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  1. - Top - End - #1
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    Default Gestalt Build Challenge X: Magnificent Monsters (VOTING OPEN)

    GESTALT BUILD CHALLENGE X: MAGNIFICENT MONSTERS

    "Hate monsters... with class levels" - Roy Greenhilt

    "Gestalt Build Challenge" General Rules

    Unless otherwise specified in the specific challenge, the following rules and guidelines are always in effect:
    • Gestalt builds; 28-point buy; use any WOTC 3.5 product (including Dragon magazine) except where noted (only 3.0 products with an official upgrade to 3.5 are allowed)
    • Make all builds to ECL 20. However, indicate the minimum ECL the build is playable at (the level at which all LA and/or racial HD, if applicable, are accounted for) and label any level that indicates a "power break" where the build has a significant jump in power level. Provide a detailed description of how the build operates.
    • Any race with a listed level adjustment is allowed (no racial progressions from Savage Species, please). LA and HD each apply to one side of the gestalt; you may include LA and HD on the same side as each other, or on other sides. No LA buyoff. LA is applied before racial HD, which must be paid off before class levels on that side. Examples: LA X / RHD Y / class Z / ... // class A / ... -OR- LA X / class Y / ... // RHD A / class B / ...
    • Multiclass at will, but see "voting".
    • Up to two flaws are allowed, but see "voting".
    • Templates are allowed, but see "voting".
    • Voting: Upon the close of entries for each challenge, members of the forum may vote in-thread for the build that best represents the goals set out by the challenge. The voting criteria should consist of:
      • Functionality: How well does the build do in its primary role as specified in the challenge?
      • Weaknesses: Does the build have any glaring weaknesses that can be exploited?
      • Playability: How much of the 1-20 level range can the build be played at and be effective?
      • Creativity: Clever use of races, classes, and/or feats that may not be "typical" choices
      • Cheese: Minimizing the number of cheese points
        • Using flaws (1 point each)
        • Ignoring mutliclassing penalties -- some DMs actually do enforce this in gestalt (1 point each)
        • Single-level dips that would require several pages of justification to RP properly (1 point each)
        • Templates that would require several pages of justification to RP properly (1 point per +1 LA)
        • Attempting to use more than one PrC at any given level (1 point each)
        • Attempting to use "dual progression" PrCs (1,000,000 points each)
        • Over-dependence on items (1 point per indispensable item)
        • Over-dependence on Diplomacy or Use Magic Device skills (1,000,000 points each)


    "Magnificent Monsters" Specific Rules
    • Entries may be submitted and edited up until noon PST on Tuesday, April 8, 2008.
    • SPECIAL RULE: For this challenge, racial HD and LA MUST be applied on separate sides of the build. (I.e., LA X / class Y / ... // RHD A / class B / ... format only.)
    • SPECIAL RULE: Minimum racial HD + LA is 10; with a minimum LA of +2 and a minimum of 2 racial hit dice
    • SPECIAL RULE: You are allowed up to one template only, and if using a template, it must be an inherited template, not an acquired one -- no cheese points for this template
    • SPECIAL RULE: You may NOT use a race that gains class-like spellcasting ability and then advance that ability with class levels. (E.g., Rakshaha could not advance Sorcerer spellcasting with levels in Sorcerer or any PrC that would increase spellcasting level)
    • Challenge Goal: Create a monster using the above criteria that will be legendary.
    • Please try to follow the format of the example (but also a legit entry) in the next post



    Upcoming Challenges
    • Skill-Monkey Business -- support specialists
    • In-core-eligible -- builds that don't use "core" races, classes, or feats
    • more to come... (I hope. Feel free to suggest some!)


    Previous Challenges
    Last edited by Duke of URL; 2008-04-24 at 07:41 AM.


    My Homebrew
    Gronk by dallas-dakota

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Name:
    Build:
    Starting Ability Scores: STR x, DEX x, CON x, INT x, WIS x, CHA x
    Cheese Points:
    Minimum Playable Level:
    Power Break:

    (Level-by-level breakdown here)

    Offense

    Defense

    Weaknesses


    My Homebrew
    Gronk by dallas-dakota

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Ah, I get it! Good one, sir, good one.
    Quote Originally Posted by true_shinken View Post
    Ya know, Strife, I'm really happy for you and I'mma let you finish, but streakster made one of the the best analogies of all time. Of all time.
    The perfect fighter fix.
    Hey, the magnificent Shades of gray made me the cool paladin! Give him a hand!
    From time to time, I vanish from the boards. Like Frosty, though, I'll be back again some day!

