry for Pious Templar after Fighter, providing a strong class synergy. True Believer, a required feat for Pious Templar looked like a good answer to my Bonded Weapon, but looking at the list of relics, most of the actual weapons aren’t available until pretty high level and I didn’t want to completely hold off on that aspect of the contest until so late.

    This led me to Kensai, where I thought I could sprinkle some levels throughout to advance a bonded weapon, however only getting five levels of the class and requiring Combat Expertise with its thirteen Intelligence requirement made me question if there were a better option. Smash cut to me rereading about Relics and noting that there were additional options in the Book of Exalted Deeds. These two Relic systems were ultimately unrelated but not necessarily incompatible and the Ancestral Relic feat seemed to cover what I liked about the Kensai without requiring class levels. From there, I looked over the Anointed Knight prestige class and was surprised at how much I liked it for this build. I had five unaccounted for levels to use and Anointed Knight actually provided a number of nice elements like two good saves, bonus feats and class features, on top of a full BAB d10 frame. Considering I wasn’t worried about advancing casting, this seemed like a good build to work it in!

    Feats were pretty easy, since I wanted to take everything that had Weapon Specialization as a requirement that didn’t care about my Fighter level. With those set, the rest were staples or ones that advanced my melee capabilities.

    My goal was to be a solid martial Paladin build. A good dish well made.


    Spoiler: Sources
    Show

    Paladin - Players Handbook
    Charging Smite Alternate Class Feature - Players Handbook II
    Holy Warrior Alternate Class Feature - Complete Champion

    Pious Templar - Complete Divine

    Anointed Knight - Book of Exalted Deeds

    Weapon Focus - Players Handbook
    Ancestral Relic - Book of Exalted Deeds
    Power Attack - Players Handbook
    True Believer - Complete Divine
    Weapon Specialization - Players Handbook
    Divine Might - Complete Warrior
    Melee Weapon Mastery - Players Handbook II
    Awesome Smite - Complete Champion
    Law Devotion - Complete Champion
    Slashing Flurry - Players Handbook II
    Battle Blessing - Complete Champion
    Sanctify Martial Strike - Book of Exalted Deeds





    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

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  23. - Top - End - #23
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    A very dangerous dog with a very dangerous stick.

    Quote Originally Posted by Cu Chulainn
    Cu Chulainn


    LN Human Warblade 1/Knight 1/Warblade 3/Kensai 2/Warblade 1/Divine Crusader 2/Legacy Champion 10

    Spoiler: Ability Scores
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    Str 14
    Dex 14
    Con 14
    Int 14
    Wis 10
    Cha 14

    Increases go to Charisma


    Spoiler: Concept
    Show
    This build is an attempt to stat up the mythological Irish hero that tries to remain as faithful to the original legends as is possible with D&D 3.5 mechanics. I won’t summarize his whole myths, but the basics is that Cu Chulainn was a mighty warrior who wielded a magic spear called Gae Bulg and was famous for his mighty rages and great skills with the spear. He was also loyal, gaining his name which means “the Hound of Culann” after serving as a guard for Culann after killing his old dog accidentally. This is why I chose to make his alignment lawful instead of chaotic, despite the added difficulty in acquiring rage.

    On the subject of Gae Bulg, its actual powers vary in different legends and while I couldn’t mimic most (for instance, it was described as being thrown with the foot, which as far as I know isn’t possible in 3.5), its method of killing, creating splinters throughout an enemy body and impaling them, matched that of the spell Death by Thorns from BoVD, so I chose to work with that. Also, while the exact translation of Gae Bulg isn’t certain, one possibility is “Notched Spear” which is the name of a certain legacy weapon from Weapons of Legacy. Thus, I chose to base my version of Gae Bulg off of the Notched Spear, using Kensai and Legacy Champion to alter its abilities to more closely mimic Gae Bulg. I think my version manages to be a little more accurate and powerful than the Weapons of Legacy version.


    Spoiler: Level Table
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Warblade 1 1 2 0 0 Concentration 4 (+4), Diplomacy 4 (+4), Swim 4 (+4), Intimidate 4 (+4), Knowledge (History) 4 (+4), Tumble 4 (+4), Balance 4 (+4) Weapon Focus (Longspear), Power Attack (HB) Battle Clarity, Weapon Aptitude
    2nd Knight 1 2 2 0 2 Concentration 4, Diplomacy 4, Swim 4, Intimidate 4, Knowledge (History) 4, Tumble 4, Balance 4, Ride 5 (+5) Fighting Challenge +1, Knight's Code
    3rd Warblade 2 3 3 0 2 Concentration 6 (+2), Diplomacy 4, Swim 4, Intimidate 4, Knowledge (History) 6 (+2), Tumble 4, Balance 5 (+1), Speak Language (Aquan) 1 (+2) CC Combat Expertise Uncanny Dodge
    4th Warblade 3 4 3 1 3 Concentration 7 (+1), Diplomacy 7 (+3), Swim 6 (+2), Intimidate 4, Knowledge (History) 7 (+1), Tumble 4, Balance 5, Speak Language (Aquan) 1 Battle Ardor
    5th Warblade 4 5 4 1 3 Concentration 8 (+1), Diplomacy 8 (+1), Swim 8 (+2), Intimidate 4, Knowledge (History) 8 (+1), Tumble 6 (+2), Balance 5, Speak Language (Aquan) 1
    6th Kensai 1 5 4 1 5 Concentration 9 (+1), Diplomacy 9 (+1), Swim 9 (+1) CC, Intimidate 5 (+1), Knowledge (History) 8, Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2 (+1) CC Shorten Grip Signature Weapon
    7th Kensai 2 6 4 1 6 Concentration 10 (+1), Diplomacy 10 (+1), Swim 10 (+1) CC, Intimidate 6 (+1), Knowledge (History) 8, Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2 Power Surge
    8th Warblade 5 7 4 1 6 Concentration 11 (+1), Diplomacy 11 (+1), Swim 11 (+1) Intimidate 9 (+3), Knowledge (History) 9 (+1), Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2 Combat Reflexes (B)
    9th Divine Crusader 1 7 6 1 8 Concentration 12 (+1), Diplomacy 12 (+1), Swim 12 (+1) Intimidate 11 (+2), Knowledge (History) 9, Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2 Heretic of the Faith Aura
    10th Divine Crusader 2 8 7 1 9 Concentration 13 (+1), Diplomacy 13 (+1), Swim 13 (+1) Intimidate 13 (+2), Knowledge (History) 9, Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2
    11th Legacy Champion 1 8 7 1 11 Concentration 14 (+1), Diplomacy 14 (+1), Swim 14 (+1) Intimidate 14 (+1), Knowledge (History) 12 (+3), Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2 Reduced Ritual Cost (Lesser), Bond of Lore
    12th Legacy Champion (Advancing Divine Crusader) 2 9 7 1 12 Concentration 15 (+1), Diplomacy 15 (+1), Swim 15 (+1) Intimidate 15 (+1), Knowledge (History) 15 (+3), Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2 Pike Hedge Resistance to Electricity 5, Replace Least Legacy Ability (Parliament of Fishes to +5 to Concentration Checks)
    13th Legacy Champion (Advancing Divine Crusader) 3 10 8 2 12 Concentration 16 (+1), Diplomacy 16 (+1), Swim 16 (+1) Intimidate 16 (+1), Knowledge (History) 16 (+1), Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2, Quick Swimmer Concealment of the Kraken 4/day
    14th Legacy Champion (Advancing Divine Crusader) 4 11 8 2 13 Concentration 17 (+1), Diplomacy 17 (+1), Swim 17 (+1) Intimidate 17 (+1), Knowledge (History) 17 (+1), Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2, Quick Swimmer, Nimble Charge Weapon Specialization (Longspear) (B), Quicken Legacy (Concealment of the Kraken) (B)
    15th Legacy Champion (Advancing Divine Crusader) 5 11 8 2 13 Concentration 18 (+1), Diplomacy 18 (+1), Swim 18 (+1) Intimidate 18 (+1), Knowledge (History) 18 (+1), Tumble 6, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2, Quick Swimmer, Nimble Charge, Twisted Charge Melee Weapon Mastery (Piercing) Resistance to Acid 5, Replace Lesser Legacy Ability (+1 to weapon enhancement to Haste)
    16th Legacy Champion (Advancing Divine Crusader) 6 12 9 3 14 Concentration 19 (+1), Diplomacy 19 (+1), Swim 19 (+1) Intimidate 19 (+1), Knowledge (History) 19 (+1), Tumble 8(+2), Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2, Quick Swimmer, Nimble Charge, Twisted Charge Darkvision, Extra Lesser Legacy Use (Scion of the Sea)
    17th Legacy Champion 7 13 9 3 14 Concentration 20 (+1), Diplomacy 20 (+1), Swim 20 (+1) Intimidate 20 (+1), Knowledge (History) 20 (+1), Tumble 8, Balance 5, Knowledge (Religion) 2, Speak Language (Aquan) 1, Quick Swimmer, Nimble Charge, Twisted Charge, Survival 1 (+1) CC Reduced Ritual Cost (Greater)
    18th Legacy Champion (Advancing Divine Crusader) 8 14 9 3 15 Concentration 21 (+1), Diplomacy 21 (+1), Swim 21 (+1) Intimidate 21 (+1), Knowledge (History) 21 (+1), Tumble 10 (+2), Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2, Quick Swimmer, Nimble Charge, Twisted Charge, Survival 1 Smiting Spell, Curative Legacy (Concealment of the Kraken) (B)
    19th Legacy Champion (Advancing Divine Crusader) 9 14 10 4 15 Concentration 22 (+1), Diplomacy 22 (+1), Swim 22 (+1) Intimidate 22 (+1), Knowledge (History) 22 (+1), Tumble 12, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2, Quick Swimmer, Nimble Charge, Twisted Charge, Survival 1 Resistance to Acid and Electricity 10, Extra Legacy Ability Use (Command the Sea Children)
    20th Legacy Champion (Advancing Divine Crusader) 10 15 10 4 16 Concentration 23 (+1), Diplomacy 23 (+1), Swim 23 (+1) Intimidate 23 (+1), Knowledge (History) 23 (+1), Tumble 12, Balance 5, Speak Language (Aquan) 1, Knowledge (Religion) 2, Quick Swimmer, Nimble Charge, Twisted Charge, Back on Your Feet, Survival 1 Perfect Self, Repace Greater Legacy Ability (+1 to enhancement bonus to Valorous weapon enhancment)


    Spoiler: Spellcasting and Maneuvers
    Show
    Level Class Maneuvers Known (Readied) Stances Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st Warblade 1 Moment of Perfect Mind, Steel Wind, Sapphire Nightmare Blade (3) Bolstering Voice
    2nd Knight 1
    3rd Warblade 2 Leading the Attack (3) Leading the Charge
    4th Warblade 3 Battle Leader's Charge (3)
    5th Warblade 4 Action Before Thought, Leading the Attack (4)
    6th Kensai 1
    7th Kensai 2
    8th Warblade 5 White Raven Tactics
    9th Divine Crusader 1 0
    10th Divine Crusader 2 1 0
    11th Legacy Champion 1 1 0
    12th Legacy Champion 2 2 1 0
    13th Legacy Champion 3 2 2 1 0
    14th Legacy Champion 4 3 2 2 1 0
    15th Legacy Champion 5 3 3 2 2 1 0
    16th Legacy Champion 6 3 3 3 2 2 1 0
    17th Legacy Champion 7 3 3 3 2 2 1 0
    18th Legacy Champion 8 3 3 3 3 3 2 1 0
    19th Legacy Champion 9 3 3 3 3 3 2 2 1 0
    20th Legacy Champion 10 3 3 3 3 3 3 2 2 1


    Spoiler: Level Breakdown
    Show
    Spoiler: 1-5
    Show
    Cu starts out as a Warblade, always a solid choice for a melee character. He invests in Diamond Mind maneuvers and concentration and wields a longspear for area control. With his high intelligence+human bonus skills he can afford to invest in Diplomacy, Intimidate, and Knowledge History in addition to some movement skills. This gives him some stuff to do outside of combat, though he’s not really a proper skill character. At 2nd level he dips Knight to boost his numbers slightly with Fighting Challenge, but mostly to pick up Ride as a class skill for Kensai. At 3rd, he’s back to Warblade for three levels. Leading the Charge is a pretty decent stance for a charger, which Cu mostly is. Combat Expertise is mostly a prereq for Kensai, but it will occasionally be helpful. By now, Cu also can use Power Attack to significantly boost his damage, though he still isn't highly accurate. Next level, Cu’s offense heats up with Battle Leader’s Charge, giving him a decent, high damage opener. Next level he replaces Leading the Attack with Action Before Thought which will become an important defensive asset for him later as his will save is pretty crappy. This also marks when he acquires the Notched Spear, which at this level lets him talk to fish and does slightly more damage when set against a charge, but it gets more powerful later. Doing the first ritual is easy enough for him- he’s a good swimmer who worships a sea god.


    Spoiler: 6-10
    Show
    Kensai is a weird class, but it provides the first of Cu’s two bonds to Gae Bulg. The wording is ambiguous, but it seems like a Kensai can add weapon enhancements to a weapon without starting with a +1. Cu starts by adding Impaling to Gae Bulg to let him full power attack a few times a day. Concealment of the Kraken, from Gae Bulg, is somewhat useful, giving him Darkness 3/day, though it’s hardly game changing. Shorten Grip lets him use his longspear against adjacent foes with a slight penalty, dramatically increasing its usefulness. Next level he adds Throwing as well and picks up Power Surge, a massive short term strength boost, which takes a move action to activate, comboing well with a strike. Its uses per day scale with concentration, giving him another reason to pump his concentration modifier. As a Kensai, his oath is to defend his homeland, though this would probably be different in actual play.

    Once he’s done with Kensai, Cu dips back into Warblade to finish his prereqs for Divine Crusader. His maneuver at this level is White Raven Tactics, which is as powerful as its reputation says. The Notched Spear becomes +1 Monstrous Humanoid Bane at this point, which is a decent buff. The hit point loss is starting to become annoying, though Cu’s good con and mostly warblade hit dice mitigate the loss. At 9th level, Cu becomes a divine crusader. His deity is technically Ulutiu, chosen for his favored weapon (a longspear), though given that he is a Heretic of the Faith to get the Wrath domain, his deity basically doesn’t matter. Wrath’s power is nice for him- it penalizes his wisdom, but since he has Moment of Perfect Mind and uses Charisma for spells, it doesn’t really matter, in exchange for a short term boost in strength. His first level spell is Rhino Rush, which combos well with Leading the Charge and Battle Leader’s Charge, boosting his damage to very respectable levels on the first attack. Next level, he picks up Bull’s Strength, a useful buff if he doesn’t have an item for it already. The Notched Spear also becomes +2 by this level. From here on out, Cu functions as a gish, usually casting buffs at the beginning of the battle before charging in with Rhino’s Rush+Battle Leader’s Charge. If people rush him, he likely gets an attack with reach and will try to drop a foe before charging to another. His readied maneuvers from here on out are Moment of Perfect Mind, Battle Leader’s Charge, Action Before Thought, and White Raven Tactics.


    Spoiler: 11-15
    Show
    Cu is now a legacy champion of the Notched Spear, advancing Divine Crusader. He also performs the lesser legacy ritual of the Notched Spear, using the reduced cost from Legacy Champion. He can defeat a fiendish shark pretty easily by this point, unlocking Water Breathing at will. At 12th level, Divine Crusader advances again, unlocking Rage, a spell that’s caught between a decent buff and an offensive spell. Cu mostly uses it as the former, using it to increase his strength, which is usually around 20 in battle now. He also gets electricity resistance, and picks up Pike Hedge, making readying attacks against a charge an actually viable strategy. In terms of Legacy Champion, Cu switches out the rather weak Parliament of Fishes for a +5 to concentration checks. Next level, Cu gets another use of Concealment of the Kraken and a new spell- Shout- which is a decent blasting spell. He needs a Charisma boosting item to actually cast at this level, but it should be affordable by now. Next level, he gets Weapon Specialization, making him actually qualify for the competition and making his damage slightly higher. His new spell is Righteous Might, a classic melee buff that ups his damage pretty significantly, as well as Scion of the Sea, letting him summon a huge shark. At 15th level he picks up Melee Weapon Mastery and Resistance to Acid. He also replaces one enhancement bonus with Haste, giving him a decent boost he can use a few times a day. Song of Discord is his new spell, which isn’t the greatest, but is useful against crowds.


    Spoiler: 16-20
    Show
    More Legacy Champion/Divine Crusader. This level unlocks Tenser’s Transformation, a powerful offensive buff as Cu doesn’t really use spells in battle. It bumps his BAB back up to his character level, helping his power attacking, as well as boosting his hitpoints and the number of attacks of opportunity he can make. He also picks up Darkvision and an extra Shark summoning at this level. At 17th, he doesn’t get to advance Divine Crusader, but he does unlock his first greater legacy ability- constant freedom of movement, which is actually pretty nice.

    18th is a big level for Cu. His version of Gae Bulg hasn’t looked much like its mythological counterpart, but now it starts to. The corrupt spell from BoVD called Death by Thorns creates thorns all over the inside of the target's body, killing in a way similar to the mythical Gae Bulg. It’s a seventh level spell, but at this level Cu gets Smiting Spell, letting him put the spell on Gae Bulg. Death by Thorns is actually a very powerful offensive spell that leaves its targets incapacitated even on a successful save, crippling enemies and allowing them to be finished off easily. Of course, it is an Evil spell that deals wisdom drain to Cu when he uses it, so there are certain drawbacks. Also, to cast it by this level he needs a decent amount of Charisma items, but they should be affordable by now. If not, he can start casting Smiting Spell Death by Thorns next level. In more minor news, he picks up Curative Legacy on Concealment of the Kraken, and for the past few levels he’s been picking up skill tricks that allow him to swim and charge more effectively. At 19th, he unlocks ninth level spells, again assuming Charisma items. Storm of Vengeance is honestly a little underwhelming, but Summon Monster IX, which he gets via the Notched Spear, is actually pretty powerful, even if it’s limited to aquatic creatures. Also, he gets resistance to acid and electricity from Legacy Champion, which is random, but not bad. Finally, 20th level. Cu switches a new weapon enhancement bonus to the Valorous weapon enhancement, making his charge attacks extra deadly. He also gets a new ninth level spell slot and becomes an outsider, two perks that round out his build nicely.


    Spoiler: Sources
    Show
    Warblade- Tome of Battle
    Knight, Melee Weapon Mastery, Smiting Spell- PHB II
    Kensai- Complete Warrior
    Divine Crusader- Complete Divine
    Spells, Wrath Domain- Spell Compendium
    Pike Hedge, Shorten Grip- Dragon Compendium
    Legacy Champion, Notched Spear, Legacy Feats- Weapons of Legacy
    Death by Thorns- Book of Vile Darkness
    Heretic of the Faith- Power of Faerun
    Impaling- Magic Item Compendium
    Valorous- Unapproachable East
    Skill Tricks- Complete Scoundrel
    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

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  24. - Top - End - #24
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    Halo is a very precise and thrifty marksman, having used only 14 PMs to communicate this build to me.

    Quote Originally Posted by John


    John Ohnsetten
    LG Human Warblade 1/Artificer 7/Warblade +5/Artificer + 7

    When John Ohnsetten was accepted for a prestigious apprenticeship under Katherine Halley, his kingdom’s foremost expert on creating magical armaments, it seemed like his future was secured. Through hard work and ingenuity, he had beaten out several more talented applicants to achieve the position, and he now looked forward to doing his duty to the kingdom while pushing the bounds of his craft. But when his kingdom was hit by a sudden, massive invasion, and his new mentor was called to assist a program for training a fresh generation of elite soldiers, everything changed.

    Hearing reports from the front, John realized he would not be content supplying equipment from behind the lines – he needed to fight. Seeing his determination, Katherine pulled some strings, and so John ended up adding his apprenticeship duties on top of a grueling training regimen amongst the most capable young recruits his nation had to offer. He knew it was going to be difficult, but he was resolved to push through the same way he always did: hard work, creative tactics, and never giving up. Duty demanded nothing less.

    Spoiler: Ability Scores
    Show

    Post-buff values are in parentheses
    Score Level 1 Level 4 Level 8 Level 12 Level 16 Level 20 Final
    STR 14 (16) (23) (69) (79) 14(79)
    DEX 13 (17) (33) (39) (49) 13(49)
    CON 12 (16) (28) (43) (49) 12(49)
    INT 14 +1 +1 +1(19) +1(22) +1(25) 19(25)
    WIS 13 (14) (18) 13(18)
    CHA 14 (26) 14(26)



    Build Table
    Spoiler: Build Table
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    Post-buff values are in parentheses
    Note that from level 9 onward, Tumble, Intimidate, Concentration, Balance, Sense Motive, Hide, Jump, and Diplomacy are always class skills, since John will always have active Martial Study feats granting access to them. The same applies to Rapid Blitz prerequisite feats.
    Level Class BAB Fort Ref Will Skills Feats Class Features
    1 Warblade +1 +3 +2 +1 Craft(weaponsmithing, armorsmithing) 4 (+8), (toolsmithing, attire) 1 (+2), Appraise 1 (+0), Knowledge (architecture) 1 (+0), Balance 2(+2), Concentration 4(+4), Jump 4(+4), Martial Lore 4(+4), Tumble 4(+4) Apprentice (Craftsman), Adaptive Style Battle clarity(reflex), weapon aptitude
    2 Artificer +1 +3 +2 +3 Craft(weaponsmithing, armorsmithing) 4, (toolsmithing, attire) 1, Appraise 1, Knowledge (architecture, arcana) 1(+1), Balance 2, Concentration 4, Jump 4, Martial Lore 4, Tumble 4, Spellcraft 1 (+1), UMD 5 (+5) Artificer knowledge, artisan bonus disable trap, item creation, Scribe Scroll
    3 Artificer +2 +3 +2 +4 Craft(weaponsmithing, armorsmithing, bowmaking) 4(+4), (toolsmithing, attire) 1, Appraise 1, Knowledge (architecture, arcana) 1, Balance 2, Concentration 4, Jump 4, Martial Lore 4, Tumble 4, Spellcraft 3 (+2), UMD 6 (+1) Extraordinary Artisan Brew Potion
    4 Artificer +3 +4 +3 (4) +4 Craft(weaponsmithing, armorsmithing, bowmaking) 4, (toolsmithing, attire) 1, Appraise 1, Knowledge (architecture, arcana, planes) 1(+1), Balance 2, Concentration 7(+3), Jump 4, Martial Lore 4, Tumble 4, Spellcraft 5 (+2), UMD 7 (+1) Craft Wondrous Item
    5 Artificer +4 +4 +3 (4) +5 Craft(weaponsmithing, armorsmithing, bowmaking) 4, (toolsmithing, attire) 2(+2), Appraise 1, Knowledge (architecture, arcana, planes) 1, Balance 2, Concentration 8(+1), Jump 4, Martial Lore 4, Tumble 4, Spellcraft 8 (+3), UMD 8 (+1) Legendary Artisan (bonus) Craft homunculus, bonus feat
    6 Artificer +4 +4 (7) +3 (7) +5 (6) Craft(weaponsmithing, armorsmithing, bowmaking) 5(+3), (toolsmithing, attire) 2, Appraise 1, Knowledge (architecture, arcana, planes) 1, Balance 2, Concentration 9(+1), Jump 4, Martial Lore 4, Tumble 4, Spellcraft 9 (+1), UMD 9 (+1), Search 1(+1) Magical Artisan (Extraordinary Artisan) Craft Magic Arms and Armor, retain essence
    7 Artificer +5 +5 (8) +4 (9) +6 (8) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 5(+3), (toolsmithing) 2, Appraise 1, Knowledge (architecture, arcana, planes) 1, Balance 2, Concentration 10(+1), Jump 4, Martial Lore 4, Tumble 4, Spellcraft 10 (+1), UMD 10 (+1), Search 2(+1) Craft Wand
    8 Artificer +6 +5 (10) +4 (10) +6 (9) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6(+4), (toolsmithing) 2, Appraise 1, Knowledge (arcana) 2 (+1), (architecture, planes) 1, Balance 2, Concentration 11(+1), Jump 4, Martial Lore 4, Tumble 4, Spellcraft 11 (+1), UMD 11 (+1), Search 2 Metamagic spell trigger
    9 Warblade +7 +6 (14) +5 (14) +6 (10) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 2, (architecture, planes) 1, Balance 2, Concentration 12(+1), Jump 4, Martial Lore 4, Tumble 4, Spellcraft 11, UMD 11, Search 2, Hide 7(+7) Magical Artisan (Legendary Artisan) Uncanny dodge
    10 Warblade +8 +6 (15) +7 (17) +7 (12) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 2, (architecture, planes) 1, Balance 2, Concentration 13(+1), Jump 4, Martial Lore 4, Tumble 4, Spellcraft 11, UMD 11, Search 2, Hide 13(+6), Intimidate 1(+1) Battle ardor (crit confirmation)
    11 Warblade +9 +7 (21) +7 (31) +7 (13) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 2, (architecture, planes) 1, Balance 2, Concentration 14(+1), Jump 4, Martial Lore 4, Tumble 4, Spellcraft 11, UMD 11, Search 2, Hide 14(+1), Intimidate 7(+6)
    12 Warblade +10 +7 (22) +7 (32) +7 (14) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 2, (architecture, planes) 1, Balance 2, Concentration 15(+1), Jump 6(+2), Martial Lore 4, Tumble 4, Spellcraft 11, UMD 11, Search 2, Hide 15(+1), Intimidate 7, Move Silently 1(+2 CC), Psicraft 1(+2CC) Magical Artisan (Craft Wondrous Item), Blade Meditation (Shadow Hand) (bonus) Bonus feat
    13 Warblade +11 +8 (27) +8 (30) +8 (19) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 2, (architecture, planes, history) 1(+1), Balance 2, Concentration 16(+1), Jump 6, Martial Lore 4, Tumble 9(+5), Spellcraft 11, UMD 11, Search 2, Hide 16(+1), Intimidate 7, Move Silently 1, Psicraft 1 Improved uncanny dodge
    14 Artificer +12 +8 (32) +8 (45) +9 (25) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 2, (architecture, planes, history) 1, Balance 2, Concentration 17(+1), Jump 6, Martial Lore 4, Tumble 9, Spellcraft 11, UMD 17(+6), Search 2, Hide 17(+1), Intimidate 7, Move Silently 1, Psicraft 1 Exceptional Artisan (bonus) Bonus feat
    15 Artificer +12 +9 (50) +9 (50) +9 (35) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 2, (architecture, planes, history) 1, Balance 2, Concentration 18(+1), Jump 6, Martial Lore 4, Tumble 9, Spellcraft 16(+5), UMD 18(+1), Search 2, Hide 18(+1), Intimidate 7, Move Silently 1, Psicraft 1 Magical Artisan (Exceptional Artisan) Craft Rod
    16 Artificer +13 +9 (56) +10 (57) +10 (39) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 5(+3), (architecture, planes, history) 1, Balance 2, Concentration 19(+1), Jump 6, Martial Lore 4, Tumble 9, Spellcraft 19(+3), UMD 19(+1), Search 2, Hide 19(+1), Intimidate 7, Move Silently 1, Psicraft 1
    17 Artificer +14 (+17) +9 (60) +10 (61) +10 (44) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 5, (architecture, planes, history) 1, Balance 2, Concentration 20(+1), Jump 11(+5), Martial Lore 4, Tumble 9, Spellcraft 20(+1), UMD 20(+1), Search 2, Hide 20(+1), Intimidate 7, Move Silently 1, Psicraft 1 Metamagic spell completion
    18 Artificer +15 (+18) +10 (64) +11 (66) +11 (59) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 5, (architecture, planes, history) 1, Balance 2, Concentration 21(+1), Jump 11, Martial Lore 4, Tumble 9, Spellcraft 20 UMD 21(+1), Search 8(+6), Hide 21(+1), Intimidate 7, Move Silently 1, Psicraft 1 Rapid Blitz, Craft Construct (bonus) Craft Staff, bonus feat
    19 Artificer +16 (+19) +10 (73) +11 (75) +11 (64) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 5, (architecture, planes, history) 1, Balance 2, Concentration 22(+1), Jump 11, Martial Lore 4, Tumble 9, Spellcraft 20 UMD 22(+1), Search 14(+6), Hide 22(+1), Intimidate 7, Move Silently 1, Psicraft 1 Skill mastery
    20 Artificer +17 (+20) +10 (75) +11 (77) +12 (67) Craft(weaponsmithing, armorsmithing, bowmaking, attire) 6, (toolsmithing) 2, Appraise 1, Knowledge (arcana) 7(+2), (architecture, planes, history) 1, Balance 2, Concentration 23(+1), Jump 11, Martial Lore 4, Tumble 9, Spellcraft 20 UMD 23(+1), Search 20(+4), Hide 23(+1), Intimidate 7, Move Silently 1, Psicraft 1 Forge Ring


    Spoiler: Infusions/Day
    Show

    Level 1st 2nd 3rd 4th 5th 6th
    2 3 - - - - -
    3 4 - - - - -
    4 4 2 - - - -
    5 4 3 - - - -
    6 4 4 1 - - -
    7 4 4 2 - - -
    8 4 4 3 - - -
    14 5 4 4 2 - -
    15 5 4 4 3 - -
    16 5 5 4 3 - -
    17 5 5 4 3 2 -
    18 5 5 5 4 3 -
    19 5 5 5 4 3 -
    20 6 5 5 4 3 2


    Spoiler: Maneuvers
    Show

    Level 1
    3 known & readied, 1 stance
    Maneuvers: Sudden Leap, Stone Bones, Moment of Perfect Mind
    Stance: Blood in the Water

    Level 9
    4 known, 3 readied, 1 stance
    Maneuvers: Sudden Leap, Stone Bones, Moment of Perfect Mind, Action before Thought, Martial Study(all up to 2nd level)
    Stance: Blood in the Water, Martial Stance(all up to 2nd level)

    Level 13
    6 known, 4 readied, 2 stances
    Note: Corona provides Martial Study feats continuously, so they can be uses for initial prerequisites
    Maneuvers: Sudden Leap, Moment of Perfect Mind, Action before Thought, Mind over Body, Iron Heart Surge, Mountain Hammer, Martial Study(all up to 4th level)
    Stances: Blood in the Water, Pearl of Black Doubt, Martial Stance(all up to 4th level)


    Spoiler: Other Stats
    Show

    Note: “Attack” is for a single attack, and includes True Strike and Power Attack modifiers
    Temp HP are approximate since the effect can be reactivated each round to try and get closer to the max
    Level HP Init Melee Attack Reach Ranged Attack Range Speed AC
    4 30 +5 Greatsword +25(2d6+9) x2 crit 5 ft Composite Longbow +26(1d8+2) crit: +2d8+4 110 ft increment 50 ft land 19, 14 touch
    8 68 +7 Corona(Spiked Chain)+26(2d4+16+ 1d8+6d6) crit:
    +2d4+16+ 5d10
    10 ft Corona(Composite Longbow) +32(1d8+3 +1d8+6d6) crit: +2d8+6+ 10d10 110 ft increment 50 ft land 27, 18 touch
    12 186 + ~9 temp +24 Corona(Glaive) +30 (1d10+31 +1d8+6d6) crit: +2d10+62 + 10d10 10 ft Corona(Composite Longbow) +46(1d8+8+ 1d8+6d6) crit: +2d8+16+10d10 330 ft increment 165 ft fly (perfect), 65 ft land 53, 40 touch
    15 330 + ~9 temp +27 Corona(Glaive) +61 (2d6+79 +1d8+7d6) crit: +4d6+158 +12d10 20 ft Corona(Composite Longbow) +58(1d10+41 + 1d8+7d6) crit: +2d10+82 + 12d10 330 ft increment 195 ft fly (perfect), 65 ft land 74, 59 touch
    20 493 + ~120 temp +41 Corona(Glaive) +77 (8d6+113 +1d8+20d6 +4d6(sneak)) crit: +16d6+226 +12d10 20 ft Corona(Composite Longbow) +87 (1d10+45 + 1d8+20d6 +4d6(sneak)) crit: +2d10+90+12d10 660 ft increment 245 ft fly (perfect),
    95 ft land
    98, 82 touch


    Snapshots

    Spoiler: Level 4
    Show

    Training proved more grueling than John could have imagined. His peers were stronger, faster, and tougher. They had come from warrior backgrounds, learning form and tactics from a young age. And while they could dedicate their full time to pursuing martial excellence, he needed to push the limits of his magical crafting at the same time.

    But John was never one to give up. Be it through rigorously honed technique, creative use of scrolls and infusions, or volunteering to test some of Katherine’s more experimental ideas, he endured. And finally, as he developed the ability to craft wondrous items of his own, the hard work began to pay off.

    While his peers were restricted by the limits of their bodies, he could use magical augmentation to hone select aspects of his own capabilities to deadly levels. But more prominent was the realization of one of Katherine’s main theories - that magic could be used to provide new recruits with the training of elite warriors. Although the reality was slightly less rosy – many forms of training required a foundation that new recruits did not yet possess, John nonetheless could now achieve things other warriors his age could never dream of. And just in time, for with the front threatening to buckle, they would soon be sent into active service.

    And yet, something was missing. It was becoming apparent that a magically augmented warrior like he now dreamed of becoming would have to manage a vast multitude of active spells – something the human mind couldn’t naturally handle. And furthermore, a warrior was ultimately only as good as their weapon, and to rely on a mere sword, even a magical one, just seemed… limiting. John began to think on what he needed, and eventually, he would begin to prepare…

    Spoiler: Items
    Show

    Magic Item Cost Multiplier(with class/alignment restriction): 23.625%
    (0.5 * 0.9(Apprentice) * 0.7(class/alignment restriction) * 0.75(Extraordinary Artisan))
    Mundane Item Cost Multiplier: 22.5%
    (0.333 * 0.9(Apprentice) * 0.75(Extraordinary Artisan))

    Helm of Decisive Justice(head slot, command-word CL 1 Hunter’s Mercy) 1800 gp value
    (1 * 1 * 1800) * 0.23625 = 425 gp craft cost
    On speaking the command word, once per round, the next ranged hit by the wearer within the next round will be a critical hit. This item requires the LG alignment to use.

    Medallion of Elder Wisdom(neck slot, command word CL 3 Heroics) 10,800 gp value
    (3 * 2 * 10800) * = 2552 gp craft cost
    On speaking the command word, once per round, the wearer receives a temporary feat of their choice from the Fighter bonus list (for which they have the prerequisites) for 30 minutes. This item requires the LG alignment to use.

    Mantle of Hidden Designs(shoulders slot, use-activated CL 1 Invisibility(Telflammar Shadowlord)) 2000 gp value
    (1 * 1 * 2000) * 0.23625 = 473 gp craft cost
    This mantle is designed to be worn under armor. Once per round, the wearer receives an Invisibility effect lasting for 1 minute or until they make an attack. This item requires the LG alignment to use.

    Vestment of the Enlightened Artificer(torso slot, command word CL 1 Wieldskill): 1800 gp value
    (1 * 1 * 1800) * 0.23625 = 425 gp craft cost
    On speaking with the command word, once per round, the wearer either can add a +5(competence) bonus to a chosen skill check (and is considered trained) or gains proficiency with a chosen weapon, armor, or shield, for 1 minute. This item requires the LG alignment to use.

    Breastplate: 200 gp value
    200 * 0.225 = 45 gp craft cost

    Under-Gloves of Decisive Action(hand slot, command word CL 1 True Strike) 1800 gp value
    (1 * 1 * 1800) * 0.23625 = 425 gp craft cost
    These gloves are designed to be worn underneath armor. On speaking the command word, once per round, the wearer receives a +20(insight) bonus to their next attack roll within the next round. This item requires the LG alignment to use.

    Girdle of Health(waist slot, use-activated CL 1 Cure Light Wounds) 2000 gp value
    (1 * 1 * 2000) * 0.23625 = 473 gp craft cost
    This girdle is designed to be worn under armor. Once per round, the wearer can heal 1d8+1 HP of damage. This item requires the LG alignment to use.

    Boots of Swift Justice(feet slot, use-activated CL 1 Haste(trapsmith)) 2000 gp value
    (1 * 1 * 2000) * 0.23625 = 473 gp craft cost
    At will, once per round, the wearer can activate a Haste effect. Until their next turn, they gain +30 ft (enhancement) to their move speed, +1 dodge to AC and reflex saves, + 1 attack, and 1 additional attack when full-attacking. This item requires the LG alignment to use.

    Greatsword: 50 gp value
    50 * 0.225 = 11.25 gp craft cost

    Composite Bow(+2 strength rating): 300 gp value
    300 * 0.225 = 67.5 gp craft cost

    5,369.7/5400 gp WBL


    Spoiler: Heroics Feats
    Show

    Combat Reflexes, Flay, Quickdraw, Weapon Focus(any), Exotic Weapon Proficiency(any), Blind Fight, Cleave, Power Attack, Shorten Grip, Bowslinger, Brutal Throw, Power Throw, Coordinated Shot, Defensive Archery, Precise Shot, Sharp Shooting, Rapid Shot, Point Blank Shot, Powerful Charge, Improved Bull Rush, Reckless Charge, Combat Expertise, Deflect Arrows, Dodge, Expeditious Dodge, Improved Toughness, Mighty are Fallen, Mobility, Shadowborn Warrior, Shield Specialization, Shield Ward, Spinning Defense, Vexing Flanker, Close-Quarters Fighting, Combat Focus, Combat Stability, Improved Initiative, Improved Sunder, Martial Study(all 1st level), Martial Stance(all 1st level)


    Tactics
    At this point, John favors skirmishing using at will Invisibility and Composite Longbow attacks. With at-will Hunter’s Mercy and True Strike, he can make an attack that is nearly guaranteed to hit and that automatically crits (for an average of 19.5 damage), then turn invisible again until the next round. He can do this as a standard action and then move, or use Haste to get a second attack on a full attack for possible extra damage.
    This has a formidable synergy with the Blood in the Water stance: every critical hit gives him a stacking, uncapped +1 bonus to attack and damage. He can optionally convert some of that attack bonus into an AC bonus with Combat Expertise.
    Melee is still an option: with a large enough Blood in the Water bonus, Cleave lets him potentially kill 2 foes in one round (3 with a Haste-supported full attack). Access to all 1st-level maneuvers and the Adaptive Style feat lets him spend a full-round action (preferably while invisible) to pick whichever maneuvers best fit the current challenge.
    Beyond that, at-will Cure Light Wounds, Combat Expertise, and Mobility help him disengage and recover from any mistakes.


    Spoiler: Level 8
    Show

    They had not been ready. Against the attacks of their relentless foe, training was not enough, and many of John’s companions perished in the first month. But the forge of battle refines techniques by incontrovertibly demonstrating what works, and John was determined to learn all he could.

    Not all of his learning was related to combat. When crafting in his limited downtime, his diligent experimentation uncovered methods to enhance his earlier efficiency techniques in a way that would not only save on material costs, but on essence expenditure as well. With his kingdom’s resources stretched to the brink, that difference mattered. And his growing crafting proficiency led to stronger equipment, boosting his prowess on the field.

    But amidst all that, a plan was taking shape. It had become clear to John that in order to become the ultimate warrior he dreamed of, he would need a companion, an intelligent weapon built to manage his magical arsenal and reshape itself into whichever form was needed. Katherine had ample information available on the crafting of intelligent items, and ordinarily, for a crafter of his level, it would be impossible. But few rules are absolute, and through dedicated research, he developed a workaround.

    Spoiler: Crafting Corona
    Show

    The creation of an intelligent item required much preparation and planning. Given the high cost of the item, the creation process represented months of work, interspersed with active duty. In addition to the demands of creating the item itself, John needed to create several other items in order to meet the demands of this particular crafting feat. On the final day, he also employed a Skill Enhancement infusion to create an item giving +5(circumstance) to UMD checks, and a Spell Storing Item infusion to create a single-use CL 7 Divine Insight item. As the moment of finalizing the enchantment drew near, with his mentor watching, John began to activate what he had prepared.

    First, he spoke the command words for his Focusing Chant item to get a +1 bonus to skill checks, and for his Wieldskill item to get a +5(competence) bonus to a UMD check. He then activated his Spell Storing Item to get a +12 bonus to one skill check of his choice.

    At the cusp of completion, he activated his Gauntlets of Consumptive Crafting, reached into a cage of lab rats, and snapped the necks of four, gaining +4 CL for the remaining duration. He then activated his Robe of the Dutiful Flagellant, taking 8 CON damage and gaining another +4 CL for one round. He now met the 15 CL requirement to create an intelligent item, and pushed through the pain to immediately complete the enchantment.

    He now needed to make a DC 35 UMD check in order to emulate the Polymorph Any Object effect for the Morphing weapon ability. He had 11 UMD ranks, +2 from CHA, +2 from a masterwork tool, +5 from Wieldskill, +12 from Divine Insight, +5 from Skill Enhancement and +1 from Focusing Chant, adding up to +38. This ensured an automatic success.

    With the enchantment completed, the glaive glowed a bright blue, and a feminine voice spoke: “I can see so much… like pieces on a chessboard… I can’t wait to play! You… are you the one who is to wield me? You… might just have the potential that I demand… And… what is my name?”

    John hadn’t hesitated before, and he didn’t now. He named the weapon Corona, for the glow that surrounded her, and for the great power that he knew she would come to direct. Even when the proud weapon demanded that he back up his stated goals with a curse to drop to 3 INT whenever wielding a weapon other than herself(using a Spell Storing Item infusion of Bestow Greater Curse), he didn’t hesitate, for he knew that Corona was the only weapon he would ever need.


    With the crafting of an intelligent magic item, a proud Katherine declared his apprenticeship complete, and he could now dedicate himself more fully toward the war effort. Though things were looking difficult, John looked forward to discovering what he could achieve with his new companion.