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Hmm. By the rules, Tauric (an inherited template) is still legal. And if daddy horse was template loaded with every template known to man, they wouldn't be passed to you. Just the stat boosts and special powers. Hmmm.

    Nah, this one, I think I'll actually NOT cheese.

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Quote Originally Posted by Talic View Post
    Hmm. By the rules, Tauric (an inherited template) is still legal. And if daddy horse was template loaded with every template known to man, they wouldn't be passed to you. Just the stat boosts and special powers. Hmmm.

    Nah, this one, I think I'll actually NOT cheese.
    Given the amount of sheer cheddar involved, I think I'll ban Tauric just for good measure.


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    Gronk by dallas-dakota

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Forgive the overly stupid question... but what's the difference between the two types of templates? I want to make sure I don't break the rules.

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Quote Originally Posted by SamTheCleric View Post
    Forgive the overly stupid question... but what's the difference between the two types of templates? I want to make sure I don't break the rules.
    They both mean literally what they say -- an inherited template is something you're born with, typically inherited from either of (or both!) your parents. Acquired templates are the result of something happening to you.

    The template description will always say which it is. For example:

    Quote Originally Posted by SRD
    "Vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
    Whereas:

    Quote Originally Posted by SRD
    "Half-fiend" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature).


    My Homebrew
    Gronk by dallas-dakota

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    Barbarian in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Minimum 10 ECL to start? I'll see what I can find for monster races that have that.

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Ohhh. Ok. As long as it's in the description.

    I shall make a legendary monster, the likes of which has never been seen!

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Name: Skippy
    Build: Half-Blue Dragon Frost Giant Fighter//Fighter/Barbarian/Disciple of Thyrm
    Starting Ability Scores: STR 37, DEX 9, CON 23, INT 12, WIS 14, CHA 13
    Cheese Points: 0
    Minimum Playable Level: 15
    Power Break: Around level 15 or so.

    RHD//LA
    RHD//LA
    RHD//LA
    RHD//LA
    RHD//LA
    RHD//LA
    RHD//LA
    RHD//Barbarian
    RHD//Fighter
    RHD//Fighter
    RHD//Disciple of Thyrm
    RHD//Disciple of Thyrm
    RHD//Disciple of Thyrm
    RHD//Disciple of Thyrm
    Fighter//Disciple of Thyrm
    Fighter//Disciple of Thyrm
    Fighter//Disciple of Thyrm
    Fighter//Disciple of Thyrm
    Fighter//Disciple of Thyrm
    Fighter//Disciple of Thyrm

    One stat bump to strength, one to con. +6 STR item. Puts him at a 44 strength. +17 mod. Now, he doesnt have a full BAB, since the 14 racial hit die only provide a +10 BAB. But it's safe to say he has at least a +16. That's +34 to hit with 3d6+36 damage as a base. Tack on some charging, combat brute shock troopering leap attacks... and he is going to hurt you. His weapon can be considered Icy Burst for up to 10 rounds per day and he can deliver an Agonizing Strike 2/day for an additional 5d6 cold damage.

    Feats:
    [From Frost Giant] - Power Attack, Cleave, Great Cleave, Improved Overrun, Improved Sunder
    [From Fighter] - Weapon Focus (Greataxe), Improved Bull Rush, Shock Trooper, Weapon Specialization (Greataxe), Combat Brute
    [From Levels] - Leap Attack, Improved Critical (Greataxe)


    Offense - He hits you. Basic ubercharger with 2x str applied to his greataxe (from disciple of thyrm), lots of spells from Disciple of Thyrm including Entomb and Shivering Touch. Oh, and he exhales lightning.

    Defense - Immune to Electricity, Fire and Cold. Mettle. 14d12+6d10+120 hit points.

    Weaknesses - Acid and Sonic damage are still able to hurt him, as are any other spell I suppose. He has a low dex and a probably a low AC. Luckily he has a large chunk of HP to soak up the damage.
    Last edited by SamTheCleric; 2008-04-01 at 07:59 PM.

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    Titan in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Defense - Immune to Fire and Cold.
    Yeah, but he takes one and a half times zero from both!
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    [b]Name: Inevitable
    Build: Half-Green Dragon Troll Fi11/\Wiz 5, Elemental Savant (Fire) 10
    Starting Ability Scores: STR 32, DEX 18, CON 22, INT 16, WIS 6, CHA 6
    Cheese Points: 0
    Minimum Playable Level: 9
    Power Break: 9 and 20.