    Spoiler: Items
    Show

    Magic Item Cost Multiplier(with class/alignment restriction):
    17.719%
    (0.5 * 0.9(Apprentice) * 0.7(class/alignment restriction) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan))
    Mundane Item Cost Multiplier: 16.875%
    (0.333 * 0.9(Apprentice) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan))

    Helm of Decisive Justice(head slot, command-word CL 1 Hunter’s Mercy) 1800 gp value
    (1 * 1 * 1800) * 0. 17719 = 319 gp craft cost
    The delivery of justice must be swift, discerning, and final. The bearer of this helm understands this principle well. On speaking the command word, once per round, the next ranged hit by the wearer within the next round will be a critical hit. This item requires the LG alignment to use.

    Visor of Enlightened Tactics(eye slot, use-activated CL 1 Arcane Sight(trapsmith)): 2000 gp value
    (1 * 1 * 2000) * 0.17719 = 355 gp craft cost
    Proper decision making depends on reliable information, and this visor embodies that principle. Once per round, the wearer can activate an Arcane Sight effect, letting the perceive arcane auras within 120 feet, make Spellcraft checks to identify the school, or use a standard action to perceive more about a specific creature’s magic. This item requires the LG alignment to use.

    Medallion of Seraphic Endowment(neck slot, +3 saves(1 resistance, sacred, competence) (5K gp value), use-activated CL 1 Critical Strike(2K*1.5 gp value), use activated CL 1 True Strike(2K*1.5 gp value)): 11K gp value
    [(1*1K+2*1K+2*1K) + (1*1*2K*1.5) + (1*1*2K*1.5)] * 0.17719 = 1,949 gp craft cost
    This medallion is designed to be worn under armor. The wearer is augmented by an echo of celestial protection – and that insight extends to guiding a measure of celestial wrath. It provides a +3 bonus to all saving throws, and lets the wearer activate a Critical Strike effect(1d6 damage, double crit threat range, +4 to confirm crits for 1 round) or a True Strike effect(+20(insight) next attack roll) once per round. This item requires the LG alignment to use.

    Vestment of the Enlightened Artificer(torso slot, command word CL 1 Wieldskill): 1800 gp value
    (1 * 1 * 1800) * 0.17719 = 319 gp craft cost
    All people are called to improve the world around them, and the varied duties of an artificer require both versatility and skill. On speaking with the command word, once per round, the wearer either can add a +5(competence) bonus to a chosen skill check (and is considered trained) or gains proficiency with a chosen weapon, armor, or shield, for 1 minute. This item requires the LG alignment to use.

    Breastplate: 200 gp value
    200 * 0.16875 = 33.8 gp craft cost

    Bracers of Sacred Guidance(arm slot, command word CL 1 Focusing Chant): 1800 gp value
    (1 * 1 * 1800) * 0.17719 = 319 gp craft cost
    In the heat of battle, the correct course can be unclear. These bracers guide the will of the wearer toward the right path. On speaking the command word, once per round, the wearer receives a Focusing Chant effect(+1 to attack and skill/ability checks). This item requires the LG alignment to use.

    Girdle of the Noble Beast(waist slot, command word CL 5 Bite of the Werewolf): 27K gp value
    (5*3*1800) * 0.17719 = 4784 gp craft cost
    The path of justice sometimes demands peaceful meditation, but when action is needed, one must adapt to strike with unyielding might. On speaking the command word, once per round, the wearer receives a Bite of the Werewolf effect (+2(enh) STR, +4(enh) DEX, +4(enh) CON, +4(enh) NA). This item requires the LG alignment to use.


    Corona: LG +2 Intelligent Adamantine Morphing(+1) Glaive
    (18K (+3 total bonus) + 6K (intelligence) + 5K(spot) + 2.7K(deathwatch) +6.5K(hold person) + 3(adamantine) = 41.2K gp value

    [(18K+6K+5K+2.7K+6.5K) * 0.17719 + 3K * 0.16875] = 7275 gp craft cost
    Ability Scores: 16 INT, 16 WIS, 10 CHA
    HP: 40 (10 * (4/3) + 20 * (4/3))
    Hardness: 29 (20 + 4 + 5(crystal))
    Corona is an intelligent magic weapon designed to provide whatever capabilities her bearer needs. She has 10 ranks in Spot, can use Deathwatch at-will, and can target a foe with Hold Person 3 times a day. As a standard action, either she or, John can change her form into any other simple, martial, or exotic weapon(since intelligent items can activate their own abilities). Her bearer must have a LG alignment.

    Since Corona is considered a creature and a construct, she can use custom equipment like other creatures. Since she is always in contact with her bearer, she can use touch-range effects bestowed by her equipment on both them and herself. Since she can adjust her form, she can store this custom equipment inside herself, protecting it from harm.

    Lesser Crystal of Adamant Weaponry(slotless, CL 9(diamondsteel)): 1400 gp value
    1400 * 0.17719 = 248 gp craft cost
    This crystal improves the hardness of a weapon by 5. It requires the LG alignment to use.

    Augment of Mental Growth(head-equivalent slot, use-activated CL 3 Heroics) 12K gp value
    (3*2*2000) * 0.17719 =2126 gp craft cost
    Converted into a form that Corona can use, she can, once per round, bestow a temporary feat from the fighter list (that they qualify for) upon either her holder or herself. These feats last 30 minutes, but she can reactivate the item to refresh the duration, keeping them active as long as she is held. This item requires the LG alignment to use.

    Augment of Wise Oversight(eye-equivalent slot, use-activate CL 1 Eyes of the Avoral) 2000 gp value
    (1 * 1 * 2000) * 0.17719 = 355 gp craft cost
    To better society, one must both be watchful, and encourage alertness in others. Once per round, Corona can provide an Eyes of the Avoral effect (+8(racial) to Spot checks) to herself or her wielder. This item requires the LG alignment to use.

    Immaculate Augment(shoulders-equivalent slot, use-activated CL 1 Invisibility(Telflammar Shadowlord)) 2000 gp value
    (1 * 1 * 2000) * 0.17719 = 355 gp craft cost
    The followers of righteousness should seek nothing less than perfection. Corona seeks that ideal for both herself and her wielder, and this item brings her closer. Once per round, she can render her wielder invisible for one minute or until they attack. This item requires the LG alignment to use.

    Augment of the Incorruptible(waist-equivalent slot, use-activated CL 1 Cure Light Wounds) 2000 gp value
    (1 * 1 * 2000) * 0.17719 = 355 gp craft cost
    Endurance against physical ill is the minimum for pursuing righteousness, but it is better to overcome the ill altogether. Once per round, Corona can heal 1d8+1 HP of damage from her wielder. This item requires the LG alignment to use.

    Augment of Judgement(hand-equivalent slot, use-activated CL 5 Weapon of Energy(30K gp value), use-activated CL 1 Blades of Fire(2K gp value * 1.5)): 33K gp value
    [(5*3*2K)+(1*1*2K*1.5)] * 0.17719 = 5847 gp craft cost
    This augment burns with the power of righteous wrath. Once per round, Corona can empower herself with a Blades of Fire effect (1d8 fire damage) and/or a Weapon of Energy effect (1d6 damage of any element, +1d10 to 3d10 on crit). This item requires the LG alignment to use.

    Augment of the Proper Place(feet-equivalent slot, use-activated CL 1 Haste(trapsmith)): 2000 gp value
    (1 * 1 * 2000) * 0.17719 = 355 gp craft cost
    To accomplish a needed good, one must be in the right place at the right time. Once per round, Corona can provide a Haste effect to her wielder until the start of their next turn. This item requires the LG alignment to use.


    Robe of Resilient Craft(body slot, command word CL 5 Augment Object 1/day): 5400 gp
    (5*3*1800*0.2) * 0.17719 = 957 gp craft cost
    The battlefield is a dangerous place for one’s equipment. Once per day, this item can bestow another designated piece of equipment with double its base HP and hardness for five days. This item must be used by an Artificer of 5th level or higher.

    Robe of the Dutiful Flagellant(body slot, single-use-activated CL 7 Spell Enhancer(1400 gp value), CL 6 Suffer the Flesh(600 gp value+250gp component)): 2250 gp value
    [(7*4*50) + (6*2*50+250)] * 0.17719 = 399 gp craft cost
    Sometimes achieving the greater good requires one to suffer. This robe lets the wearer gain +4 CL for one round, at the cost of 8 CON damage. Afterward, it becomes an ordinary robe. This item requires the LG alignment to use.

    Gauntlets of Consumptive Crafting(hands slot, single-use-activated CL 7 Spell Enhancer(1400 gp value), CL 7 Consumptive Field(1400 gp value)): 2800 gp value
    [(7*4*50) + (7*4*50)] * 0.17719 = 496 gp craft cost
    Death, even that of ordinary rodents, is a morally questionable source of power, yet sometimes, it is unavoidable. These gauntlets, when activated, provide +1 caster level for each nearby death, to a maximum of +4. This bonus lasts for 9 rounds, after which the gauntlets become nonmagical. This item must be used by an Artificer of 7th level or higher.
    26,728/27K gp WBL


    Spoiler: Heroics Feats
    Show

    Combat Reflexes, Flay, Power Critical, Quickdraw, Weapon Focus(any), Exotic Weapon Proficiency(any), Blind Fight, Cleave, Great Cleave, Power Attack, Shorten Grip, Bowslinger, Brutal Throw, Power Throw, Coordinated Shot, Defensive Archery, Precise Shot, Sharp Shooting, Rapid Shot, Point Blank Shot, Powerful Charge, Improved Bull Rush, Reckless Charge, Combat Expertise, Deflect Arrows, Dodge, Expeditious Dodge, Improved Toughness, Mighty are Fallen, Mobility, Shadowborn Warrior, Shield Specialization, Shield Ward, Spinning Defense, Vexing Flanker, Close-Quarters Fighting, Combat Focus, Combat Stability, Improved Initiative, Improved Sunder, Power Critical, Great Cleave, Combat Brute, Haft Strike, Spring Attack, Brutal Strike, Whirlwind Attack, Dead Eye, Manyshot, Greater Manyshot, Improved Rapid Shot, Shot on the Run, Woodland Archer, Greater Powerful Charge, Shock Trooper, Improved Combat Expertise, Riposte, Combat Defense, Heavy Armor Optimization, Spectral Skirmisher, Constant Guardian(on Corona), Adaptable Flanker, Martial Study(all up to 2nd level), Martial Stance(all up to 2nd level).


    Tactics
    Sniping at foes from a distance remains John’s optimal strategy, at least in the initial phases of a fight, but it has grown far more dangerous. The energy damage bonuses Corona provides result in the average critical from her Composite Bow form dealing 128 damage, and True Strike + Hunter’s Mercy still results in a near-guaranteed critical. Greater Manyshot and Shot on the Run + Haste enable him to gain several additional shots while still being able to keep moving.

    Once the Blood in the Water bonuses grow, John’s melee options are significantly more potent. Improved Combat Expertise provides an extra +6 at the cost of a manageable reduction to attack, Great Cleave + Spring Attack enables killing a group of foes while moving, and a Whirlwind Attack lands one strike against all foes in reach (with Great Cleave allowing more strikes against any survivors).

    Disengaging still relies on invisibility, Mobility, and Cure Light Wounds. John has better HP and AC, but caution is still warranted against many foes, which is why ranged tactics are preferred. Dispelling is now starting to come into play, but with active effects that are at-will once per round, the disruption is mostly manageable – however, regaining the most important Heroics feats may take several rounds. Against foes that move faster than John and can see through invisibility, he has to rely on using the right combat feats and accumulated Blood in the Water bonuses to see him through.

    Sundering is another concern. Corona has enough hardness to weather many attacks, and a Reinforce Construct infusion gives her long-lasting additional defense, but it isn’t a guarantee. John’s other external items are augmented by the Robe of Resilient Craft to increase their HP and Hardness, but this also isn’t a guarantee, particularly if that effect was dispelled. For now, he simply needs to watch out for potential sunderers – particularly Stone Dragon initiators who can bypass hardness – and eliminate them first from long range.

    Against ambushes, Corona has a +21 Spot modifier, rising to +26 with a Wieldskill bonus. Foes using magically-enhanced concealment will actually be easier to spot thanks to John’s Arcane Sight picking up the aura of their spell effects.

    Creator of the LA-assignment thread.

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  25. - Top - End - #25
    Titan in the Playground
     
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    John continued (jontinued?).

    Quote Originally Posted by John part 2
    Spoiler: Level 12
    Show

    The enemy has learned to fear him. A rumor that he might be somewhere nearby is sometimes enough to send enemy infantry fleeing in terror. John and Corona both take great satisfaction in this. And their terror is reasonable – after all, what can infantry do against an invisible foe who can unleash hundreds of ranged attacks from hundreds of feet away.

    Of course, they have tried to trap him. Be it hidden foes, traps, surprise dispel attacks, elite sunderers, and more, their preparedness has been tested. But through caution, scouting the battlefield in advance, and keeping mobility options in reserve, their traps have always failed.

    But while he fights on one front, others threaten to buckle. And while his growing crafting prowess ensures he is well-equipped, he does not have time to produce gear for those other than Corona and himself, and his increasingly-refined techniques have proved challenging for others to implement. Meanwhile, he still must remain cautious about some enemy champions, who continue to grow from other battles.

    Fighting with Corona quickly became instinctive – perhaps unsurprising since they were, in fact, made for each other. She naturally maintains the ever-growing list of spell effects that she can bestow, even reminding John through practiced verbal or color-flashing cues whenever one of his personal effects is about to expire. Between Wieldskill granted Autohypnosis checks to memorize relevant patterns and the fundamentals of her design, she confidently provides John with the means of victory.

    Spoiler: Items
    Show

    Wondrous Item Cost Multiplier(with class/alignment restriction): 9.9668%
    (0.5 * 0.9(Apprentice) * 0.7(class/alignment restriction) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan) * 0.75(Magical Artisan(Legendary Artisan) * 0.75(Magical Artisan(Craft Wondrous Item))
    Other Magic Item Cost Multiplier(with class/alignment restriction): 13.289%
    (0.5 * 0.9(Apprentice) * 0.7(class/alignment restriction) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan) * 0.75(Magical Artisan(Legendary Artisan))
    Mundane Item Cost Multiplier: 16.875%
    (0.333 * 0.9(Apprentice) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan))

    Helm of Decisive Justice(head slot, use-activated CL 5 Arrow Storm(30K gp value), +2 INT (4K gp value * 1.5), use-activated CL 1 Arrow Mind (2K gp value * 1.5), use-activated CL 1 Hawkeye(2K gp value * 1.5), use-activated CL 1 Hunter’s Mercy(2K gp value * 1.5)): 48K gp value
    [(5 * 3 * 2K) + (2^2 * 1K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5)] * 0.099668 = 4874 gp craft cost
    The delivery of justice must be swift, discerning, and final. The bearer of this helm understands this principle well. They gain and enhancement bonus of +2 INT. Once per round, the wearer can activate an Arrow Mind effect(full round action for ranged attack at every foe in range increment), a Hawkeye effect(+50% range increment) and/or a Hunter’s Mercy effect(next ranged hit is automatic critical). This item requires the LG alignment to use.

    Visor of Enlightened Tactics(eye slot, use-activated CL 5 Battlemagic Perception(30K gp value), use-activated CL 1 Arcane Sight(trapsmith)(2K gp value * 1.5)): 36K gp value
    [(5 * 3 * 2K) + (1 * 1 * 2K * 1.5)] * 0.099668 = 3588 gp craft cost
    Proper decision making depends on reliable information, and this visor embodies that principle Once per round, the wearer can activate a Battlemagic Perception effect(Detect all spell use in 100ft and identify) and/or an Arcane Sight effect(perceive magic auras & inspect with Spellcraft). This item requires the LG alignment to use.

    Medallion of Seraphic Endowment(neck slot, +7 saves(2 resistance, 1 sacred, competence, luck, insight, deflection) (5K gp value), use-activated CL 1 Critical Strike(2K*1.5 gp value), use activated CL 1 True Strike(2K*1.5 gp value)): 20K gp value
    [(2^2*1K+1*2K*5) + (1*1*2K*1.5) + (1*1*2K*1.5)] * 0. 099668 = 1994 gp craft cost
    This medallion is designed to be worn under armor. The wearer is augmented by an echo of celestial protection – and that insight extends to guiding a measure of celestial wrath. It provides a +7 bonus to all saving throws, and lets the wearer activate a Critical Strike effect(1d6 damage, double crit threat range, +4 to confirm crits for 1 round) or a True Strike effect(+20(insight) next attack roll) once per round. This item requires the LG alignment to use.

    Mantle of Heavenly Power(shoulders slot, command word CL 7 Polymorph(50.4K gp value), command word CL 3 Alter Self(10.8K gp value), command word CL 7 Righteous Might 1/day(10.08K gp value * 1.5), use-activated CL 1 Camouflage(2K gp value * 1.5)): 79.14K
    [(7*4*1.8K) + (3*2*1.8K) + (7*4*1.8K*0.2*1.5) + (1*1*2K*1.5)] * 0.099668 = 7888 gp craft cost
    This mantle is designed to be worn under armor. Hints of celestial glory touch the wielder’s mind, insulating the wielder from the exact source of what the mantle currently imitates. On speaking the command word, it provides the wearer with the physical stats and NA of an outsider of up to 7 HD, while preserving them in a humanoid size and shape. Once per round, they can activate a Camouflage effect(+10(circumstance) to Hide), or ,1/day, activate a Righteous Might effect(wearer & equipment grow 1 size, +8(size) STR, +4(size) CON). This item requires the LG alignment to use.

    Vestment of the Enlightened Artificer(torso slot, use-activated CL 3 Divine Insight(12K gp value), use-activated CL 3 Wraithstrike(12K gp value * 1.5), use-activated CL 1 Wieldskill(2K gp value * 1.5)): 33K gp value
    [(3*2*2K) + (3*2*2K * 1.5) + (1*1*2K * 1.5)] * 0. 099668 = 3289 gp craft cost
    All people are called to improve the world around them, and the varied duties of an artificer require both versatility and skill. Once per round, the wearer either can add a +5(competence) bonus to a chosen skill check (and is considered trained) or gains proficiency with a chosen weapon, armor, or shield, for 1 minute. They can also at will, once per round, activate a Divine Insight effect(+8(insight) to future skill check) and/or a Wraithstrike effect (melee attacks for the current round are touch attacks). This item requires the LG alignment to use.

    +2 Mithril Nimbleness (+1) Restful (0.5K gp) Durable(0.5K gp) Battle Plate: 21.5K gp value
    (9K(+3 total bonus) + 0.5K + 0.5K] * 0.13289 + (9K(mithril) + 2.5K(battle plate)) * 0.16875 = 3270 gp craft cost
    This specially-designed heavy armor provides reliable protection to those on the path of righteousness. It has 11 armor AC(13 with Greater Heavy Armor Optimization), max +5 DEX to AC, and an armor check penalty of -4 (-1 with Greater Heavy Armor Optimization). It is unaffected by caustic attacks and can be slept in comfortably. This armor requires the LG alignment to use.

    Bracers of Sacred Guidance(arm slot, +4 AC(1 sacred, competence, morale, insight) (10K gp value), use-activated CL 1 Sign(2K gp value * 1.5), use-activated CL 1 Nerveskitter(2K gp value * 1.5), use-activated CL 1 Focusing Chant(2K gp value * 1.5), CL 7 Greatreach Bracers(enlarge person) (2K gp value * 1.5): 22K gp value
    [(1*2.5K * 4)+ (1*1*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5) + (2K * 1.5)] * 0. 099668 = 2193 gp craft cost
    In the heat of battle, the correct course can be unclear. These bracers guide the will of the wearer toward the right path. They provide a +4 bonus to AC, and, once per round, the wearer can activate a Sign effect(+4 initiative), a Nerveskitter effect(+5 initiative), a Focusing Chant effect(+1 to attack and skill/ability checks) and/or, 3 times per day, increase their reach by 10 ft for 1 round. This item requires the LG alignment to use.

    Under-Gloves of Decisive Action(hand slot, use-activated CL 3 Lesser Celerity): 12K gp value
    (3*2*2K) *0. 099668 = 1196 gp craft cost
    These gloves are designed to be worn underneath armor. The wearer feels a small but insistent need to get moving and achieving good works. Once per round, they can activate a Lesser Celerity effect(extra move action, dazed following round). This item requires the LG alignment to use.

    Girdle of the Noble Beast(waist slot, CL 9 Belt of Battle(haste) (12K gp value * 1.5), command word CL 5 Bite of the Werewolf(27K gp value)): 45K gp value
    [(12K * 1.5) + (5*3*1.8K)] * 0. 099668 = 4485 gp craft cost
    This girdle is designed to be worn under armor. The path of justice sometimes demands peaceful meditation, but when action is needed, one must adapt to strike with unyielding might. On speaking the command word, once per round, the wearer receives a Bite of the Werewolf effect (+2(enh) STR, +4(enh) DEX, +4(enh) CON, +4(enh) NA). The wearer can spend its 3 daily charges to get a move(1), standard(2) or full-round(3) action. This item requires the LG alignment to use.

    Boots of Swift Justice(feet slot, use-activated CL 3 Master Air(12K gp value), use-activated CL 1 Accelerated Movement(2K gp value * 1.5), use-activated CL 1 Lightfoot(2K gp value * 1.5), use-activated CL 1 Wings of Swift Flying (2K gp value)): 20K gp value
    [(3*2*2K) + (1*1*2K) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0. 099668 = 1994 gp craft cost
    Justice delayed is justice denied. The wearer of these boots will be well prepared to arrive on time. Once per round, they can activate a Master Air effect(90 ft(good) fly, 60 in armor), a Wings of Swift Flying effect(+40 ft fly speed), an Accelerated Movement effect (can Hide at full move speed), and/or a Lightfoot effect (move does not provoke AoOs) . This item requires the LG alignment to use.

    Charm of the Blessed Guardian(slotless, use-activated CL 1 Shield): 4K gp value
    (1*1*2K*2) * 0.099668 = 399 gp craft cost
    When worn in an interior pocket, this charm endows the wearer with a small measure of celestial protection. Once per round, they can activate a Shield effect (+4 shield AC). This item requires the LG alignment to use.


    Corona: LG +2 Intelligent Adamantine Morphing(+1) Wand Chamber (100 gp)Glaive
    (32K (+3 total bonus) + 6K (intelligence) + 5K(spot) + 2.7K(deathwatch) +6.5K(hold person) + 3(adamantine) = 41.3K gp value

    (18K+6K+5K+2.7K+6.5K+0.1K) * 0.13289+ 3K * 0.16875 = 5596 gp craft cost
    Ability Scores: 16 INT, 16 WIS, 10 CHA
    HP: 40 (10 * 2 * (4/3) + 20 * (4/3))
    Hardness: 29 (20 + 4 + 5(crystal))
    Corona is an intelligent magic weapon designed to provide whatever capabilities her bearer needs. She has 10 ranks in Spot, can use Deathwatch at-will, and can target a foe with Hold Person 3 times a day. As a standard action, either she or, John can change her form into any other simple, martial, or exotic weapon. Her bearer must have a LG alignment.

    Since Corona is considered a creature and a construct, she can use custom equipment like other creatures. Since she is always in contact with her bearer, she can use touch-range effects bestowed by her equipment on both them and herself. Since she can adjust her form, she can store this custom equipment inside herself, protecting it from harm.

    Lesser Crystal of Adamant Weaponry(slotless, CL 9(diamondsteel)): 1400 gp value
    1400 * 0.13289= 186 gp craft cost
    This crystal improves the hardness of a weapon by 5. It requires the LG alignment to use.

    Augment of Mental Growth(head-equivalent slot, use-activated CL 3 Heroics(12K gp value), use-activated CL 3 Moment of Clarity(12K gp value * 1.5), use-activated CL 3 Peaceful Serenity of Io(12K gp value * 1.5, use-activated CL 1 Accuracy(2K gp value * 1.5), use-activated CL 1 Wieldskill(2K gp value * 1.5)): 54K gp value
    [(3*2*2K) + (3*2*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0.099668 = 5382 gp craft cost
    True justice requires a discerning mind to take everything necessary into account. Once per round, Corona can bestow a temporary feat from the fighter list (that they qualify for) upon either her holder or herself. These feats last 30 minutes, but she can reactivate the item to refresh the duration, keeping them active as long as she is held. Also, once per round, she can bestow a Moment of Clarity effect(new save vs. mind-effecting) a Peaceful Serenity of Io effect (suppress compulsion & fear), an Accuracy effect(double ranged weapon increment) and/or a Wieldskill effect(+5(comp) to skill or armor/weapon proficiency). This item requires the LG alignment to use.

    Augment of Wise Oversight(eye-equivalent slot, use-activate CL 1 Eyes of the Avoral) 2000 gp value
    (1 * 1 * 2000) * 0.099668 = 200 gp craft cost
    To better society, one must both be watchful, and encourage alertness in others. Once per round, Corona can provide an Eyes of the Avoral effect (+8(racial) to Spot checks) to herself or her wielder. This item requires the LG alignment to use.

    Augment of Shared Protection(neck-equivalent slot, use-activated CL 7 Protection from Energy(trapsmith) (14K gp value), use-activated CL 1 Immediate Assistance(2K gp value * 1.5), use-activated CL 1 Guiding Light (2K gp value * 1.5), use-activated CL 1 Share Talents(2K gp value * 1.5)): 23K gp value
    [(7*1*2K) + (1*1*2K*1.5) + (1*1*2K*1.5) + (1*1*2K*1.5)] * 0.099668 = 2293 gp craft cost
    Those who stand against injustice must draw strength from each other. Once per round, this augment lets Corona bestow a Protection from Energy effect (absorb 84 damage of chosen element), an Immediate Assistance effect(use reroll instead of original), a Guiding Light effect(+2(circumstance) attack vs a cluster of targets), and/or a Share Talents effect(+2 to skills anyone has ranks in). This item requires the LG alignment to use.

    Immaculate Augment(shoulders-equivalent slot, use-activated CL 3 Greater Invisibility(Telflammar Shadowlord) (12K gp value * 1.5), use-activated CL 1 Repair Light Damage x 4(2K gp value * 4 * 1.5), use-activated CL 1 Mending(1K gp value * 1.5): 25.5K gp value
    [(1*1*2K * 4 * 1.5) + (1*0.5*2K * 1.5) * (3*2*2K)] * 0.099668 = 2542 gp craft cost
    The followers of righteousness should seek nothing less than perfection. Corona seeks that ideal for both herself and her wielder, and this item brings her closer. Once per round, she can render her wielder invisible for three rounds, repair 4d8+4 damage to herself(at once or in 1d8+1 increments), and/or fully repair an adjacent item. This item requires the LG alignment to use.

    Augment of Benevolent Empowerment(torso-equivalent slot, use-activated CL 3 Aid(12K gp value), use-activated CL 3 Elation(12K gp value * 1.5)): 30K gp value
    [(3*2*2K) + (3*2*2K*1.5)] * 0.099668 = 2990 gp craft cost
    To do what is right, one must always be prepared to reach out and aid one’s fellows with what one has available. Once per round, Corona can bestow an Aid effect(+1(morale) attack, 1d8+3 temp HP) and/or an Elation effect(+2(morale) STR & DEX, +5 ft speed). This item requires the LG alignment to use.

    Augment of the Perfected Wielder(body-equivalent slot, command word CL 5 Nature’s Balance): 27K gp value
    (5*3*1.8) * 0.099668 = 2691 gp craft cost
    A weapon is only as dangerous as its wielder, and Corona seeks to be a peerless instrument of good. Once per round, on speaking the command word, she can bestow a Nature’s Balance effect(+4 to STR, DEX, or CON, -4 to own). This item requires the LG alignment to use.

    Augment of Dutiful Pride(arm-equivalent slot, use-activated CL 5 Sudden Aegis): 30K gp value
    (5*3*2K) * 0.099668 = 2990 gp craft cost
    Pride in oneself can be a sin, but pride in seeking what is right is a virtue. This augment lets Corona bring her wielder closer to what she knows he can be. Once per round, she can bestow a Sudden Aegis effect(DR 10/adamantine 1 round) . This item requires the LG alignment to use.

    Augment of Judgement(hand-equivalent slot, use-activated CL 5 Weapon of Energy(30K gp value), use-activated CL 3 Ghost Touch Weapon 1/day (6K gp value * 1.5), use-activated CL 1 Blades of Fire(2K gp value * 1.5)): 42K gp value
    [(5*3*2K) + (5*3*2K * 0.2 * 1.5) + (1*1*2K*1.5)] * 0.099668 = 4186 gp craft cost
    This augment burns with the power of righteous wrath. Once per round, Corona can empower herself with a Blades of Fire effect (1d8 fire damage) and/or a Weapon of Energy effect (1d6 damage of any element, +1d10 to 3d10 on crit). Once per day, she can empower herself with a Ghost Touch Weapon effect(normal damage to incorporeal) for 5 minutes. This item requires the LG alignment to use.

    Augment of the Incorruptible(waist-equivalent slot, command word CL 7 Favor of the Martyr(56K gp value), command word CL 7 Delay Death (56K gp value * 1.5), command word CL 7 Death Ward 1/day (Runescarred Berserker)(8.4K gp value), command word CL 7 Sheltered Vitality 1/day (11.2K gp value), use-activated CL 1 Cure Light Wounds x6(2K gp value * 6 * 1.5): 161.64K gp value
    [(7*4*2K) + (7*4*2K * 1.5) + (7*3*2K*0.2) + (7*4*2K * 0.2) + (1*1*2K * 10 * 1.5)] * 0.099668 = 16,110 gp craft cost
    Endurance against physical ill is the minimum for pursuing righteousness, but it is better to overcome the ill altogether. On speaking a command word, once per round, Corona can bestow 7 minutes of immunity to nonlethal, compulsion, pain, daze, fatigue, exhaustion, sickened, nauseated, staggered, and stunned, bestow a Delay Death effect(cannot die from negative HP), and/or heal 6d8+6 HP of damage from her wielder(at once or in 1d8+1 increments). Once per day, she can speak a command word to bestow 7 minutes of immunity to ability damage & drain, and/or 7 minutes of immunity to death effects, energy drain, or negative energy. This item requires the LG alignment to use.

    Augment of the Proper Place(feet-equivalent slot, use-activated CL 3 Greater Slide(12K gp value), use-activated CL 3 Dimension Door(12K gp value * 1.5), use-activated CL 3 Cloud Wings(12K gp value * 1.5), use-activated CL 1 Haste(trapsmith) (2K gp value * 1.5), use-activated CL 1 Knight Unburdened(2K gp value * 1.5)): 57K gp value
    [(3*2*2K) + (3*2*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0.099668 = 5681 gp craft cost
    To accomplish a needed good, one must be in the right place at the right time. Once per round, Corona can provide a Greater Slide effect(move subject 20 ft without provoking AoOs), a Dimension Door effect(teleport 520 ft), a Cloud Wings effect(+30 ft fly speed) a Haste effect (1 round +30 ft(enh) move, +1 attack +1 dodge, extra attack on full attack) and/or a Knight Unburdened effect(no movement penalties for med/heavy armor). This item requires the LG alignment to use.

    Augment of the Helping Hand(slotless, use-activated CL 1 Greater Mage Hand): 4K gp value
    (1*1*2K*2) * 0.099668 = 399 gp craft cost
    Living a fruitful life requires being ready to lend a helping hand. This augment lets Corona concentrate and manipulate nearby items as if she had 10 strength. This item requires the LG alignment to use.


    Robe of Resilient Craft(body slot, command word CL 5 Augment Object 1/day): 5400 gp
    (5*3*1800*0.2) * 0.099668 = 538 gp craft cost
    The battlefield is a dangerous place for one’s equipment. Once per day, this item can bestow another designated piece of equipment with double its base HP and hardness for 5 days. This item must be used by an Artificer of 5th level or higher.

    Robe of Recovery(body slot, command word CL 5 Restoration 1/day): 5400 gp + 1K gp (material component factor) value
    (5*3*1800*0.2 + 50*100*0.2) * 0.099668 = 638 gp craft cost
    Fulfilling one’s duty is often difficult, but proper support can make it easier. Once per day, the wearer can recover from all temporary ability damage and restore one drained ability score. This item requires the LG alignment to use.

    87,694/88K gp WBL


    Spoiler: Heroics Feats
    Show

    Combat Reflexes, Flay, Power Critical, Quickdraw, Weapon Focus(any), Exotic Weapon Proficiency(any), Blind Fight, Cleave, Great Cleave, Power Attack, Shorten Grip, Bowslinger, Brutal Throw, Power Throw, Coordinated Shot, Defensive Archery, Precise Shot, Sharp Shooting, Rapid Shot, Point Blank Shot, Powerful Charge, Improved Bull Rush, Reckless Charge, Combat Expertise, Deflect Arrows, Dodge, Expeditious Dodge, Improved Toughness, Mighty are Fallen, Mobility, Shadowborn Warrior, Shield Specialization, Shield Ward, Spinning Defense, Vexing Flanker, Close-Quarters Fighting, Combat Focus, Combat Stability, Improved Initiative, Improved Sunder, Power Critical, Great Cleave, Combat Brute, Haft Strike, Spring Attack, Brutal Strike, Whirlwind Attack, Dead Eye, Manyshot, Greater Manyshot, Improved Rapid Shot, Shot on the Run, Woodland Archer, Greater Powerful Charge, Shock Trooper, Improved Combat Expertise, Riposte, Combat Defense, Heavy Armor Optimization, Spectral Skirmisher, Constant Guardian(on Corona), Adaptable Flanker, Improved Critical(any), Pushback, Resounding Blow, Greater Heavy Armor Optimization, Combat Vigor, Martial Study(all up to 4th level), Martial Stance(all up to 4th level).


    Tactics
    The addition of at-will Polymorph (mixed with an Alter Self effect to avoid changing John’s physical shape), gives John significant extra flexibility. A strong option with 7HD or less is the Avoral (15 STR, 23 DEX, 20 CON, 8 NA). Others include the Bralani(18 STR, 18 DEX, 17 CON, 6 NA), the Ghirrash (23 STR, 16 DEX, 16 CON, 8 NA), the Dwarf Ancestor(22 STR, 8 DEX, 28 CON, 18 NA), or the Orthon(22 STR, 13 DEX, 26 CON, 6 NA). For simplicity, Avoral can be used for ranged combat, and Dwarf Ancestor for melee.

    Sniping with Hunter’s Mercy is still viable, but there is a new ranged option that is terrifyingly effective against massed foes: Arrowstorm. It requires a full round action to use, but Lesser Celerity, Dimension Door, and Greater Slide still allow plenty of mobility, and the result is that John can make a ranged attack against every single foe in his 330 ft range increment. Critical Strike and his bonuses to confirming crits mean that nearly 10% of the attacks that hit will be criticals, and every critical adds to his Blood in the Water bonuses. These attacks are fired with a Greater Invisibility effect active, so many foes won’t even be able to see him, and even once the enemy army starts holding readied range attacks to oppose this tactic, his high AC (further boosted by Improved Combat Expertise) will potentially carry him through, Delay Death and his mobility options let him safely disengage the moment he takes too much damage, and he can just go back to long-range sniping with Hunter’s Mercy and Greater Manyshot (using Woodland Archer-supported snipe actions) until they abandon that tactic.

    Though melee is usually unnecessary, John gains a number of extra options nonetheless. His general increased to STR and AC make it a more survivable proposition, and the addition of a fast fly speed makes the Spring Attack + Great Cleave combo more formidable. The Mithral Tornado is a standard-action alternative to Whirlwind attack that can likewise trigger Great Cleaves against survivors.

    Dispelling may become more common – if it is done within 100 ft, the Visor of Enlightened Tactics lets John detect it and react by using a relocation effect, but the range for Dispel Magic allows it to be used outside Battlemagic Perception range. In that event, John may need to disengage until he recovers any important lost Heroics feats.
    John also carefully avoids any dimensional anchor effect. Although Lesser Celerity and Greater Slide still work there, any loss of mobility is a potential problem. Sundering concerns are still a reason for him to prefer engaging at long range. At-will Aid gives Corona a small measure of added protection, and Delay Death gives her a much larger one, but the typical response to a sundering attempt is to use a mobility option kept in reserve to move out of range as a free action.

    Against compulsion effects, Peaceful Serenity of Io suppresses them, while Moment of Clarity allows repeated additional saves. If he fails a save against any other sufficiently crippling effect (that he isn’t temporarily or permanently immune to), he can always disengage and try again later (after sniping the source of his trouble from far away).


    Spoiler: Level 15
    Show

    It was done. Though the cost was great, and many friends lie dead, the brunt of the enemy assault was finally broken. The success of Katherine’s magical equipment program further bolstered her reputation, and John and Corona stood as the shining pinnacle of what it could achieve. But, after enduring so much, they were not content to let those who had pushed them so hard and cost them so much simply recover and menace them another day. Although the bulk of his kingdom’s army would rest and recover, John and his companions had a different mission: to strike out into enemy territory, and make sure they could never menace anyone, ever again.

    To achieve that, he redoubled his focus on his craft. His efforts to eke out every last bit of efficiency have reached a pinnacle, and are now supported by additional growth in imbuing raw magical power. Some might even call what he is an “ultimate warrior”. But John and Corona’s quest for perfection doesn’t have an end, and he knows the challenges ahead will test them in new ways. But, as always, he is ready to adapt to meet them.

    Spoiler: Items
    Show

    Wondrous Item Cost Multiplier(with class/alignment restriction): 7.4751%
    (0.5 * 0.9(Apprentice) * 0.7(class/alignment restriction) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan) * 0.75(Magical Artisan(Exceptional Artisan) * 0.75(Magical Artisan(Legendary Artisan) * 0.75(Magical Artisan(Craft Wondrous Item))
    Other Magic Item Cost Multiplier(with class/alignment restriction): 9.9668%
    (0.5 * 0.9(Apprentice) * 0.7(class/alignment restriction) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan) * 0.75(Magical Artisan(Exceptional Artisan) * 0.75(Magical Artisan(Legendary Artisan))
    Mundane Item Cost Multiplier: 12.656%
    (0.333 * 0.9(Apprentice) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan) * 0.75(Magical Artisan(Exceptional Artisan))

    Adamantine Helm of Decisive Justice(head slot, +4 INT(16K gp value * 1.5), +1 WIS(1K gp value *1.5), use-activated CL 9 Surge of Fortune(90K gp value), use-activated CL 5 Arrow Storm(30K gp value * 1.5), use-activated CL 1 Arrow Mind (2K gp value * 1.5), use-activated CL 1 Hawkeye(2K gp value * 1.5), use-activated CL 1 Hunter’s Mercy(2K gp value * 1.5), use-activated CL 1 Guided Shot(2K gp value * 1.5): 194.5K + 2K material gp value
    [(9*5*2K) + (5*3*2K * 1.5) + (4^2 * 1K * 1.5) + (1 * 1K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5)] * 0.074751 + 2K * 0.12656 = 14,792 gp craft cost
    The delivery of justice must be swift, discerning, and final. The bearer of this helm understands this principle well. They gain enhancement bonuses of +4 INT and +1 WIS. Once per round, the wearer can activate a Surge of Fortune effect(treat a roll as a natural 20), an Arrow Mind effect(full round action for ranged attack at every foe in range increment), a Hawkeye effect(+50% range increment), a Hunter’s Mercy effect(next ranged hit is automatic critical), and/or a Guided Shot effect (ignore distance, cover and concealment penalties, 1 round). This helm is reinforced with adamantine for added durability. This item requires the LG alignment to use.

    Adamantine Visor of Enlightened Tactics(eye slot, use-activated CL 5 Battlemagic Perception(30K gp value), use-activated CL 5 Vision of the Omniscient Eye(30K gp value * 1.5), use-activated CL 1 Arcane Sight(trapsmith)(2K gp value * 1.5)): 78K + 2K material gp value
    [(5 * 3 * 2K) + (5 * 3 * 2K * 1.5) + (1 * 1 * 2K * 1.5)] * 0.074751 + 2K * 0.12656 = 6084 gp craft cost
    Proper decision making depends on reliable information, and this visor embodies that principle. Once per round, the wearer can activate a Battlemagic Perception effect(Detect all spell use in 100ft and identify), a Vision of the Omniscient Eye effect(+10(insight) to Spot, immune to dazzled & blinded), and/or an Arcane Sight effect(perceive magic auras & inspect with Spellcraft). This visor is reinforced with adamantine for added durability. This item requires the LG alignment to use.

    Medallion of Seraphic Endowment(neck slot, +19 saves(4 resistance, 3 sacred, competence, luck, insight, deflection) (106K gp value), use-activated CL 1 Critical Strike(2K*1.5 gp value), use activated CL 1 True Strike(2K*1.5 gp value)): 112K gp value
    [(4^2*1K+3^2*2K*5) + (1*1*2K*1.5) + (1*1*2K*1.5)] * 0.074751 = 8372 gp craft cost
    This medallion is designed to be worn under armor. The wearer is augmented with celestial protection – and that insight extends to guiding a measure of celestial wrath. It provides a +19 bonus to all saving throws, and lets the wearer activate a Critical Strike effect(1d6 damage, double crit threat range, +4 to confirm crits for 1 round) or a True Strike effect(+20(insight) next attack roll) once per round. This item requires the LG alignment to use.

    Mantle of Heavenly Power(shoulders slot, use-activated CL 9 Draconic Polymorph(90K gp value), command word CL 3 Alter Self(12K gp value), use-activated CL 7 Righteous Might (56K gp value * 1.5), use-activated CL 1 Camouflage(2K gp value * 1.5)): 189K gp value
    [(9*5*2K) + (3*2*2K) + (7*4*2K*1.5) + (1*1*2K*1.5)] * 0.074751 = 14,128 gp craft cost
    This mantle is designed to be worn under armor. Hints of celestial glory touch the wielder’s mind, insulating the wielder from the exact source of what the mantle currently imitates. Once per round, it can be activated to provide the wearer with the physical stats and NA of an outsider of up to the wearer’s HD(with an additional bonus of +8 STR and +2 CON), while preserving them in a humanoid size and shape. At will, they can activate a Camouflage effect(+10(circumstance) to Hide), and/or activate a Righteous Might effect(wearer & equipment grow 1 size, +8(size) STR, +4(size) CON). This item requires the LG alignment to use.