    Offense: Casts as Wizard 14 (Caster level 18) DC is ok. Specialist Evoker. Has Good melee skills, reach, and a fighter line designed to take advantage of both.

    Defense: Regen 5 that can only be bypassed by fire and acid, and immunity to acid starting, and fire at 20. Wiz side can memorize energy resistance to fire until then, and Magic items should focus on mental and negative energy protection.

    Weaknesses: Don't hit his body. It's like rocky Balboa. No matter what, it keeps getting back up. Hit his brain. Even so, no damage there. Use Compulsions.

    1) RHD / RLA Power Attack
    2) RHD / RLA
    3) RHD / RLA Improved Sunder
    4) RHD / RLA (Int +1)
    5) RHD / RLA
    6) RHD / Wiz 1 Explosive Spell, Scribe Scroll
    7) TLA / Wiz 2
    8) TLA / Wiz 3 (Int +1)
    9) TLA / Wiz 4 Energy Substitution (Fire)
    10) Fi 1/ Wiz 5 Combat Reflexes, Sudden Still
    11) Fi 2/ ElS 1 Combat Expertise
    12) Fi 3/ ElS 2 (Str +1)Practiced Spellcaster(Wiz)
    13) Fi 4/ ElS 3 Improved Trip
    14) Fi 5/ ElS 4
    15) Fi 6/ ElS 5 Sudden Maximize, Large and In Charge
    16) Fi 7/ ElS 6 (Str +1)
    17) Fi 8/ ElS 7 Evasive Reflexes
    18) Fi 9/ ElS 8 Spell Focus (Evocation)
    19) Fi 10/ ElS 9 Leap Attack
    20) Fi 11/ ElS 10 (Str +1)

    Saves +18/+9/+9
    BAB: +15/+10/+5

    Qualities:
    Size: Large
    Type: Giant, no, Dragon, no, Elemental
    HD: (3d4+18) + (17d10+66) = 185 HP
    Speed: 50, Fly 100(avg)
    AC: 22 (-1(Size) +4(Dex) +9(Natural))
    BAB/Grp: +15/+30
    Attacks: 2 Slam +26 (1d6+12 + 1d6 Fire), Bite +21 (1d6+6)
    Special Attacks: Rend: 2d6+18, Breath Weapon: 30ft Cone of Gas(Acid): 6d8 (Ref DC19 half) every 1d4 rounds, Burn (Ref DC26, or burn 1d6 for 1d4 Rounds)
    Spec Qual: Darkvision 60, Low Light Vis, Immune Sleep and Paralysis, Immune Acid and Fire, Regeneration 5, Scent

    Skills (Lv20): Listen +6, Spot +6, Know Arcana +12, Know Planes +8, Concentration +29, Spellcraft +27, Climb +35, Jump +35

    Class Abilities:
    Energy Specialty: Fire
    Energy Penetration (4)
    Energy Focus (fire) +2
    Immune Poison, Stunning
    No Sleep, Eat, Breathe
    Immune Critical hits, Flanking
    Immune Fire (Ex)
    Vulnerable to Cold

    At first playable level (9), it is a troll with an (Ex) immunity to acid. At level 20, it gains an (Ex) Immunity to Fire. Yes, it's still immune to everything in an antimagic field. In fact, once he hits level 20? A stone that projects antimagic, a lead box to suppress the effect when needed, an adamantine sword, and he's golden.

    It can melee well, it can magic passably well, it's damn near impossible to kill.

    EDIT: Oh, and the DC, assuming a +6 Int item, and +4 inherent from a book, of his saves will be 19+ spell level, 20+ spell level for evocation, 22+spell level for fire spells.

    Without AMF, I'd keep a contingency to Teleport if he ever passed out. In a party? No so much, rely on party backup.

    EDIT AGAIN: In Soviet Russia, Troll throws fire at YOU!
    Last edited by Talic; 2008-04-02 at 07:32 AM.

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Well, first off, this is the first Gestalt character I've ever built, so... apologies if she stinks.

    Secondly, I'm kind of cheesing this up. Duke of URL said that advancing the creature's existing spellcasting wasn't allowed, but instead I'm advancing a creature which starts with sneak attack (it was clarified in the MM3 Errata). That should get me some extra cheese right there. I think she should end up with a better sneak attack than should be possible for a non-epic rogue. I could add even more d6s and boost Mormo's speed to incredible levels (She starts with 40ft speed) by adding scout levels and swift ambusher, but I decided to keep this one relatively simple and very easy to explain.

    Name: Mormo of Midnight
    Build: Naztharune Rakshasa Assassin/Spymaster//Swordsage
    Starting Ability Scores: STR 12 DEX 24 CON 16 INT 16 WIS 17 CHA 17
    Cheese Points: I need a good number for stacking racial and class-based Sneak Attack, but at least Spymaster keeps it from being totally maxed.
    Minimum Playable Level: 12
    Power Break: Offensively, Level 12, when she can pick up Shadow Blade, also Level 15, when she gains Disemboweling Strike (CON damage on a sneak attack), WIS to damage on Tiger Claw strikes, and Cat's Grace. Defensively, Level 13, when she gains Deep Cover to protect her from divination spells and her WIS bonus to AC, also Level 19, when she gains a +2 to all saving throws while in a Shadow Hand stance and gains access to Greater Invisibility and Dimension Door.

    RHD//LA (Weapon Finesse)
    RHD//LA
    RHD//LA (Two-Weapon Fighting)
    RHD//LA [+1 INT]
    RHD//LA
    RHD//Assassin (Skill Focus: Bluff)
    RHD//Spymaster
    RHD//Spymaster [+1 INT]
    RHD//Spymaster (Darkstalker)
    RHD//Spymaster
    RHD//Spymaster
    Swordsage//Spymaster (Shadow Blade) ((Discipline Focus: Shadow Hand)) [+1 WIS]
    Swordsage//Spymaster
    Swordsage//Assassin
    Swordsage//Assassin (Disemboweling Strike) ((Discipline Focus: Tiger Claw))
    Swordsage//Assassin [+1 DEX]
    Swordsage//Assassin
    Swordsage//Assassin (Sudden Recovery)
    Swordsage//Assassin ((Discipline Focus: Shadow Hand))
    Swordsage//Assassin [+1 DEX]

    Offense: The party will have heard rumors of a string of assassinations in the area, but will have had no leads as to who's behind them. They will first meet Mormo under a benevolent deep cover identity, and even if they use True Seeing, they won't be able to tell that she is anything other than what she claims to be (Thank you, Spymaster). She may even be the wife of a prominent noble in town, using her innate Change Shape ability to constantly appear completely human. If they begin to have doubts about her, she reads their minds with her innate Detect Thoughts and acts to ease their worries. They realize something's terribly wrong when they wake up one morning and find an important NPC dead in the same room that they slept in. She, as the noble's wife, blames the murder on them.

    Of course there will be an inevitable violent confrontation, and I'm going to come back later to flesh this out, but I'm sure you can already guess that she'll be going Shadow Hand and taking Shadow Blade for large amounts of DEX to damage, and her sneak attack bonuses will be insanely high.

    Defense: She'll have quite a good DEX bonus and WIS to AC. She has Hide in Plain Sight and Shadow Jump as innate abilities, plus she'll have additional teleportation abilities from the Shadow Hand school. She'll be hard to hit and able to easily escape when the time is right... and you can be certain the assassins under her command won't be happy if you drive her out of town.

    Weakness: Umm... She's not a full caster? The party could very well save against Detect Thoughts? Really, the Spymaster + Naztharune Rakshasa combo is quite powerful for a subtle trickster and the Shadow Hand Swordsage + Naztharune Rakshasa combo is quite powerful for a dexterous melee attacker. She's the best backstabber I can think of.

    By the way: Source of the name. She would've been vampiric too, just for flavor, but Duke ruled out acquired templates. And it would've made it hard to pretend to be human, too.
    Last edited by Ascension; 2008-04-02 at 06:14 PM.
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Not bad at ALL, Ascension. You attack a traditionally weak stat (Dex), have good sneak attack, and a variety of evasive abilities. Only Possible foils I can see are the infamous high level Mind Blank, possibly AoE non reflex saves (yes, they do exist). But a solid entry. Highest damage so far is the Frost Giant, and hardest to kill is mine, and hardest to FIND is yours. Not to mention good abilities.

    Where ya getting HiPS from, btw?

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    All we need is a healer/buffer and we have an adventuring party!

    What a weird party it would be... Frost Giant Ubercharger, Undying Acid Breathing Troll, Rakasha that stabs your kidney... really hard.

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    Barbarian in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Quote Originally Posted by SamTheCleric View Post
    All we need is a healer/buffer and we have an adventuring party!