    Vestment of the Enlightened Artificer(torso slot, use-activated CL 9 Divine Insight(36K gp value), use-activated CL 3 Wraithstrike(12K gp value * 1.5), use-activated CL 8 Improvisation(16K gp value * 1.5), use-activated CL 1 Wieldskill(2K gp value * 1.5)): 81K gp value
    [(9*2*2K) + (8*1*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5)] * 0.074751 = 6055 gp craft cost
    All people are called to improve the world around them, and the varied duties of an artificer require both versatility and skill. Once per round, the wearer either can add a +5(competence) bonus to a chosen skill check (and is considered trained) or gains proficiency with a chosen weapon, armor, or shield, for 1 minute. They can also at will, once per round, activate a Divine Insight effect(+14(insight) to future skill check), an Improvisation effect(4 uses, +4(luck) to attack/skill/ability check) and/or a Wraithstrike effect (melee attacks for the current round are touch attacks). This item requires the LG alignment to use.

    +4 Mithril Blueshine(+1) Nimbleness (+1) Comfort(5K gp) Easy Travel(1.5K gp) Restful (0.5K gp) Durable(0.5K gp) Battle Plate: 64K gp value
    (36K(+6 total bonus) + 5K + 1.5K + 0.5K + 0.5K] * 0.099668 + (9K(mithril) + 2.5K(battle plate)) * 0.12656 = 6688 gp craft cost
    This specially-designed heavy armor provides reliable protection to those on the path of righteousness. It has 13 armor AC(15 with Greater Heavy Armor Optimization), max +5 DEX to AC, and an armor check penalty of -4 (-1 with Greater Heavy Armor Optimization). It is unaffected by caustic attacks and can be slept in comfortably. The wearer can also ignore the penalties of a medium load or temperatures between -50 and 140 F. They also gain +5(circumstance) to Hide. This armor requires the LG alignment to use.

    Adamantine Bracers of Sacred Guidance(arm slot, +12 AC(3 sacred, competence, morale, insight) (90K gp value), use-activated CL 1 Sign(2K gp value * 1.5), use-activated CL 1 Nerveskitter(2K gp value * 1.5), use-activated CL 1 Focusing Chant(2K gp value * 1.5), CL 7 Greatreach Bracers(enlarge person) (2K gp value * 1.5): 102K + 2K material gp value

    [(3^2*2.5K * 4)+ (1*1*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5) + (2K * 1.5)] * 0.074751 + 2K * 0.12656 = 7880 gp craft cost
    In the heat of battle, the correct course can be unclear. These bracers guide the will of the wearer toward the right path. They provide a +12 bonus to AC, and, once per round, the wearer can activate a Sign effect(+4 initiative), a Nerveskitter effect(+5 initiative), a Focusing Chant effect(+1 to attack and skill/ability checks) and/or, 3 times per day, increase their reach by 10 ft for 1 round. These bracers are reinforced with adamantine for added durability. This item requires the LG alignment to use.

    Under-Gloves of Decisive Action(hand slot, use-activated CL 7 Celerity(56K gp value), use-activated CL 3 Lesser Celerity(12K gp value)): 78K gp value
    [(7*4*2K) + (3*2*2K)] *0.074751 = 5831 gp craft cost
    These gloves are designed to be worn underneath armor. The wearer feels a small but insistent need to get moving and achieving good works. Once per round, they can activate a Lesser Celerity effect(extra move action, dazed following round) and/or a Celerity effect(extra standard action, dazed following round). This item requires the LG alignment to use.

    Girdle of the Noble Beast(waist slot, CL 9 Belt of Battle(haste) (12K gp value * 1.5), use-activated CL 9 Bite of the Weretiger(90K gp value), use-activated CL 3 Lion’s Charge(12K gp value * 1.5), use-activated CL 1 Rhino’s Rush(2K gp value * 1.5): 129K gp value
    [(12K * 1.5) + (9*5*2K) + (3*2*2K * 1.5) + (1*1*2K * 1.5)] * 0.074751 = 9643 gp craft cost
    This girdle is designed to be worn under armor. The path of justice sometimes demands peaceful meditation, but when action is needed, one must adapt to strike with unyielding might. Once per round, the wearer can receive a Bite of the Weretiger effect (+12(enh) STR, +4(enh) DEX, +6(enh) CON, +5(enh) NA), a Lion’s Charge effect(charges end in full attack), and/or a Rhino’s Rush effect(first attack on charge deals double damage). The wearer can spend its 3 daily charges to get a move(1), standard(2) or full-round(3) action. This item requires the LG alignment to use.

    Adamantine Boots of Swift Justice(feet slot, use-activated CL 3 Master Air(12K gp value), use-activated CL 7 Aerial Alacrity(56K gp value), use-activated CL 1 Accelerated Movement(2K gp value * 1.5), use-activated CL 1 Lightfoot(2K gp value * 1.5), use-activated CL 1 Wings of Swift Flying (2K gp value)): 76K + 2K material gp value
    [(3*2*2K) + (7*4*2K) + (1*1*2K) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0. 074751 + 2K * 0.12656 =5934 gp craft cost
    Justice delayed is justice denied. The wearer of these boots will be well prepared to arrive on time. Once per round, they can activate a Master Air effect(90 ft(good) fly, 60 in armor) an Aerial Alacrity effect(+30 fly speed & +1 maneuverability), a Wings of Swift Flying effect(+40 ft fly speed), an Accelerated Movement effect (can Hide at full move speed), and/or a Lightfoot effect (move does not provoke AoOs). These boots are reinforced with adamantine for added durability. This item requires the LG alignment to use.

    +4 Animated(+2) Adamantine Extreme Shield: 36K gp value
    36K(+6 total bonus) * 0.099668 + 2030 * 0.12656 = 3847 gp craft cost
    This shield automatically moves to protect a suitably righteous owner, bestowing a +7(shield) AC bonus (8 with Shield Specialization). This item requires the LG alignment to use.


    Corona: LG +4 Intelligent Adamantine Morphing(+1) Metalline(+2) Wand Chamber (100 gp)Glaive
    (90K (+7 total bonus) + 12K (intelligence) + 5K(spot) + 2.7K(deathwatch) +6.5K(hold person) + 7.2K(detect evil/chaos) + 16K(slow) + 3(adamantine) = 188.5K gp value

    (128K+12K+5K+2.7K+6.5K+7.2K+16K+0.1K) * 0.099668 + 3K * 0.12656 = 15,878 gp craft cost
    Ability Scores: 18 INT, 18 WIS, 10 CHA
    HP: 67 (10 * (4/3) + 40 * (4/3))
    Hardness: 38 (20 + 8 + 10(crystal))
    Corona is an intelligent magic weapon designed to provide whatever capabilities her bearer needs. She has 10 ranks in Spot, can use Deathwatch, Detect Evil, and Detect Chaos at-will, and can target a foe with Hold Person 3/day and/or Slow 3/day. As a standard action, either she or John can change her form into any other simple, martial, or exotic weapon – a standard action from either can also change her properties to that of any metal. Her bearer must have a LG alignment.

    Since Corona is considered a creature and a construct, she can use custom equipment like other creatures. Since she is always in contact with her bearer, she can use touch-range effects bestowed by her equipment on both them and herself. Since she can adjust her form, she can store this custom equipment inside herself, protecting it from harm.

    Greater Crystal of Adamant Weaponry(slotless, CL 9(diamondsteel)): 3400 gp value
    3400 * 0.099668 = 339 gp craft cost
    This crystal improves the hardness of a weapon by 10. It requires the LG alignment to use.

    Augment of Mental Growth(head-equivalent slot, +2 INT(4K gp value * 1.5), use-activated CL 3 Heroics(12K gp value * 1.5), use-activated CL 5 Good Hope(30K value), use-activated CL 3 Insight of Good Fortune(12K gp value + 2K material component factor * 1.5), use-activated CL 3 Moment of Clarity(12K gp value * 1.5), use-activated CL 3 Peaceful Serenity of Io(12K gp value * 1.5, use-activated CL 1 Accuracy(2K gp value * 1.5), use-activated CL 1 Wieldskill(2K gp value * 1.5)): 114K + 3K(material component factor) gp value
    [(2^2*1K * 1.5) + (5*3*2K) + (3*2*2K * 1.5) + (3*2*2K * 1.5 + 100*50 * 1.5) + (3*2*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0. 074751 = 8746 gp craft cost
    True justice requires a discerning mind to take everything necessary into account. Once per round, Corona can bestow a temporary feat from the fighter list (that they qualify for) upon either her holder or herself. These feats last 30 minutes, but she can reactivate the item to refresh the duration, keeping them active as long as she is held. This item also enhances her intelligence, helping her keep track of all the active spell effects running. Also, once per round, she can bestow a Good Hope effect(+2(morale) to saves, attack, damage, skill/ability checks), an Insight of Good Fortune effect(take higher of 2 save/attack/skill/ability check rolls), a Moment of Clarity effect(new save vs. mind-effecting) a Peaceful Serenity of Io effect (suppress compulsion & fear), an Accuracy effect(double ranged weapon increment) and/or a Wieldskill effect(+5(comp) to skill or armor/weapon proficiency). This item requires the LG alignment to use.

    Augment of Wise Oversight(eye-equivalent slot, use-activated CL 9 True Seeing(90K gp value + 25K material component factor), use-activated CL 1 Eyes of the Avoral(2K gp value * 1.5)): 93K + 25K(material component factor) gp value
    [(9*5*2K + 100*250) + (1 * 1 * 2K * 1.5)] * 0. 074751 = 6952 gp craft cost
    To better society, one must both be watchful, and encourage alertness in others. Once per round, Corona can provide a True Seeing effect(see through magical concealment or shapechanging in 120 ft) and/or an Eyes of the Avoral effect (+8(racial) to Spot checks) to herself or her wielder. This item requires the LG alignment to use.

    Augment of Shared Protection(neck-equivalent slot, use-activated CL 9 Protection from Energy(trapsmith) (18K gp value), use-activated CL 3 Ghost Touch Armor(12K gp value * 1.5), use-activated CL 3 Otiluke’s Resilient Sphere(12K gp value * 1.5), use-activated CL 3 Benediction(12K gp value * 1.5), use-activated CL 3 Blade Brothers(12K gp value * 1.5), use-activated CL 1 Immediate Assistance(2K gp value * 1.5), use-activated CL 1 Guiding Light (2K gp value * 1.5), use-activated CL 1 Share Talents(2K gp value * 1.5), use-activated CL 1 Combined Talent (2K gp value * 1.5)): 102K gp value
    [(9*1*2K) + (3*2*2K*1.5) + (3*2*2K*1.5) + (3*2*2K*1.5) + (3*2*2K*1.5) + (1*1*2K*1.5) + (1*1*2K*1.5) + (1*1*2K*1.5) + (1*1*2K*1.5)] * 0. 074751 = 7625 gp craft cost
    Those who stand against injustice must draw strength from each other. Once per round, this augment lets Corona bestow a Protection from Energy effect (absorb 108 damage of chosen element), an Immediate Assistance effect(use reroll instead of original), a Guiding Light effect(+2(circumstance) attack vs a cluster of targets), a Share Talents effect(+2 to skills anyone has ranks in), an Otiluke’s Resilient Sphere effect(dismissible sphere blocks direct damage), a Benediction effect(+2(luck, stacking) to saves, reroll 1 save/attack/check), a Blade Brothers effect(ally also saves, both affected if both fail), and/or a Combined Talent effect(can use others’ skill ranks). This item requires the LG alignment to use.

    Immaculate Augment(shoulders-equivalent slot, +13 save(3 resistance, 2 sacred, competence, luck, insight, deflection) (49K gp value), use-activated CL 3 Greater Invisibility(Telflammar Shadowlord) (12K gp value * 1.5), use-activated CL 1 Repair Light Damage x 10(2K gp value * 10 * 1.5), use-activated CL 1 Mending(1K gp value): 97K gp value
    [(3^2*1K + 2^2*2K*5) + (1*1*2K * 10 * 1.5) + (1*0.5*2K) * (3*2*2K*1.5)] * 0. 074751 = 7251 gp craft cost
    The followers of righteousness should seek nothing less than perfection. Corona seeks that ideal for both herself and her wielder, and this item brings her closer. She gains a +13 bonus to saving throws. Once per round, she can render her wielder invisible for three rounds, repair 10d8+10 damage to herself(at once or in 1d8+1 increments), and/or fully repair an adjacent item. This item requires the LG alignment to use.

    Augment of Benevolent Empowerment(torso-equivalent slot, use-activated CL 9 Revivify 1/day(18K gp value + 10K material component factor), use-activated CL 3 Aid(12K gp value * 1.5), use-activated CL 3 Elation(12K gp value * 1.5)): 54K gp value + 10K(material component factor)
    [(9*5*2K*0.2 + 50*1000*0.2) + (3*2*2K * 1.5) + (3*2*2K*1.5)] * 0. 074751 = 4784 gp craft cost
    To do what is right, one must always be prepared to reach out and aid one’s fellows with what one has available. Once per round, Corona can bestow an Aid effect(+1(morale) attack, 1d8+3 temp HP) and/or an Elation effect(+2(morale) STR & DEX, +5 ft speed). Once per day, she can bestow a Revivify effect(revive creature that died in last round). This item requires the LG alignment to use.

    Augment of the Perfected Wielder(body-equivalent slot, command word CL 5 Nature’s Balance): 27K gp value
    (5*3*1.8) * 0. 074751 = 2018 gp craft cost
    A weapon is only as dangerous as its wielder, and Corona seeks to be a peerless instrument of good. Once per round, on speaking the command word, she can bestow a Nature’s Balance effect(+4 to STR, DEX, or CON, -4 to own). This item requires the LG alignment to use.

    Augment of Dutiful Pride(arm-equivalent slot, use-activated CL 3 Essence of the Dragon (12K gp value), use-activated CL 5 Dragonblood Affinity(30K gp value), use-activated CL 5 Sudden Aegis(30K gp value * 1.5), use-activated CL 3 Wings of Cover(12K gp value * 1.5): 105K gp value
    [(3*2*2K ) + (5*3*2K) + (5*3*2K * 1.5) + (3*2*2K * 1.5)] * 0. 074751 = 7849 gp craft cost
    Pride in oneself can be a sin, but pride in seeking what is right is a virtue. This augment lets Corona bring her wielder closer to what she knows he can be. Once per round, she can bestow a Dragonblood Affinity effect(+2 to attack/damage/saves & skill/ability/CL checks, qualified with Essence of the Dragon), a Sudden Aegis effect(DR 10/adamantine 1 round) and/or a Wings of Cover effect(block 1 targeted attack against self or ally). This item requires the LG alignment to use.

    Augment of Judgement(hand-equivalent slot, use-activated CL 5 Weapon of Energy(30K gp value), use-activated CL 5 Dolorous Blow(30K gp value * 1.5), use-activated CL 3 Ghost Touch Weapon (30K gp value * 1.5), use-activated CL 3 Burning Sword(12K gp value * 1.5), use-activated CL 1 Blades of Fire(2K gp value * 1.5)): 141K gp value
    [(5*3*2K) + (5*3*2K * 1.5) + (5*3*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K*1.5)] * 0.074751 = 10,540 gp craft cost
    This augment burns with the power of righteous wrath. Once per round, Corona can empower herself with a Blades of Fire effect (1d8 fire damage) a Weapon of Energy effect (1d6 damage of any element, +1d10 to 3d10 on crit), a Burning Sword effect(1d6 fire damage, +1d10 to 3d10 on crit), a Dolorous Blow effect(critical threats automatically confirm) and/or a Ghost Touch Weapon effect(normal damage to incorporeal). This item requires the LG alignment to use.

    Augment of the Incorruptible(waist-equivalent slot, use-activated CL 7 Favor of the Martyr(56K gp value), use-activated CL 7 Delay Death(56K gp value * 1.5), use-activated CL 7 Death Ward(Runescarred Berserker) (42K gp value), use-activated CL 7 Sheltered Vitality(56K gp value), use-activated CL 1 Cure Light Wounds x10(2K gp value * 10 * 1.5) 268K gp value
    [(7*4*2K) + (7*4*2K * 1.5) + (7*3*2K) + (7*4*2K) + (1*1*2K * 10 * 1.5)] * 0. 074751 = 20,033 gp craft cost
    Endurance against physical ill is the minimum for pursuing righteousness, but it is better to overcome the ill altogether. Once per round, Corona can bestow 7 minutes of immunity to nonlethal, compulsion, pain, daze, fatigue, exhaustion, sickened, nauseated, staggered, stunned, death effect, energy drain, negative energy, ability damage or ability drain, and/or heal 10d8+10 HP of damage from her wielder(at once or in 1d8+1 increments). Once per round, she can bestow a Delay Death effect(cannot die from negative HP). This item requires the LG alignment to use.

    Augment of the Proper Place(feet-equivalent slot, use-activated CL 3 Greater Slide x 5(12K gp value * 5), use-activated CL 5 Freedom of Movement(Nentyar hunter) (30K gp value * 1.5), use-activated CL 3 Dimension Door(12K gp value * 1.5), use-activated CL 3 Cloud Wings(12K gp value * 1.5), use-activated CL 1 Haste(trapsmith) (2K gp value * 1.5), use-activated CL 1 Knight Unburdened(2K gp value * 1.5)): 147K gp value
    [(3*2*2K * 5) + (5*3*2K * 1.5) + (3*2*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0. 074751 = 10,989 gp craft cost
    To accomplish a needed good, one must be in the right place at the right time. Up to five times per round, Corona can provide a Greater Slide effect(move subject 20 ft without provoking AoOs). Once per round, Corona can provide a Dimension Door effect(teleport 520 ft), a Cloud Wings effect(+30 ft fly speed) a Haste effect (1 round +30 ft(enh) move, +1 attack +1 dodge, extra attack on full attack), a Freedom of Movement effect(cannot be held in grapple or impeded), and/or a Knight Unburdened effect(no movement penalties for med/heavy armor). This item requires the LG alignment to use.

    Augment of the Helping Hand(slotless, use-activated CL 1 Greater Mage Hand): 4K gp value
    (1*1*2K*2) * 0.074751 = 299 gp craft cost
    Living a fruitful life requires being ready to lend a helping hand. This augment lets Corona concentrate and manipulate nearby items as if she had 10 strength. This item requires the LG alignment to use.


    Wand of Dimensional Anchor(CL 5(portal domain)): 11.25K gp value
    (5*3*750) * 0.14238 = 1570 gp craft cost

    Robe of Resilient Craft(body slot, command word CL 5 Augment Object 1/day): 5400 gp
    (5*3*1800*0.2) * 0. 074751 = 404 gp craft cost
    The battlefield is a dangerous place for one’s equipment. Once per day, this item can bestow another designated piece of equipment with double its base HP and hardness. This item must be used by an Artificer of 5th level or higher.

    Robe of the Dutiful Flagellant(body slot, command word CL 8 Suffer the Flesh 1/day): 5.76K + 2.5K (material component factor) value
    (8*2*1800 * 0.2 + 50*250 * 0.2) * 0. 074751 = 618 gp craft cost
    Sometimes achieving the greater good requires one to suffer. Once per day, this re-enchanted robe lets the wearer gain +4 CL for one round, at the cost of 8 CON damage. This item requires the LG alignment to use.

    Robe of Recovery(body slot, command word CL 5 Restoration 1/day): 5400 gp + 1K gp (material component factor) value
    (5*3*1800*0.2 + 50*100*0.2) * 0.074751 = 479 gp
    Fulfilling one’s duty is often difficult, but proper support can make it easier. Once per day, the wearer can recover from all temporary ability damage and restore one drained ability score. This item requires the LG alignment to use.

    195,527/200K gp WBL
    Last edited by Inevitability; 2024-03-30 at 04:53 AM.
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  26. - Top - End - #26
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    John-still-not-done.

    Spoiler: Heroics Feats
    Show

    Combat Reflexes, Flay, Power Critical, Quickdraw, Weapon Focus(any), Exotic Weapon Proficiency(any), Blind Fight, Cleave, Great Cleave, Power Attack, Shorten Grip, Bowslinger, Brutal Throw, Power Throw, Coordinated Shot, Defensive Archery, Precise Shot, Sharp Shooting, Rapid Shot, Point Blank Shot, Powerful Charge, Improved Bull Rush, Reckless Charge, Combat Expertise, Deflect Arrows, Dodge, Expeditious Dodge, Improved Toughness, Mighty are Fallen, Mobility, Shadowborn Warrior, Shield Specialization, Shield Ward, Spinning Defense, Vexing Flanker, Close-Quarters Fighting, Combat Focus, Combat Stability, Improved Initiative, Improved Sunder, Power Critical, Great Cleave, Combat Brute, Haft Strike, Spring Attack, Brutal Strike, Whirlwind Attack, Dead Eye, Manyshot, Greater Manyshot, Improved Rapid Shot, Shot on the Run, Woodland Archer, Greater Powerful Charge, Shock Trooper, Improved Combat Expertise, Riposte, Combat Defense, Heavy Armor Optimization, Spectral Skirmisher, Constant Guardian(on Corona), Adaptable Flanker, Improved Critical(any), Pushback, Resounding Blow, Greater Heavy Armor Optimization, Combat Vigor, Staggering Critical, Weapon Specialization(any), Melee Weapon Mastery(any), Slashing Flurry, Bounding Assault, Improved Precise Shot, Ranged Weapon Mastery(any), Armor Specialization(any), Einhander, Robilar’s Gambit, Combat Awareness, Martial Study(all up to 5th level), Martial Stance(all up to 5th level).


    Tactics
    Draconic Polymorph adds a number of powerful forms for John to draw from, but with a 15 HD limit, the standout is the Jarilith, with 35 STR, 29 DEX, 27 CON and 14 NA. Combined with the many other ability-score boosting effects John possesses, he can now unleash immense destructive power at any range, and Blood in the Water can only make the bonuses more extreme.

    Defensively, his high AC means most foes require a nat 20 to hit, and Sudden Aegis will reduce the damage of non-adamantine projectiles by 10. Protection from Energy provides a significant barrier against energy attacks that refreshes every round, and his massive saves and wide range of immunities make it very difficult for foes to make anything negative stick. Even if they somehow do, John’s defenses now include a 1/day Revivify that Corona can use while pulling him out of the fight.

    With all the added defense, he can more easily take the offensive, whether with an Arrowstorm that now has many additional damage boosts, or with a Bounding assault that can trigger a Great Cleave chain reaction against two clusters of targets (his reach is now 20 ft thanks to Large size from Righteous Might, going to 30 feat if he uses his Greatreach Bracers effect). Use of Celerity to trigger a second Spring Attack sequence on the same move action lets him hit four clusters of targets instead, and with a 195 ft fly speed, he can cover a lot of ground.

    The main concern is dispelling disrupting the effects he has active. The dispels won’t interfere with instantaneous effects like Dimension Door, and most others can be reactivated on the same round, but the temporary loss of Heroics feats may be disruptive, and a second same-round dispel after his effects have been reactivated could force him to temporarily retreat. Antimagic fields are less of a concern: since Battlemagic Perception will detect them being cast, it is simple to disengage out of range.

    Sundering is now somewhat less of a concern with his remaining external items reinforced with adamantine, and Corona and his armor both gaining more HP. Delay Death continues to provide Corona with a last-resort protection as well. But his best defense against sundering remains a good offense: eliminating potential sunderers before they get a chance to attack.

    Ultimately, the main limit on such disruption is that it must reach John first. With both him and Corona having high potential Spot bonuses, he has little difficulty identifying dangerous foes and eliminating them before they can become a problem.

    Spoiler: Level 20
    Show

    The enemy was desperate. As they pushed forward, looking to break the back of their industry and military for good, they faced increasingly expensive traps, and powerful spellcaster who had previously been kept back. But with diligent caution and the power of an endless stream of magical augmentation, nothing could hold them back for long. Looking back on all the suffering that had been inflicted, John looked forward to reducing the perpetrators back to basic agriculture. Perhaps they would learn to do better the second time round.

    As for what would come after? John and Corona were still figuring that part out, but for now, they were ready to finish the fight.

    Spoiler: Items
    Show

    Wondrous Item Cost Multiplier(with class/alignment restriction): 7.4751%
    (0.5 * 0.9(Apprentice) * 0.7(class/alignment restriction) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan) * 0.75(Magical Artisan(Exceptional Artisan) * 0.75(Magical Artisan(Legendary Artisan) * 0.75(Magical Artisan(Craft Wondrous Item))
    Other Magic Item Cost Multiplier(with class/alignment restriction): 9.9668%
    (0.5 * 0.9(Apprentice) * 0.7(class/alignment restriction) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan) * 0.75(Magical Artisan(Exceptional Artisan) * 0.75(Magical Artisan(Legendary Artisan))
    Mundane Item Cost Multiplier: 12.656%
    (0.333 * 0.9(Apprentice) * 0.75(Extraordinary Artisan) * 0.75(Magical Artisan(Extraordinary Artisan) * 0.75(Magical Artisan(Exceptional Artisan))

    Adamantine Helm of Decisive Justice(head slot, +6 INT(36K gp value * 1.5), +5 WIS(25K gp value *1.5), use-activated CL 9 Surge of Fortune(90K gp value), use-activated CL 5 Arrow Storm(30K gp value * 1.5), use-activated CL 1 Arrow Mind (2K gp value * 1.5), use-activated CL 1 Hawkeye(2K gp value * 1.5), use-activated CL 1 Hunter’s Mercy(2K gp value * 1.5), use-activated CL 1 Guided Shot(2K gp value * 1.5), use-activated CL 1 Sniper’s Shot(2K gp value * 1.5)): 263.5K + 2K material gp value
    [(9*5*2K) + (5*3*2K * 1.5) + (6^2 * 1K * 1.5) + (5^2 * 1K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5) + (1 * 1 * 2K * 1.5)] * 0.074751 + 2K * 0.12656 = 20,100 gp craft cost
    The delivery of justice must be swift, discerning, and final. The bearer of this helm understands this principle well. They gain enhancement bonuses of +6 INT and +5 WIS. Once per round, the wearer can activate a Surge of Fortune effect(treat a roll as a natural 20), an Arrow Mind effect(full round action for ranged attack at every foe in range increment), a Hawkeye effect(+50% range increment), a Hunter’s Mercy effect(next ranged hit is automatic critical), a Sniper’s Shot effect(ranged sneak attacks at any distance, 1 round), and/or a Guided Shot effect (ignore distance, cover and concealment penalties, 1 round). This helm is reinforced with adamantine for added durability. This item requires the LG alignment to use.

    Adamantine Visor of Enlightened Tactics(eye slot, use-activated CL 5 Battlemagic Perception(30K gp value * 1.5), use-activated CL 5 Vision of the Omniscient Eye(30K gp value * 1.5), use-activated CL 13 Greater Arcane Sight(182K gp value)): 272K + 2K material gp value
    [(13*7*2K) + (5 * 3 * 2K * 1.5) + (5 * 3 * 2K * 1.5)] * 0.074751 + 2K * 0.12656 = 20,735 gp craft cost
    Proper decision making depends on reliable information, and this visor embodies that principle. Once per round, the wearer can activate a Battlemagic Perception effect(Detect all spell use in 100ft and identify), a Vision of the Omniscient Eye effect(+10(insight) to Spot, immune to dazzled & blinded), and/or a Greater Arcane Sight effect(perceive magic auras & identify with Spellcraft). This visor is reinforced with adamantine for added durability. This item requires the LG alignment to use.

    Medallion of Seraphic Endowment(neck slot, +30 saves(5 resistance, sacred, competence, luck, insight, deflection) (275K gp value), use-activated CL 1 Critical Strike(2K*1.5 gp value), use activated CL 1 True Strike(2K*1.5 gp value)): 281K gp value
    [(5^2*1K+5^2*2K*5) + (1*1*2K*1.5) + (1*1*2K*1.5)] * 0.074751 = 21,005 gp craft cost
    This medallion is designed to be worn under armor. The wearer is augmented with celestial protection – and that insight extends to guiding a measure of celestial wrath. It provides a +30 bonus to all saving throws, and lets the wearer activate a Critical Strike effect(1d6 damage, double crit threat range, +4 to confirm crits for 1 round) or a True Strike effect(+20(insight) next attack roll) once per round. This item requires the LG alignment to use.

    Mantle of Heavenly Power(shoulders slot, use-activated CL 9 Draconic Polymorph(90K gp value), command word CL 3 Alter Self(12K gp value), use-activated CL 7 Righteous Might (56K gp value * 1.5), use-activated CL 10 Righteous Fury (60K gp value * 1.5), use-activated CL 1 Camouflage(2K gp value * 1.5)): 279K gp value
    [(9*5*2K) + (3*2*2K) + (7*4*2K*1.5) + (10*3*2K*1.5) + (1*1*2K*1.5)] * 0.074751 = 22,201 gp craft cost
    This mantle is designed to be worn under armor. Hints of celestial glory touch the wielder’s mind, insulating the wielder from the exact source of what the mantle currently imitates. Once per round, it can be activated to provide the wearer with the physical stats and NA of an outsider of up to the wearer’s HD(with an additional bonus of +8 STR and +2 CON), while preserving them in a humanoid size and shape. At will, they can activate a Camouflage effect(+10(circumstance) to Hide), a Righteous Fury effect(+4(sacred) STR, 50 temp HP), and/or activate a Righteous Might effect(wearer & equipment grow 1 size, +8(size) STR, +4(size) CON). This item requires the LG alignment to use.

    Vestment of the Enlightened Artificer(torso slot, +30 Concentration(90K gp value), +15 Spellcraft(22.5K gp value * 1.5), use-activated CL 10 Divine Insight(40K gp value * 1.5), use-activated CL 3 Wraithstrike(12K gp value * 1.5), use-activated CL 3 Brilliant Energy Arrow(12K gp value * 1.5), use-activated CL 14 Improvisation(28K gp value * 1.5), use-activated CL 1 Wieldskill(2K gp value * 1.5)): 264.75K gp value
    [(30^2*100) + (15^2*100 * 1.5) + (10*2*2K ( 1.5) + (14*1*2K * 1.5) + (3*2*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5)] * 0.074751 = 19,690 gp craft cost
    All people are called to improve the world around them, and the varied duties of an artificer require both versatility and skill. The wearer gains +30(competence) to Concentration and +15(competence) to Spellcraft. Once per round, the wearer either can add a +5(competence) bonus to a chosen skill check (and is considered trained) or gains proficiency with a chosen weapon, armor, or shield, for 1 minute. They can also once per round, activate a Divine Insight effect(+15(insight) to future skill check), an Improvisation effect(4 uses, +7(luck) to attack/skill/ability check), a Brilliant Energy Arrow effect(projectile ignores nonliving matter) and/or a Wraithstrike effect (melee attacks for the current round are touch attacks). This item requires the LG alignment to use.

    +5 Mithril Blueshine(+1) Nimbleness (+1) Greater Silent Moves(33.75K gp) Comfort(5K gp) Easy Travel(1.5K gp) Restful (0.5K gp) Durable(0.5K gp) Battle Plate: 110.75K gp value
    (49K(+7 total bonus) + 33.75K + 5K + 1.5K + 0.5K + 0.5K] * 0.099668 + (9K(mithril) + 2.5K(battle plate)) * 0.12656 = 11,348 gp craft cost
    This specially-designed heavy armor provides reliable protection to those on the path of righteousness. It has 13 armor AC(15 with Greater Heavy Armor Optimization), max +5 DEX to AC, and an armor check penalty of -4 (-1 with Greater Heavy Armor Optimization). It is unaffected by caustic attacks and can be slept in comfortably. The wearer can also ignore the penalties of a medium load or temperatures between -50 and 140 F. They also gain +5(circumstance) to Hide and +15(circumstance) to Move Silently. This armor requires the LG alignment to use.

    Adamantine Bracers of Sacred Guidance(arm slot, +20 AC(5 sacred, competence, morale, insight) (250K gp value), use-activated CL 3 Primal Instinct (12K gp value * 1.5), use-activated CL 1 Sign(2K gp value * 1.5), use-activated CL 1 Nerveskitter(2K gp value * 1.5), use-activated CL 1 Focusing Chant(2K gp value * 1.5), CL 7 Greatreach Bracers(enlarge person) (2K gp value * 1.5): 280K + 2K material gp value
    [(5^2*2.5K * 4)+ (3*2*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5) + (2K * 1.5)] * 0.074751 + 2K * 0.12656 = 21,333 gp craft cost
    In the heat of battle, the correct course can be unclear. These bracers guide the will of the wearer toward the right path. They provide a +12 bonus to AC, and, once per round, the wearer can activate a Primal Instinct effect(+5(competence) to Initiative & Survival), a Sign effect(+4 initiative), a Nerveskitter effect(+5 initiative), a Focusing Chant effect(+1 to attack and skill/ability checks) and/or, 3 times per day, increase their reach by 10 ft for 1 round. These bracers are reinforced with adamantine for added durability. This item requires the LG alignment to use.

    Under-Gloves of Decisive Action(hand slot, use-activated CL 11 Nixie’s Grace(132K gp value), use-activated CL 7 Celerity(56K gp value * 1.5), use-activated CL 3 Lesser Celerity(12K gp value * 1.5)): 234K gp value
    [(6*11*2K) + (7*4*2K * 1.5) + (3*2*2K * 1.5)] *0.074751 = 17,492 gp craft cost
    These gloves are designed to be worn underneath armor. The wearer feels a small but insistent need to get moving and achieving good works. Once per round, they can activate a Nixie’s Grace effect(+6(enhancement) DEX, +8(enhancement) CHA, swim & breathe underwater), a Lesser Celerity effect(extra move action, dazed following round) and/or a Celerity effect(extra standard action, dazed following round). This item requires the LG alignment to use.

    Girdle of the Noble Beast(waist slot, CL 9 Belt of Battle(haste) (12K gp value * 1.5), use-activated CL 11 Bite of the Werebear(132K gp value), use-activated CL 12 Scales of the Sealord(72K gp value * 1.5), use-activated CL 3 Lion’s Charge(12K gp value * 1.5), use-activated CL 1 Rhino’s Rush(2K gp value * 1.5): 279K gp value
    [(12K * 1.5) + (11*6*2K) + (12*3*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5)] * 0.074751 = 20,856 gp craft cost
    This girdle is designed to be worn under armor. The path of justice sometimes demands peaceful meditation, but when action is needed, one must adapt to strike with unyielding might. Once per round, the wearer can receive a Bite of the Werebear effect (+16(enh) STR, +2(enh) DEX, +8(enh) CON, +7(enh) NA), a Scales of the Sealord effect(+4 NA), a Lion’s Charge effect(charges end in full attack), and/or a Rhino’s Rush effect(first attack on charge deals double damage). The wearer can spend its 3 daily charges to get a move(1), standard(2) or full-round(3) action. This item requires the LG alignment to use.

    Adamantine Boots of Swift Justice(feet slot, continuous CL 7 Flight of the Dragon(84K gp value), use-activated CL 9 Lord of the Sky(90K gp value), use-activated CL 7 Aerial Alacrity(56K gp value), use-activated CL 1 Accelerated Movement(2K gp value * 1.5), use-activated CL 1 Lightfoot(2K gp value * 1.5), use-activated CL 1 Wings of Swift Flying (2K gp value)): 238K + 2K material gp value
    [(7*4*2K * 1.5) + (9*5*2K) + (7*4*2K) + (1*1*2K) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0. 074751 + 2K * 0.12656 = 18,193 gp craft cost
    Justice delayed is justice denied. The wearer of these boots will be well prepared to arrive on time. They gain a Flight of the Dragon effect(100 ft(average) fly). Once per round, they can activate a Lord of the Sky effect(+10 ft fly speed, +1 maneuverabilty), an Aerial Alacrity effect(+30 fly speed & +1 maneuverability), a Wings of Swift Flying effect(+40 ft fly speed), an Accelerated Movement effect (can Hide at full move speed), and/or a Lightfoot effect (move does not provoke AoOs). These boots are reinforced with adamantine for added durability. This item requires the LG alignment to use.

    Ring of the Adaptive Combatant(ring slot, use-activated CL 14 Ferocity of Sanguine Rage(84K gp value), use-activated CL 7 Ruin Delver’s Fortune(56K gp value * 1.5), use-activated CL 12 Combat Readiness(24K gp value * 1.5), use-activated CL 5 Find the Gap(30K gp value * 1.5), use-activated CL 3 Hurl(12K gp value * 1.5), use-activated CL 1 Entropic Shield(2K gp value * 1.5), Ring of Counterspells(imbue with spell ability)(4K gp value * 1.5), CL 1 Dispel Magic(Trapsmith) x3(2K gp value * 1.5 * 3)): 285K gp value
    [(14*3 *2K) + (7*4*2K * 1.5) + (12*1*2K * 1.5) + (5*3*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5) + (4K * 1.5) + (1*1*2K * 1.5 * 3] * 0.099668 = 28,405 gp craft cost
    The world does not always bend toward justice, so one must adapt to the circumstances in order to make it so. Once per round, the wearer can activate a Ferocity of Sanguine Rage effect(+7 melee damage), a Ruin Delver’s Fortune effect(CHA(luck) to Fort & poison immune OR CHA(luck) to Ref & Evasion OR CHA(luck) to Will & fear immune OR 4d8+CHA temp HP), a Combat Readiness effect(+4(insight) initiative), a Find the Gap effect(first attack is touch attack), a Hurl effect(weapon returns when thrown), and/or an Entropic Shield effect(20% miss vs ranged attacks). This item can also counterspell up to 3 castings of Dispel Magic every round. This item requires the LG alignment to use.

    Ring of Seen and Unseen(ring slot, use-activated CL 14 Dragonsight(140K gp value), use-activated CL 9 Improved Blink(90K gp value * 1.5)): 275K gp value
    [(14*5*2K) + (9*5*2K * 1.5)] *0.099668 = 27,409 gp craft cost
    An enlightened mind seeks awareness of both that which can be seen and that which cannot. Once per round, the wearer can activate a Dragonsight effect(half Spot distance penalties, 140 ft darkvision, 70 ft blindsense) and/or an Improved Blink effect(50% miss vs. attacks, less vs. see invisible or hit incorporeal). This item requires the LG alignment to use.

    Armor Reinforcement of Enduring Fortune(slotless, +10AC (5 resistance, luck)): 250K gp value
    (5^2*2.5K*2*2) * 0. 074751 = 18,688 gp craft cost
    This enchanted padding is attached to the inside of a suit of armor. It empowers the wearer to hold firm to their convictions amidst the vicissitudes of fate, adding +10 to their AC. This item requires the LG alignment to use.

    Armor Reinforcement of Holy Power(slotless, continuous CL 5 Divine Power(runescarred berserker)): 240K gp value
    (5*3*2K*4*2) * 0. 074751 = 17,940 gp craft cost
    When driven by a righteous cause, things that may have seemed overwhelming suddenly come naturally. This enchanted padding is attached to the inside of a suit of armor. The wearer’s base attack bonus equals their HD, and they gain +6(enhancement) STR, This item requires the LG alignment to use.

    Armor Reinforcement of Celestial Grace(slotless, use-activated CL 7 Sirene’s Grace): 112K gp value
    (7*4*2K*2) * 0. 074751 = 8372 gp craft cost
    Enlightenment is more than an end to itself; once achieved the benefits flow outward into many areas. This enchanted padding is attached to the inside of a suit of armor. Once per round, the wearer can activate a Sirene’s Grace effect(CHA(deflection) to AC). This item requires the LG alignment to use.

    Armor Reinforcement of the Noble Raptor(slotless, use-activated CL 7 Essence of the Raptor): 112K gp value
    (7*4*2K*2) * 0. 074751 = 8372 gp craft cost
    Those opposed to justice stand against what is right, and their presence stands out to one who knows how to look. This enchanted padding is attached to the inside of a suit of armor. Once per round, the wearer can activate an Essence of the Raptor effect(60 ft land speed, scent, +8 Hide, Spot, Listen, Jump, Survival). This item requires the LG alignment to use.

    Helm Reinforcement of the Avenger(slotless, use-activated CL 12 Hunter’s Eye): 96K gp value
    (12*2*2K*2) * 0. 074751 = 7176 gp craft cost
    A swift, silent strike is often the best way to ensure that justice is delivered. This enchanted padding is attached to the inside of a helmet. Once per round, the wearer can activate a Hunter’s Eye effect(4d6 sneak attack, 1 round). This item requires the LG alignment to use.

    Armor Reinforcement of Unyielding Resilience(slotless, use-activated CL 10 False Life): 80K gp value
    (10*2*2K*2) * 0.074751 = 5980 gp craft cost
    When facing one’s foes in pursuit of a worthy cause, duty demands holding firm no matter the cost. This enchanted padding is attached to the inside of a suit of armor. Once per round, the wearer can activate a False Life effect(1d10+10 temp HP). This item requires the LG alignment to use.

    Armor Reinforcement of Camouflage(slotless, +30 Hide(invisibility)): 180K gp value
    (30^2*1K*2) * 0.074751 = 13,455 gp craft cost
    To prevent evil, evildoers must come to fear the consequences of their actions, lurking unseen. This enchanted padding is attached to the inside of a suit of armor. It provides a +30(competence) bonus to Hide checks. This item requires the LG alignment to use.

    Armor Reinforcement of Silence(slotless, +30 Move Silently(silence)): 180K gp value
    (30^2*1K*2) * 0.074751 = 13,455 gp craft cost
    When one does good for the right reasons, it does not matter whether one is heard, only whether the good is achieved. This enchanted padding is attached to the inside of a suit of armor. It provides a +30(competence) bonus to Move Silently checks. This item requires the LG alignment to use.

    Helm Reinforcement of Mental Enlightenment(slotless, +20 Psicraft(divine insight)): 80K gp value
    (20^2*1K*2) * 0.074751 = 5980 gp craft cost
    The mind is capable of great good or great evil. Careful meditation and discernment can help guide it toward the former. This enchanted padding is attached to the inside of a suit of armor. It provides a +20(competence) bonus to Psicraft checks. This item requires the LG alignment to use.