    What a weird party it would be... Frost Giant Ubercharger, Undying Acid Breathing Troll, Rakasha that stabs your kidney... really hard.
    Give me a few hours. My idea for this actually will actually be a decent healer. Any thoughts on extrapolating stat bonuses and reassigning feats from HD?
    Last edited by Vortling; 2008-04-01 at 06:02 PM.

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    crap, I was going to whip up a gestalt wight until I saw the "no savage species-esque level progressions." That would have made it much easier to work out. I'll just have to think of something different now.

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Give me a few hours. My idea for this actually will actually be a decent healer. Any thoughts on extrapolating stat bonuses and reassigning feats from HD?
    For stats, subtract 10 or 11 (whichever makes it even) from the listed stats to find the modifiers. Remember that if the creature has 4 or more racial HD, it's already assigned some stat increase points.

    For feats, all of the monster-based entries in previous challenges have just chosen whatever they want, without restricting to the listed ones from the monster entries. Bonus feats, of course, you're stuck with.
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

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    Barbarian in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Thanks, sounds good. Lethe, you think you're disappointed I wanted to stick in a ghaele on one side of the progression. Fortunately I found another option.

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    You know what... I'm dumb. Level 10 Disciple of Thyrm gets Immunity to Fire anyway. Why am I bothering with Half-Red Dragon? I need to find another template!

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    The Proof is in the Pudding

    Build: An evil druid whose name is lost to history saw the growing civilization as a blight upon the lands. He worked great magics to spawn a monster to stop the fertile humans. Unfortunately, he was never too keen on book knowledge, and hence his creation failed to do anything - until, raging around in frustration, the druid tripped and fell onto his own creature. After the druid dissolved and died painfully, the being took on a malevolent aura that could only result from having achieved sentience...

    Starting Ability Scores (with racial mod given): STR 14+6 = 20, DEX 14-10 = 4, CON 16+12 = 28, INT 14-8 = 6, WIS 8-7 = 1, CHA 8-7 = 1
    Cheese Points: None, I hope. Well, the critter would dissolve cheese quickly, at any rate.
    Minimum Playable Level: 10.
    Power Break: Not really, it's pretty steady.

    {table]Level|Class A|Class B|Feats and abilities
    1|Black pudding|Fiendish creature|Fiendish heritage, Split form, Dissolve, SR 15, Blindsight
    2|Black pudding|Fiendish creature|Resist cold/fire 10, DR 5/magic, Smite good
    3|Black pudding|Barbarian|Great fortitude, Rage, Fast move, Illiterate
    4|Black pudding|Barbarian|Uncanny dodge
    5|Black pudding|Fighter|Endurance
    6|Black pudding|Fighter|Imp unarmed strike, Power attack
    7|Black pudding|First of the Forest|AC bonus, Fast move
    8|Black pudding|Warlock|Spiderwalk, Eldritch blast
    9|Black pudding|Warlock|Baleful utterance, Fiendish legacy (teleport), Detect magic
    10|Black pudding|Warlock
    11|FOTF|Warlock|Miasmic cloud, Imp uncanny dodge
    12|FOTF|Warlock|Steadfast determination, Scent
    13|Ranger|Warlock|Flee the Scene, Favored enemy: human, Track
    14|Ranger|Warlock|
    15|Ranger|Warlock|Walk unseen, Fiendish resilience, Improved grapple
    16|Ranger|Warlock|Animal companion: vulture
    17|Ranger|Warlock|Eldritch Chain, Favored enemy: human and dwarf
    18|Ranger|Warlock|Nightmares made Real, Ability focus: dissolve
    19|Ranger|Warlock|Woodland stride
    20|Ranger|Warlock|Vitriolic blast, Fiendish resilience 2
    [/table]

    Offense: The Proof's chief danger is that it dissolves anything and everything coming near (including trees - like I said, the druid wasn't too keen on books - although arguably Woodland Stride alleviates this). The saving throw against that is DC 34, or 36 while it's raging. It also has improved two-weapon fighting, for some reason.

    Defense: It gets its strong constitution modifier to will saves and armor class. Despite lack of sensory skills, the Proof has pretty keen senses, through blindsight, detect magic, and darkvision. Its main defense consists of the fact that any piercing or slashing weapon will split it into two puddings, one of which will teleport away and use its fiendish resilience to heal up again. Also, it is capable of summoning enough monsters to deal piercing damage to itself.

    In other words, unless stopped by a band of valiant heroes, the creature can grow exponentially and pretty much succeed at wiping out civilization. Well, except for the parts made out of stone.