    Helm Reinforcement of Owl Eyes(slotless, +30 Spot(owl’s wisdom)): 180K gp value
    (30^2*1K*2) * 0.074751 = 13,455 gp craft cost
    Evil often comes by surprise, so one must be diligent and alert, that it might find them well-prepared. This enchanted padding is attached to the inside of a suit of armor. It provides a +30(competence) bonus to Spot checks. This item requires the LG alignment to use.

    Helm Reinforcement of Attentiveness(slotless, +30 Listen(nerveskitter)): 180K gp value
    (30^2*1K*2) * 0.074751 = 13,455 gp craft cost
    Distractions from one’s duty abound, but with practice, one can be always ready to notice what one must. This enchanted padding is attached to the inside of a suit of armor. It provides a +30(competence) bonus to Listen checks. This item requires the LG alignment to use.

    Helm Reinforcement of Analysis(slotless, +30 Search(scrying)): 180K gp value
    (30^2*1K*2) * 0.074751 = 13,455 gp craft cost
    Devious evildoers may seek to entrap the righteous, but with training and preparation, their plans can amount to naught. This enchanted padding is attached to the inside of a suit of armor. It provides a +30(competence) bonus to Search checks. This item requires the LG alignment to use.

    +5 Animated(+2) Steel Extreme Shield: 49K gp value
    49K(+7 total bonus) * 0.099668 + 2030 * 0.12656 = 5141 gp craft cost
    This shield automatically moves to protect a suitably righteous owner, bestowing a +8(shield) AC bonus (9 with Shield Specialization). This item requires the LG alignment to use.


    Corona: LG +5 Intelligent Adamantine Morphing(+1) Metalline(+2) Wand Chamber (100 gp)Glaive
    (128K (+8 total bonus) + 12K (intelligence) + 5K(spot) + 2.7K(deathwatch) +6.5K(hold person) + 7.2K(detect evil/chaos) + 16K(slow) + 3(adamantine) = 222.5K gp value

    (128K+12K+5K+2.7K+6.5K+7.2K+16K+0.1K) * 0.099668 + 3K * 0.12656 = 18,868 gp craft cost
    Ability Scores: 18 INT, 18 WIS, 10 CHA
    HP: 80 (10 * (4/3) + 50 * (4/3))
    Hardness: 54 (20 + 10 + 10(crystal) + 14(CL 28 Hardening))
    Corona is an intelligent magic weapon designed to provide whatever capabilities her bearer needs. She has 10 ranks in Spot, can use Deathwatch, Detect Evil, and Detect Chaos at-will, and can target a foe with Hold Person 3/day and/or Slow 3/day. As a standard action, either she or John can change her form into any other simple, martial, or exotic weapon – a standard action from either can also change her properties to that of any metal. Her bearer must have a LG alignment.

    Since Corona is considered a creature and a construct, she can use custom equipment like other creatures. Since she is always in contact with her bearer, she can use touch-range effects bestowed by her equipment on both them and herself. Since she can adjust her form, she can store this custom equipment inside herself, protecting it from harm.

    Greater Crystal of Adamant Weaponry(slotless, CL 9(diamondsteel)): 3400 gp value
    3400 * 0.099668 = 339 gp craft cost
    This crystal improves the hardness of a weapon by 10. It requires the LG alignment to use.

    Augment of Mental Growth(head-equivalent slot, +6 INT(36K gp value * 1.5), use-activated CL 3 Heroics(x2)(12K gp value * 1.5 * 2), use-activated CL 9 Greater Heroism(90K value), use-activated CL 5 Arrowsplit(30K gp value * 1.5), use-activated CL 3 Insight of Good Fortune(12K gp value + 2K material component factor * 1.5), use-activated CL 3 Moment of Clarity(12K gp value * 1.5), use-activated CL 3 Peaceful Serenity of Io(12K gp value * 1.5, use-activated CL 1 Accuracy(2K gp value * 1.5), use-activated CL 1 Wieldskill(2K gp value * 1.5)): 285K + 3K(material component factor) gp value
    [(6^2*1K * 1.5) + (9*5*2K) + (5*3*2K * 1.5) + (3*2*2K * 1.5) + (3*2*2K * 1.5 + 100*50 * 1.5) + (3*2*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0.074751 = 21,529 gp craft cost
    True justice requires a discerning mind to take everything necessary into account. Twice per round, Corona can bestow a temporary feat from the fighter list (that they qualify for) upon either her holder or herself. These feats last 30 minutes, but she can reactivate the item to refresh the duration, keeping them active as long as she is held. This item also enhances her intelligence, helping her keep track of all the active spell effects running. Also, once per round, she can bestow a Greater Heroism effect(+4(morale) to saves/attack/skill checks, fear immune, 9 temp HP), an Arrowsplit effect(one arrow splits into 1d4+1 when fired), an Insight of Good Fortune effect(take higher of 2 save/attack/skill/ability check rolls), a Moment of Clarity effect(new save vs. mind-effecting) a Peaceful Serenity of Io effect (suppress compulsion & fear), an Accuracy effect(double ranged weapon increment) and/or a Wieldskill effect(+5(comp) to skill or armor/weapon proficiency). This item requires the LG alignment to use.

    Augment of Wise Oversight(eye-equivalent slot, +30 Spot(90K gp value * 1.5), use-activated CL 9 True Seeing(90K gp value + 25K material component factor), use-activated CL 1 Eyes of the Avoral(2K gp value * 1.5)): 228K + 25K(material component factor) gp value
    [(30^2*1K * 1.5) + (9*5*2K + 100*250) + (1 * 1 * 2K * 1.5)] * 0. 074751 = 18,912 gp craft cost
    To better society, one must both be watchful, and encourage alertness in others. Corona gains a +30(competence) bonus to Spot checks. Once per round, she can provide a True Seeing effect(see through magical concealment or shapechanging in 120 ft) and/or an Eyes of the Avoral effect (+8(racial) to Spot checks) to herself or her wielder. This item requires the LG alignment to use.

    Augment of Shared Protection(neck-equivalent slot, use-activated CL 14 Mystic Aegis(112K gp value), use-activated CL 10 Protection from Energy(trapsmith) (20K gp value * 1.5), use-activated CL 5 Augment Object(30K gp value * 1.5), use-activated CL 3 Ghost Touch Armor(12K gp value * 1.5), use-activated CL 3 Otiluke’s Resilient Sphere(12K gp value * 1.5), use-activated CL 3 Benediction(12K gp value * 1.5), use-activated CL 3 Blade Brothers(12K gp value * 1.5), use-activated CL 1 Immediate Assistance(2K gp value * 1.5), use-activated CL 1 Guiding Light (2K gp value * 1.5), use-activated CL 1 Share Talents(2K gp value * 1.5), use-activated CL 1 Combined Talent (2K gp value * 1.5)): 268K gp value
    [(14*4*2K) * (10*1*2K * 1.5) + (5*3*2K*1.5) + (3*2*2K*1.5) + (3*2*2K*1.5) + (3*2*2K*1.5) + (3*2*2K*1.5) + (1*1*2K*1.5) + (1*1*2K*1.5) + (1*1*2K*1.5) + (1*1*2K*1.5)] * 0. 074751 = 20,033 gp craft cost
    Those who stand against injustice must draw strength from each other. Once per round, this augment lets Corona bestow a Mystic Aegis effect(26 spell resist against next hostile spell), a Protection from Energy effect (absorb 120 damage of chosen element), an Immediate Assistance effect(use reroll instead of original), a Guiding Light effect(+2(circumstance) attack vs a cluster of targets), a Share Talents effect(+2 to skills anyone has ranks in), an Otiluke’s Resilient Sphere effect(dismissible sphere blocks direct damage), a Benediction effect(+2(luck, stacking) to saves, reroll 1 save/attack/check), a Blade Brothers effect(ally also saves, both affected if both fail), and/or a Combined Talent effect(can use others’ skill ranks), or an Augment Object effects(doubles equipped object HP and hardness). This item requires the LG alignment to use.

    Immaculate Augment(shoulders-equivalent slot, +13 save(3 resistance, 2 sacred, competence, luck, insight, deflection) (49K gp value * 1.5), use-activated CL 11 Starmantle(132K gp value + 2K material component factor), use-activated CL 3 Greater Invisibility(Telflammar Shadowlord) (12K gp value * 1.5), use-activated CL 1 Repair Light Damage x 20(2K gp value * 20 * 1.5), use-activated CL 1 Mending(1K gp value): 283.5K + 2K(material component factor) gp value
    [(11*6*2K) + (3^2*1K * 1.5 + 2^2*2K*5 * 1.5) + (1*1*2K * 20 * 1.5) + (1*0.5*2K) * (3*2*2K*1.5)] * 0. 074751 = 21,342 gp craft cost
    The followers of righteousness should seek nothing less than perfection. Corona seeks that ideal for both herself and her wielder, and this item brings her closer. She gains a +13 bonus to saving throws. Once per round, she can bestow a Starmantle effect(unaffected by nonmagical weapons, DC 15 reflex for half damage from magic weapons/projectiles), render her wielder invisible for three rounds, repair 20d8+20 damage to herself(at once or in 1d8+1 increments), and/or fully repair an adjacent item. This item requires the LG alignment to use.

    Augment of Benevolent Empowerment(torso-equivalent slot, use-activated CL 9 Monstrous Regeneration(90K gp value), use-activated CL 7 Inner Beauty (56K gp value + 500 material component factor * 1.5), use-activated CL 10 Aid(40K gp value * 1.5), use-activated CL 3 Elation(12K gp value * 1.5), use-activated CL 3 Living Undeath(12K gp value * 1.5)): 270K + 750(material component factor) gp value
    [(9*5*2K) + (7*4*2K * 1.5 + 100*5 * 1.5) + (10*2*2K * 1.5) + (3*2*2K * 1.5) + (3*2*2K*1.5)] * 0. 074751 = 20,239 gp craft cost
    This reconstructed augment continues to serve the original’s purpose. To do what is right, one must always be prepared to reach out and aid one’s fellows with what one has available. Once per round, Corona can bestow a Monstrous Regeneration effect(slow limb regen, non fire/acid are subdual, heal 4 subdual/round), an Inner Beauty effect(+4(sacred) DEX & CHA), an Aid effect(+1(morale) attack, 1d8+10 temp HP), an Elation effect(+2(morale) STR & DEX, +5 ft speed) and/or a Living Undeath effect(immune to sneak attack/crit, -4 CHA penalty). This item requires the LG alignment to use.

    Augment of the Perfected Wielder(body-equivalent slot, use-activated CL 9 Valiant Fury(90K gp value), use-activated CL 9 Divine Agility(90K gp value * 1.5), use-activated CL 5 Nature’s Balance(30K gp value * 1.5): 270K gp value
    [(9*5*2K) + (9*5*2K * 1.5) + (5*3*2K*1.5)] * 0. 074751 = 20,183 gp craft cost
    A weapon is only as dangerous as its wielder, and Corona seeks to be a peerless instrument of good. Once per round, she can bestow a Valiant Fury effect(+4(morale) STR & CON), a Divine Agility effect(+10(enhancement) DEX), and/or a Nature’s Balance effect(+4 to STR, DEX, or CON, -4 to own). This item requires the LG alignment to use.

    Augment of Dutiful Pride(arm-equivalent slot, use-activated CL 12 Soul Boon(48K gp value), use-activated CL 7 Valiant Spirit(56K gp value), use-activated CL 3 Essence of the Dragon (12K gp value * 1.5), use-activated CL 5 Dragonblood Affinity(30K gp value * 1.5), use-activated CL 5 Sudden Aegis(30K gp value * 1.5), use-activated CL 5 Crown of Courage(30K gp value + 50 focus * 1.5) use-activated CL 3 Wings of Cover(12K gp value * 1.5): 275K + 50(focus) gp value
    [(12*2*2K) + (7*4*2K) + (3*2*2K * 1.5) + (5*3*2K * 1.5) + (5*3*2K * 1.5 + 50 * 1.5) + (5*3*2K * 1.5) + (3*2*2K * 1.5)] * 0. 074751 = 20,560 gp craft cost
    Pride in oneself can be a sin, but pride in seeking what is right is a virtue. This augment lets Corona bring her wielder closer to what she knows he can be. Once per round, she can bestow a Valiant Spirit effect(+6(morale) to attack, damage, Fort & STR checks, invested with Soul Boon), a Dragonblood Affinity effect(+2 to attack/damage/saves & skill/ability/CL checks, qualified with Essence of the Dragon), a Sudden Aegis effect(DR 10/adamantine 1 round), a Crown of Courage effect(+1 attack & damage), and/or a Wings of Cover effect(block 1 targeted attack against self or ally). This item requires the LG alignment to use.

    Augment of Judgement(hand-equivalent slot, use-activated CL 3 Bladebane(12K gp value + 50K material component factor), use-activated CL 5 Weapon of Energy(30K gp value * 1.5), use-activated CL 5 Dolorous Blow(30K gp value * 1.5), use-activated CL 5 Earth Hammer(30K gp value * 1.5), use-activated CL 3 Ghost Touch Weapon (30K gp value * 1.5), use-activated CL 3 Burning Sword(12K gp value * 1.5), use-activated CL 3 Sonic Weapon(12K gp value * 1.5), use-activated CL 1 Blades of Fire(2K gp value * 1.5)): 231K + 50K(material component factor) gp value
    [(5*3*2K) + (5*3*2K * 1.5) + (5*3*2K * 1.5) + (3*2*2K * 1.5) + (1*1*2K*1.5)] * 0. 074751 = 21,005 gp craft cost
    This augment burns with the power of righteous wrath. Once per round, Corona can empower herself with a Blades of Fire effect (1d8 fire damage) a Weapon of Energy effect (1d6 damage of any element, +1d10 to 3d10 on crit), a Burning Sword effect(1d6 fire damage, +1d10 to 3d10 on crit), a Bladebane effect(+2 enhancement, +2d6 damage against creature type), a Sonic Weapon effect(1d6 sonic damage), a Dolorous Blow effect(critical threats automatically confirm), an Earth Hammer effect(weapon damages as if +1 size, adamantine & bludgeoning), and/or a Ghost Touch Weapon effect(normal damage to incorporeal). This item requires the LG alignment to use.

    Augment of the Incorruptible(waist-equivalent slot, use-activated CL 7 Favor of the Martyr(56K gp value), use-activated CL 7 Delay Death(56K gp value * 1.5), use-activated CL 7 Death Ward(Runescarred Berserker) (42K gp value), use-activated CL 7 Sheltered Vitality(56K gp value), use-activated CL 1 Cure Light Wounds x15(2K gp value * 15 * 1.5): 283K gp value
    [(7*4*2K) + (7*4*2K * 1.5) + (7*3*2K) + (7*4*2K) + (1*1*2K * 15 * 1.5)] * 0. 074751 = 21,155 gp craft cost
    Endurance against physical ill is the minimum for pursuing righteousness, but it is better to overcome the ill altogether. Once per round, Corona can bestow 7 minutes of immunity to nonlethal, compulsion, pain, daze, fatigue, exhaustion, sickened, nauseated, staggered, stunned, death effect, energy drain, negative energy, ability damage or ability drain, and/or heal 15d8+15 HP of damage from her wielder(at once or in 1d8+1 increments). Once per round, she can bestow a Delay Death effect(cannot die from negative HP). This item requires the LG alignment to use.

    Augment of the Proper Place(feet-equivalent slot, use-activated CL 3 Greater Slide x 5(12K gp value * 5), use-activated CL 5 Freedom of Movement(Nentyar hunter) (30K gp value * 1.5), use-activated CL 3 Dimension Door(12K gp value * 1.5), use-activated CL 3 Cloud Wings(12K gp value * 1.5), use-activated CL 9 Jump(18K gp value * 1.5), use-activated CL 1 Haste(trapsmith) (2K gp value * 1.5), use-activated CL 1 Knight Unburdened(2K gp value * 1.5)): 174K gp value
    [(3*2*2K * 5) + (5*3*2K * 1.5) + (3*2*2K * 1.5) + (3*2*2K * 1.5) + (9*1*2K * 1.5) + (1*1*2K * 1.5) + (1*1*2K * 1.5)] * 0. 074751 = 13,007 gp craft cost
    To accomplish a needed good, one must be in the right place at the right time. Up to five times per round, Corona can provide a Greater Slide effect(move subject 20 ft without provoking AoOs). Once per round, Corona can provide a Dimension Door effect(teleport 520 ft), a Cloud Wings effect(+30 ft fly speed) a Haste effect (1 round +30 ft(enh) move, +1 attack +1 dodge, extra attack on full attack), a Freedom of Movement effect(cannot be held in grapple or impeded), a Jump effect(+30(enhancement) to Jump) and/or a Knight Unburdened effect(no movement penalties for med/heavy armor). This item requires the LG alignment to use.

    Augment of the Second Wind(ring-equivalent slot, use-activated CL 9 Revivify(90K gp value + 100K material component factor), use-activated CL 9 Sakkratar’s Triple Strike(90K gp value * 1.5): 225K + 100K(material component factor) gp value
    [(9*5*2K + 100*1K) + (9*5*2K * 1.5)] * 0.099668 = 22,425 gp craft cost
    True heroes never stay down, and can always find the energy to keep fighting. Once per round, Corona can provide a Revivify effect(revives wielder if killed within 1 round) and/or a Sakkratar’s Triple Strike effect(2 extra attacks on full attack). This item requires the LG alignment to use.

    Augment of Impotent Iron(ring equivalent slot, use-activated CL 13 Ironguard): 182K + 10K(material component factor) gp value
    (13*7*2K + 100*100) * 0.099668 = 19,136 gp craft cost
    Dedication to what is right is far stronger than mere metal. Once per round, Corona can provide an Ironguard effect(physical damage from metal weapons has no effect). This item requires the LG alignment to use.

    Augment of the Helping Hand(slotless, use-activated CL 1 Greater Mage Hand): 4K gp value
    (1*1*2K*2) * 0.074751 = 299 gp craft cost
    Living a fruitful life requires being ready to lend a helping hand. This augment lets Corona concentrate and manipulate nearby items as if she had 10 strength. This item requires the LG alignment to use.

    (x5) Augment of Celestial Energy(slotless, use-activated CL 5 Energy Surge): 60K gp value x 5
    (5*3*2K*2) * 0.074751 * 5 = 22,425 gp craft cost
    Destruction has its place, when used against those who would destroy what is good. Each round, Corona gains 2d6 damage of one energy type until the next round. This item requires the LG alignment to use.

    Augment of Righteous Blows(slotless, use-activated CL 12 Greater Mighty Wallop): 144K gp value
    (12*3*2K*2) * 0.074751 = 10,764 gp craft cost
    When the cause is worthy, it lends additional strength to your hand. Once per round, Corona can gain a Greater Mighty Wallop effect(if bludgeoning, damage as if 3 sizes larger). This item requires the LG alignment to use.

    Augment of Serendipitous Aim(slotless, use-activated CL 9 Wind Tunnel): 180K gp value
    (9*5*2K*2) * 0.074751 = 13,455 gp craft cost
    When the heavens smile upon you, your shots themselves seem blessed. Once per round, Corona can bestow a Wind Tunnel effect(+5(competence) to ranged attacks, double range increment). This item requires the LG alignment to use.

    Augment of Unbreakable Resolve(slotless, use-activated CL 14 Stalwart Pact): 280K gp value
    (14*5*2K*2) * 0.074751 = 20,930 gp craft cost
    Even the most terrible blows cannot faze those dedicated to justice. Once per round, Corona can provide a Stalwart Pact effect(subject gains 35 temp HP when dropping below half). This item requires the LG alignment to use.

    Augment of the Heroes’ Welcome(slotless, use-activated CL 11 Heroes’ Feast 2/day): 105.6K gp value
    (11*6*2K*0.4*2) * 0.074751 = 7894 gp craft cost
    Celebration with one’s companions is a fitting reward for bettering society. Twice a day, Corona can provide a Heroes’ Feast effect (1 hour feast gives 12 hr immunity to poison, fear). This item requires the LG alignment to use.

    Augment of Unyielding Resilience(slotless, use-activated CL 10 False Life): 80K gp value
    (10*2*2K*2) * 0. 074751 = 5980 gp craft cost
    When facing one’s foes in pursuit of a worthy cause, duty demands holding firm no matter the cost. Once per round, Corona can give herself a False Life effect(1d10+10 temp HP). This item requires the LG alignment to use.


    Wand of Dimensional Anchor(CL 5(portal domain)): 11.25K gp value
    (5*3*750) * 0.14238 = 1570 gp craft cost
    Robe of the Dutiful Flagellant(body slot, command word CL 10 Suffer the Flesh 1/day): 7.2K + 2.5K (material component factor) value
    (10*2*1800 * 0.2 + 50*250 * 0.2) * 0. 074751 = 725 gp
    Sometimes achieving the greater good requires one to suffer. Once per day, this robe lets the wearer gain +5 CL for one round, at the cost of 10 CON damage. This item requires the LG alignment to use.

    Robe of Recovery(body slot, command word CL 5 Restoration): 27K gp + 10K gp (material component factor) value
    (5*3*1800 + 100*100) * 0.074751 = 2766 gp craft cost
    Fulfilling one’s duty is often difficult, but proper support can make it easier. On speaking the command word, the wearer can recover from all temporary ability damage and restore one drained ability score. This item requires the LG alignment to use.