    However, the Proof isn't quite that one-sided. It is also quite capable of feeding the entire world, or at least the uncivilized parts, such as the beautiful forests. It does this by splitting, as above, and having one of its split forms Eldritch Blast itself to death. As everybody knows, black puddings are very nutritious, and high in proteins.

    Weaknesses: Poor reflex save, combined with the fact that it's not all that bright.

    Equipment: At some point it's dissolved a Manual of Bodily Health (yes, this thing has enough skill points left to become literate, through eating books mostly). Also, it's somehow carrying a re-slotted Amulet of Health. Which is made out of stone. I'm not really sure what other equipment an ooze would want.
    Last edited by Kurald Galain; 2008-04-02 at 06:19 AM.
    Guide to the Magus, the Pathfinder Gish class.

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  22. - Top - End - #22
    Ogre in the Playground
     
    SamTheCleric's Avatar

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    How do the level based feats work when you have racial hit die? What about stat bumps?

    I totally want that Black Pudding for dinner. Yum yum.

  23. - Top - End - #23
    Halfling in the Playground
     
    Zombie

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Name: Tainted Sahuagin Battle Master
    Build: Fetch Mutated Sahuagin LA 8 / Swashbuckler 6 / Rogue 6 // Sahuagin 2 / Ranger 12 / Scout 6
    Starting Ability Scores without Adjustments: Str 9 Dex 16 Con 17 Int 12 Wis 8 Cha 8
    Starting Ability Scores: Str 11 Dex 20 Con 17 Int 16 Wis 10 Cha 8
    Final Ability Scores: Str 11 Dex 24 Con 18 Int 16 Wis 10 Cha 8
    Cheese Points: 0
    Minimum Playable Level: 9
    Power Break: Level 15 and 18 when Swift Hunter and Daring Outlaw are gained respectively, but still viable before then.

    {table]Level | Classes | Feat | Bonus Feat(s) | Abilities
    Fetch Mutated Sahuagin | | | Multiattack | Mutated Sahuagin Traits, Fetch Traits
    1 | LA 1 // Sahuagin 1 | Multi-Weapon Fighting | |
    2 | LA 2 // Sahuagin 2 | | |
    3 | LA 3 // Ranger 1 | Improved Unarmed Strike | Track | 1st favored enemy, Wild Empathy
    4 | LA 4 // Moon Warded Ranger 2 | | | Armor of the Senses
    5 | LA 5 // Ranger 3 | | Endurance |
    6 | LA 6 // Ranger 4 | Travel Devotion | | Animal Companion, Spellcasting
    7 | LA 7 // Ranger 5 | | | 2nd Favored Enemy
    8 | LA 8 // Moon Warded Ranger 6 | | | Skin of the Moon
    9 | Swashbuckler 1 // Scout 1 |Improved Multi-Weapon Fighting | Weapon Finesse | Skirmish +1d6, Trapfinding
    10 | Rogue 1 // Ranger 7 | | | Sneak Attack +1d6, Woodland Stride
    11 | Swashbuckler 2 // Scout 2 | | | Grace +1, Battle Fortitude +1, Uncanny Dodge
    12 | Rogue 2 // Ranger 8 | Travel Devotion | | Evasion, Swift Tracker
    13 | Swashbuckler 3 // Scout 3 | | | Insightful Strike, Fast Movement, Skirmish +1d6 +1AC, Trackless Step
    14 | Rogue 3 // Ranger 9 | | | Sneak Attack +2d6, Penetrating Strike
    15 | Swashbuckler 4 // Scout 4 | Greater Multi-Weapon Fighting | Swift Hunter | Skirmish +4d6 +3AC, 3rd Favored Enemy
    16 | Rogue 4 // Ranger 10 | | |
    17 | Swashbuckler 5 // Scout 5 | | | Dodge Bonus +1, Skirmish +4d6 +4AC, 4th Favored Enemy
    18 | Rogue 5 // Ranger 11 |Daring Outlaw | | Sneak Attack +5d6, Indomitable Mind
    19 | Swashbuckler 6 // Scout 6 | | | Grace +2, Flawless Stride, Sneak Attack +6d6, Skirmish +5d6 +4AC
    20 | Rogue 6 // Ranger 12 | | |
    [/table]

    Overview

    The mutated spawn that has occurred as a product of the impregnation of a Sahuagin by a ghost with the blessing of Sekolah. Trained in the art of stealth and combat, these individuals, though rare, are formidable opponents and strategists, using their mutation and ghostly heritage to their advantage in a fight.

    Offense

    The Tainted Sahuagin makes attempts to maximize the amount of attacks by using the variety of weapons it has available to it using the Multi-weapon line of feats. He will use a finessable weapon in each hand as well as using his unarmed strikes, armor spikes, and natural bite attack. These are further enhanced by his full base attack bonus.

    These attacks are often supplemented by precision damage from the Swashbuckler's Intuitive Strike ability, the Rogue's Sneak Attack ability, and the Scout's Skirmish ability, as well as the Travel Devotion feat to position himself in combat.

    His favored enemies include mostly enemies that are immune to Skirmish damage, so that he can harm them with his Swift Hunter feat, while relying on the Penetrating Strike alternative class feature to apply his Sneak Attack bonus.

    Optimally, a Tainted Sahuagin Battle Master at level 20 can get 20 attacks in a full attack (4 primary hand, 3 second hand, 3 third hand, 3 fourth hand, 3 unarmed strike, 3 armor spikes, 1 bite).

    Some individuals prefer to utilize a set of ghost touch weapons in order to use them while in ghost form.

    Defense

    Good fort saves, excellent reflex saves, and decent will saves. Armor class is good due to high dexterity and natural armor bonus, can also increase their will modifier to apply it to AC from Armor of the Senses. Fortification allows 50% of critical hits and precision damage to miss. Immune to energy drains, ability drain, ability damage, and ghost special attacks.

    Can also use his ghost form ability to leave his body safely in an aquatic environment while his spirit takes care of tasks on land.

    Weaknesses

    Relatively low hp per level compared to other fighter classes. This is balanced by a high constitution modifier.

    Biggest drawback is his Water Dependancy, only being able to survive 9 hours out of water at a time. Can be remedied by using his Ghost Form ability to travel on land.

    Vulnerable to turn undead.

    3 dead levels in a gestalt character is also kind of sub-optimal.

    Sources:
    Spoiler
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    Complete Adventurer: Scout class
    Complete Champion: Travel Devotion feat
    Complete Scoundrel: Daring Outlaw feat, Swift Hunter feat
    Complete Warrior: Swashbuckler class
    Dragon Magazine: Fetch template (#313), Moon-Warded Ranger substitution levels (#340)
    Monster Manual: Mutated Sahuagin
    Last edited by Nermy; 2008-04-01 at 09:33 PM.

  24. - Top - End - #24
    Titan in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Creatures without a Con score can't have regeneration, so you'll lose it when you get the Green Star capstone.
    Time travels in divers paces with divers persons.
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  25. - Top - End - #25
    Firbolg in the Playground
     
    BlueWizardGirl

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Quote Originally Posted by Talic View Post
    Where ya getting HiPS from, btw?
    The Naztharune Rakshasas get the Shadowdancer-ish version of HiPS (they can hide as long as within 10 ft. of shadow) as part of their racial package. Pretty swanky! In a competition like this they essentially render the Shadowdancer even more obsolete than it already is, because they essentially start as Rogue/Shadowdancers and go up from there.

    With Spymaster to make her nigh undetectable when undercover and Shadow Hand Swordsage to give DEX to damage, WIS to AC, and nifty combat maneuvers, she becomes quite fun.

    I think I've put together the answer to the "How to make a catgirl threatening" thread.

    EDIT: By the way, I completely dumped STR, CON, and INT... racials alone pumped them to those numbers.

    EDIT EDIT: I have now undumped INT to give better Assassin casting. At the same time, I realized original was built on 26 point buy. Mormo is better now.
    Last edited by Ascension; 2008-04-02 at 01:48 AM.
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  26. - Top - End - #26
    Titan in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Dangit, I wanted to write up the Green Lantern as a Lantern Archon, but only 1 RHD. Epic fail...

    Oh wait!

    The Green Lantern

    Build:

    Phrenic Will-O'Wisp LA +2/Warlock18//RHD9 + Pyrokeneticist10/Sorcerer1

    Stats (before adaptation) Str 8 Dex 16 Con 10 Int 9 Wis 10 Cha 17

    Stats (After adaptation) Str 1 Dex 34 Con 10 Int 13 Wis 16 Cha 24

    SLA/PsLA's:
    Spoiler
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    3/day—defensive precognition; 1/day—force screen
    3/day—empty mind, mind thrust
    1/day—body adjustment, brain lock
    1/day—aversion, psionic blast
    3/day—intellect fortress; 1/day—psychic crush
    1/day—psionic dominate
    1/day—energy current, tower of iron will
    3/day—psionic teleport
    1/day—fission
    1/day—ultrablast