    (x3) Dedicated Wright(construct, CL 5 (arcane eye, fabricate)): 2.1K gp value
    2.1K * 0.14238 * 3 = 897 gp craft cost
    These wrights can perform construction of magic items for John back at a home base while John continues the fight.

    738,131/760K gp WBL




    Spoiler: Heroics Feats
    Show

    Combat Reflexes, Flay, Power Critical, Quickdraw, Weapon Focus(any), Exotic Weapon Proficiency(any), Blind Fight, Cleave, Great Cleave, Power Attack, Shorten Grip, Bowslinger, Brutal Throw, Power Throw, Coordinated Shot, Defensive Archery, Precise Shot, Sharp Shooting, Rapid Shot, Point Blank Shot, Powerful Charge, Improved Bull Rush, Reckless Charge, Combat Expertise, Deflect Arrows, Dodge, Expeditious Dodge, Improved Toughness, Mighty are Fallen, Mobility, Shadowborn Warrior, Shield Specialization, Shield Ward, Spinning Defense, Vexing Flanker, Close-Quarters Fighting, Combat Focus, Combat Stability, Improved Initiative, Improved Sunder, Power Critical, Great Cleave, Combat Brute, Haft Strike, Spring Attack, Brutal Strike, Whirlwind Attack, Dead Eye, Manyshot, Greater Manyshot, Improved Rapid Shot, Shot on the Run, Woodland Archer, Greater Powerful Charge, Shock Trooper, Improved Combat Expertise, Riposte, Combat Defense, Heavy Armor Optimization, Spectral Skirmisher, Constant Guardian(on Corona), Adaptable Flanker, Improved Critical(any), Pushback, Resounding Blow, Greater Heavy Armor Optimization, Combat Vigor, Staggering Critical, Weapon Specialization(any), Melee Weapon Mastery(any), Slashing Flurry, Bounding Assault, Improved Precise Shot, Ranged Weapon Mastery(any), Armor Specialization(any), Einhander, Robilar’s Gambit, Combat Awareness, Martial Study(all up to 7th level), Martial Stance(all up to 7th level).


    Tactics
    John’s attributes would now put many epic monsters to shame. Draconic Polymorph gains a potent melee option in the Astral Dreadnaught (42 STR, 7 DEX, 37 CON, 16 NA). Arrowstorm is now backed by a 660 ft range increment and massive damage boosts (and, since it's fired while invisible, is rather hard to respond to at that range), and Rapid Blitz + Celerity lets him use two Spring Attack sequences to potentially down six clusters of enemies with Great Cleave chain reactions in a single round.

    He now has 7th level maneuvers: a stand-out option is Avalanche of Blades, allowing a sequence of attacks at a stacking -4 penalty against a single foe: with his massive base attack modifier and potentially large Blood in the Water bonuses, that amounts to a lot of attacks (although with each melee attack averaging 212 damage without critical damage or Blood in the Water bonuses, only a few monsters will actually require that many attacks).

    On top of high numbers, his defenses gain another potent addition: Starmantle completely negates all nonmagical weapon attacks, and he can make a DC 15 reflex save against magic weapons and magic projectiles for half damage. With Ruin Delver’s Fortune giving him the option to gain Evasion, and Ironguard further negating all metal-based attacks, John is now extremely difficult to actually damage.

    The inclusion of a Ring of Counterspells gives him some defense against low-level mages using Dispel Magic, although higher level dispel effects can still give him trouble, and potentially force a temporary disengagement. Ultimately though, their spell slots are limited and his item activations are not.

    At this level, John must now concern himself with the dreaded Disjunction. Fortunately, Disjunction has a Close range, so even at CL 20 it’s limited to 75 feet, well within the 100 ft Battlemagic Perception range. Against enemies with CL boosting effects or a Greater Metamagic Rod of Enlarge, John's Greater Invisibility comes in - they have to know where he is to target him. As long as it can be detected, John simply needs to keep some free-action mobility options in reserve, and avoid getting caught in dimensional anchor effects. The worst case is a readied Disjunction from beyond 100 ft after he reveals his position - ample reason to scout an area in advance with Greater Arcane Sight from his tactical visor and high bonuses to Spot and Search. In the very worst case, his save-boosting items are not active spell effects, so they still provide bonuses to item saves, and he can use Moment of Perfect mind to protect Corona. Still, that is obviously something he wants to avoid at all costs.

    Beyond that, high-CL Hardening and at-will Augment Object gives his external items much better durability, he and Corona both have deep reserves of temp HP on top of their regular HP, and if all that fails, Corona has an at-will Revivify option on hand as well.
    In short, John and Corona are well prepared to finish the fight.

    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

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  27. - Top - End - #27
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    The final part of John Ohnsetten (or as I like to call him, Long Typesetting).

    Quote Originally Posted by John
    Spoiler: On the Bonded Weapon
    Show

    When you think of a bonded weapon, what comes to mind is something intrinsic to a character, something central to their identity that they couldn’t function without. There are many ways that Corona fits this archetype, despite the lack of feats or class features that give John bonuses for using a single, specific weapon.

    First, there’s the level of investment. Since Corona is considered a creature and a construct, she can use equipment of her own. This allows John to invest roughly half of his WBL into use-activated and command-word items for Corona, which she can use to bestow buff effects on John, or weapon damage boosts on herself. Since she doesn’t need to sleep, she can keep the effects active continuously – if John sleeps in contact with her, the feats she bestows from Heroics last overnight, letting him put ranks into Martial Study-granted skills as class skills, and eventually use those feats to meet the prerequisites for Rapid Blitz (with the help of a continuous Divine Power item). Crafting all these items takes a lot of time, and they only work for Corona. Thus, John is rather heavily invested in this particular weapon.

    There’s also the matter of companionship. As an intelligent item, Corona is a character that John would naturally come to care about as they work together. Combined training is also a factor –Corona manages a lot of active buffs for herself and John (with the help of Wieldskill-granted Autohypnosis checks to memorize cues for John to trigger effects), and that practice over time is another way in which they are effectively bonded.

    Lastly, there’s the demand for the Bestow Greater Curse that drops John’s INT to 3 whenever he wields a weapon other than Corona. It may seem an extreme ask for a LG item, and Corona starts with an Ego score of 12 (which grows to 24 later), so starts short of the 20 Ego threshold of automatically considering herself superior, but she was specifically crafted to serve as John’s primary and only weapon. Thus, a demand for him to back up his words with action is not quite as extreme. And the penalty does serve as an explicit, mechanical factor that enforces the “bond”.


    Spoiler: On Weapon Specialization and At-Will Heroics
    Show

    Weapon Specialization is a theme for the round, but a brief look at the build table will show that the Feats section does not contain it. Instead, starting at level 13 (Warblade level 6), Corona can use at-will Heroics from her head-slot augment to give John Weapon Specialization for any form she might assume. Each granted feat lasts for 30 minutes, and can be refreshed by her using the item to grant the same version of the feat again. The prerequisites are met by Warblades counting as a Fighter two levels lower for qualification purposes.

    This is, admittedly, an unusual way of satisfying the theme. While there is no direct feat investment, and Weapon Specialization itself is only present during the last third of the build, the means by which it was obtained – an at-will Heroics item – is a central part of the build from level 4 onward. John’s access to a huge number of Fighter bonus feats gives him a significant range of direct bonuses, and a large number of additional combat options.

    He does make a direct feat investment eventually (Rapid Blitz) using Heroics-granted feats as prerequisites. While this feat is not central to the build, the ability to set off a third set of Great Cleave cascades in a single round (six if using Celerity) is definitely a significant boost, especially once he’s accumulated a sizeable Blood in the Water bonus.


    Spoiler: On Magical Artisanship
    Show

    John combines a wide range of crafting cost reduction effects to greatly reduce the cost of making magic items, allowing him to equip vastly more gear on himself and Corona while staying within WBL. Specifically, he uses Apprentice(Craftsman), Extraordinary Artisan, Magical Artisan(Extraordinary Artisan), Magical Artisan(Legendary Artisan), Magical Artisan(Craft Wondrous Item), and Magical Artisan(Exceptional Artisan) along with a class/alignment restriction, to get costs down to 7.47% base value for wondrous items, and 9.97% base value for other magic items from level 15 onward.

    This cost reduction stacking may seem questionable. The text of the Magical Artisan feat says “Choose one item creation feat you possess. When you make an item with that feat, you pay only 75% of the normal cost to create that item.” (the description says “You have mastered the method of creating a certain kind of magic item”)
    For Craft Wondrous Item, the effect is obvious, but for Extraordinary/Legendary/Exceptional Artisan, further consideration is needed. In essence, when a character with Extraordinary Artisan makes an item, are they making it with Extraordinary Artisan?

    Extraordinary Artisan provides a method of making items at a lower cost than usual, so when a character with it makes an item, they are using those techniques in the production process. Just as a character with Craft Wondrous Item uses the techniques for making wondrous items to craft such an item, a character with Extraordinary Artisan uses its techniques whenever they make an item.

    So then, can a character make an item “with” multiple item creation feats? Consider the case of someone travelling into space via rocket. Once could say they made it to space “with” a rocket. If the rocket used liquid-fuel thrusters, one could also say they made it to space “with” liquid fuel propulsion – they certainly wouldn’t have gotten there without the thrusters. If they used something like the Space Shuttle with both solid and liquid fuel propulsion, one could then say they reached space with solid fuel boosters AND liquid fuel thrusters. This does not strike me as unreasonable.

    Thus, it does not seem unreasonable to say that when John crafts an item, he does so with multiple crafting techniques. And it is intrinsic to scientific and engineering advancement that each new breakthrough provides the foundations for further breakthroughs. The insights he gained from his technique for reducing material costs through Extraordinary Artisan could provide the foundation for ways to further reduce material, XP (and possibly time) costs through Magical Artisan(Extraordinary Artisan). The different insights gained from techniques for reducing time costs through Exceptional Artisan could provide the foundation for further cost reduction techniques through Magical Artisan(Exceptional Artisan).

    Last question: is this remotely balanced? And to that, I say… obviously not. Cost reduction stacking takes the intended WBL, and gives crafters using it an exponentially increasing advantage. I very much doubt the designers intended it. But with regard to RAW, this technique seems pretty solid.


    Spoiler: On Item Costs and Creation(and why John’s equipment is not epic)
    Show

    John applies several methods when creating items – in particular for creating and upgrading Corona and his armor. The most obvious is his cost-reduction stacking, culminating in paying 7.47% the base value to craft wondrous items, and 9.97% the base value to craft other magic gear. The rules regarding the stacking were discussed above, but here consideration is needed on how this interacts with keeping his gear from passing the “epic item” threshold.

    The threshold is defined at https://www.d20srd.org/srd/epic/magicItems/basics.htm

    The first seven bullet points seem to be describing direct bonuses defined in Creating Magic Items (https://www.d20srd.org/srd/magicItem...MagicItems.htm), rather than spell effects, since there are many regular spells giving bonuses larger than +5. However, those bonuses are limited by the spell duration, and must be activated, so I consider items granting such spells to be reasonable.
    The final bullet point is the most relevant: “Has a market price above 200,000 gp, not including material costs for armor or weapons, material component or experience point-based costs, or additional value for intelligent items”.

    The non-consideration of material component costs would mean, for instance, that the high material component cost for Revivify would not disqualify a pre-epic Revivify item. That is why the item cost component from material component considerations is listed separately in item descriptions.

    The bigger factor is how alignment or class restrictions affect the market price of an item. Because of this, an item with a base value of 285,000 gp, with an alignment restriction, would have a market price of 199,500 gp, within the pre-epic threshold. Thus, as long as item base values (without material component factors) never go over 285,000, they can stay below the epic threshold.

    John also employs a number of techniques to craft and upgrade Corona and his armor. His techniques for meeting the 15 CL needed to craft an intelligent item were described under “Crafting Corona” in the Level 8 snapshot, but he also must meet CL requirements for providing enhancement bonuses: 12 CL for +4, and 15 CL for +5. By level 15, both are upgraded to +5 – at this point his base Artificer CL is 9. A Spell Storing Item infusion for Valiant Spirit can boost this by 1, another such infusion for Death Knell allows another +1 CL by killing a rat, and yet another such infusion for Suffer the Flesh can add 1 round of +4 CL (at the cost of CON damage). Thus, he can use this when he finishes upgrading each to +5.

    He also employs several methods to protect his items against sundering attacks. Beyond defensive combat spells, all he seeks to give all external items (Corona, his armor, helm, visor, bracers, and boots) a hardness of over 20, so adamantine does not bypass it. The Augment Object item double’s an object’s hardness and HP, so it helps significantly for items other than Corona (it is initially 1/day and lasts 5 days, so unless dispelled can be maintained on all external objects). As soon as affordable, the helm, visor, bracers, and boots are reinforced first with mithril, then adamantine (with Augment Object, this boosts the hardness to 30, then 40).

    At level 19, John gains access to the Hardening infusion (permanently add half CL to an item’s hardness). By level 20, his base CL is 14, his Suffer the Flesh item adds +5 CL 1/day, and Spell Storing Item infusions can boost this by +2(Spell Enhancer) +1(Valiant Spirit) +7(Consumptive Field)+1(Death Knell) for a total CL of 28. This can iteratively increase each of his items’ hardness by 14, and the high CL makes it difficult to dispel.


    Spoiler: Other Notes
    Show

    Battlemagic Perception is listed as being able to sense the use of “any spell or spell-like ability” within 100 ft if there is line-of-effect. Items that activate spell effects can reasonably be considered to fall into this category, giving John the ability to react to any dispel/disjunction/dimensional anchor attempts before they become active, as long as they are within 100 ft. Assuming psionic-magic transparency, he should be able to make Psicraft checks to identify psionic versions of dispels (and if there is no transparency, he doesn’t need to worry about them).

    Battle Plate is an exotic armor, which John gains proficiency in using Wieldskill. The description says “the subject may gain proficiency with a single weapon (simple, martial, or exotic) or armor (light, medium, heavy, or shield)”, which explicitly allows exotic weapon proficiency, but not armor. However, one notes that exotic weapons are an entirely different category than exotic weapons (an exotic melee weapon is not a martial melee weapon) whereas an exotic heavy armor could still be reasonably called a heavy armor. Alternatively, Wieldskill with a heavy armor could be used as a basis for gaining Exotic Armor Proficiency from his at-will Heroics item.

    Rapid Blitz, which John takes at level 18, requires several feats, and BAB 18. The feats are maintained continuously by Corona using her at-will Heroics item on John, and at level 17, John upgrades the item-based at-will Divine Power effect he uses to a continuous effect. Thus, both the feat and BAB prerequisites are active continuously, reasonably allowing him to take a feat that requires them.


    Spoiler: Sources
    Show

    Eberron Campaign Setting: Artificer, Extraordinary Artisan, Legendary Artisan, Exceptional Artisan, Dedicated Wright, Hardening, Skill Enhancement, Spell Storing Item, Reinforce Construct
    Tome of Battle: Warblade, Adaptive Style, Blade Meditation, Martial Study, Martial Stance, All maneuvers/stances listed
    Player’s Guide to Faerun: Initiate of Gond(Wieldskill), Magical Artisan
    Spell Compendium: Master Air, Spell Enhancer, Consumptive Field, Arrow Storm, Arrow Mind, Hawkeye, Hunter's Mercy, Guided Shot, Sniper's Shot, Critical Strike, Righteous Fury, Camouflage, Divine Insight, Wraithstrike, Improvisation, Nixies' Grace, Bite of the Werebear, Bite of the Weretiger, Bite of the Werewolf, Lion's Charge, Rhino's Rush, Flight of the Dragon, Accelerated Movement, Lightfoot, Ruin Delver's Fortune, Find the Gap, Hurl, Dragonsight, Sirine's Grace, Essence of the Raptor, Heroics, Ghost Touch Armor, Guiding Light, Repair Light Damage, Living Undeath, Valiant Fury, Divine Agility, Nature's Balance, Weapon of Energy, Dolorous Blow, Ghost Touch Weapon, Burning Sword, Sonic Weapon, Blades of Fire, Favor of the Martyr, Delay Death, Sheltered Vitality, Greater Slide, Cloud Wings, Revivify, Ironguard, Greater Mage Hand, Wind Tunnel, Stalwart Pact
    Magic Item Compendium: Greatreach Bracers, Belt of Battle, Crystal of Adamant Weaponry, Blueshine(armor), Easy Travel(armor)
    Player’s Handbook II: Rapid Blitz, Celerity, Lesser Celerity, Hunter's Eye, Insight of Good Fortune, Mystic Aegis, Blade Brothers, Share Talents, Energy Surge, Flay, Shield Specialization, Shield Ward, Vexing Flanker, Combat Focus, Combat Stability, Brutal Strike, Combat Defense, Spectral Skirmisher, Adaptable Flanker, Combat Vigor, Melee Weapon Mastery, Ranged Weapon Mastery, Slashing Flurry, Bounding Assault, Armor Specialization, Einhander, Robilar’s Gambit, Combat Awareness
    Dungeon Master’s Guide II: Apprentice
    Dungeonscape: Trapsmith(Dispel Magic, Arcane Sight, Protection from Energy, Otiluke's Resilient Sphere, Dimension Door, Haste), Restful(armor), Durable(armor), Wand Chamber(weapon)
    Unapproachable East: Runescarred Berserker(Death Ward, Divine Power), Telflammar Shadowlord(Invisibility, Greater(Improved) Invisibility), Nentyar Hunter(Freedom of Movement), Bladebane
    Book of Exalted Deeds: Moment of Clarity, Eyes of the Avoral, Starmantle, Elation, Resounding Blow
    Book of Vile Darkness: Demonologist(Bestow Greater Curse)
    Champions of Ruin: Brilliant Energy Arrow, Arrowsplit
    Complete Adventurer: Brutal Throw, Power Throw
    Complete Arcane: Accuracy
    Complete Champion: Surge of Fortune, Benediction
    Complete Divine: Improved Blink
    Complete Mage: Immediate Assistance, Combined Talent
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    Draconomicon: Draconic Polymorph
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    Dragon Magic: Vision of the Omniscient Eye, Lord of the Sky, Ferocity of Sanguine Rage
    Dragons of Faerun: Dragonblood Affinity
    Drow of the Underdark: Combat Readiness, Shadowborn Warrior, Constant Guardian, Staggering Critical
    Fiendish Codex I: Inner Beauty
    Fiendish Codex II: Orthon
    Heroes of Battle: Battlemagic Perception, Coordinated Shot
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    Manual of the Planes: Astral Dreadnaught
    Miniature’s Handbook: Powerful Charge, Reckless Charge, Greater Powerful Charge, Pushback, Ghirrash
    Monster Manual: Avoral, Bralani
    Monster Manual II: Jarilith
    Monster Manual IV: Dwarf Ancestor
    Races of Stone: Battle Plate, Steel Extreme Shield, Earth Hammer, Heavy Armor Optimization, Greater Heavy Armor Optimization
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    Races of the Wild: Aerial Alacrity, Defensive Archery, Expeditious Dodge, Woodland Archer
    Shining South: Comfort(armor)
    Stormwrack: Scales of the Sealord
    Stronghold Builder’s Guidebook: Augment Object
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    Underdark: Morphing(weapon), Metalline(weapon), Bowslinger
    Creator of the LA-assignment thread.

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    Titan in the Playground
     
    Inevitability's Avatar

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    And with that, our four entries have been posted - and with that out of the way, I'd love to hear everyone's thoughts on the round.

    I'll get some contest ideas for future rounds up in a while, too.
    Creator of the LA-assignment thread.

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    Dwarf in the Playground
     
    ElfRangerGuy

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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    I really enjoyed cooking for this round. The limited ways to get weapon specialization forced a lot of creativity, and the bonded weapon was very cool to me. I'd like more round ideas like this going forward. One potential caveat, though is that I don't think judges should penalize one of a number of limited ways to get a secret ingredient, instead maybe rewarding a more unexpected way. AMFV already said they would do this when they judged, so I'm grateful for that as it saved me a lot of worry about "is X an expected way to get weapon specialization or not?"

    Anyway, these are just my thoughts. Feel free to disregard.

  30. - Top - End - #30
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    Default Re: Junkyard Wars XLVI: Weapon Specialization + Bonded Weapon - Fighter

    A way of getting Weapon Specialization that I was rather pleased to discover (but did not expect to see) was Martial Stalker, which lets ninja levels count towards the fighter level requirement of such feats. I toyed with the idea of going for Avenging Executioner to sudden strike shaken creatures, then adding on Staggering Strike to make that +2 damage act as a pseudo-Ability Focus, but the argument that Sudden Strike qualifies one for Staggering Strike wasn't as watertight as I'd have liked. Still, I'm sure there was a bit of a build there.

    Something else I'm surprised not to see is Ironsoul Forgemaster: it's got a feature called Weapon Bond, for crying out loud! I suppose it didn't synergize all that well with any source of Weapon Specialization, but still.


    ...anyway, I think I've got some inspiration to make a slightly belayed judge showcase build, so stay tuned for that.
    Creator of the LA-assignment thread.

    Come join the new Junkyard Wars and build with SLAs and a breath weapon!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

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