    Fire Lash
    Hands Afire
    Bolt of Fire (10d6)
    Weapon Afire, Greater
    Nimbus
    Heat Death
    Conflagration


    Warlock Invocations:
    Spoiler
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    Eldrich Blast 8d6

    Least:
    Eldrich Spear
    Baleful Utterance
    See the Unseen

    Lesser:
    Eldrich Chain
    Voracious Dispelling
    Hellrime Blast

    Greater:
    Chilling Tentacles
    Vitriolic Blast
    Tenatious Plague

    Dark:
    Word of Changing
    Dark Foresight



    Innate abilities:
    Spoiler
    Show

    Immunity to Magic (Ex)
    A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.

    Natural Invisibility (Ex)
    A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.


    Combat tactics:

    He's got multiple ways of zapping you. Electricity, Fire, Acid (which bypasses SR), pure Eldrich Blast, Sonic with Baleful Utterance, about and Cold. He can also do negative levels to crowds with Chain Utterdark Blast.

    With Natural Invisibility, he's a hard bugger to see, and effective even in an AMF. The complete immunity to magic doesn't hurt either.

    It's hard to really hurt this guy. He's immune to most of Batman's tricks, by virtue of being immune to magic. It's going to be very hard to grapple with him when he's flying about, and no way to get him to stop.

    He's a sniper par excellance, doing well what is mostly thought poor tactics: blasting.
    Last edited by ShneekeyTheLost; 2008-04-02 at 07:14 AM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
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  27. - Top - End - #27
    Ogre in the Playground
     
    Devil

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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    It's looking like the everyone loves warlocks thread! (me too, i wasn't even the first to go with the ogre mage/warlock either...baldercrap.) Almost finished with it so I'll post it anyway especialy since I'm going in a completely different direction with it.

  28. - Top - End - #28
    Orc in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    I don't want to reveal what I'm making just yet, but I need a little bit of help.

    I need prestige classes for a cleric//fighter grappler. However, I can't use any prestige classes that have skill requirements, and I can't use any that have feat requirements that are not fighter feats.

    EDIT: oh, warhulk. Bwahaha.


    EDIT EDIT - new question.

    What happens if I apply a template that adds 2 intelligence to a creature with an intelligence of --?
    Last edited by Squash Monster; 2008-04-01 at 10:45 PM.

  29. - Top - End - #29
    Barbarian in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    Name: Reginleif
    Build: Valkyrie Cleric of Fharlanghn 15//Bloodclaw Master 2/Swordsage 7
    (Travel and Celerity Domains)
    Starting Ability Scores: STR 14, DEX 16, CON 10, INT 8, WIS 15, CHA 10
    Modified Ability Scores: STR 28, DEX 34, CON 22, INT 12, WIS 20, CHA 16 (includes stat bumps)
    Cheese Points: Not sure. Using DMM: Quicken and Valkyrie HD progress maneuvers. Probably 2.
    Minimum Playable Level: ~12
    Power Break: 15, for Shadow Blade

    RHD//LA Weapon Finesse, {Two-Weapon Fighting, Improved Two-Weapon Fighting}
    RHD//LA
    RHD//LA Combat Reflexes
    RHD//LA WIS +1
    RHD//LA
    RHD//Cleric 1 Quicken Spell
    RHD//Cleric 2
    RHD//Cleric 3 WIS +1
    RHD//Cleric 4 DMM: Quicken Spell
    RHD//Cleric 5
    RHD//Cleric 6
    Bloodclaw Master 1//Cleric 7 Extra Turning, WIS +1
    Bloodclaw Master 2//Cleric 8
    Swordsage 1//Cleric 9
    Swordsage 2//Cleric 10 Shadow Blade
    Swordsage 3//Cleric 11 DEX +1
    Swordsage 4//Cleric 12
    Swordsage 5//Cleric 13 Greater Two-Weapon Fighting
    Swordsage 6//Cleric 14
    Swordsage 7//Cleric 15 DEX +1

    Offense 8th Level Cleric Spells, Perfect Two Weapon fighting adding STR, DEX, and WIS to damage, 9th level maneuvers

    Defense 33 AC and 26 Touch AC with no equipment, Immune to cold, electriciy, fear, and sonic, DR 10/ Cold Iron, Uncanny Dodge, Flight 60 ft. (perfect), good saves

    Weaknesses Low damage compared to Uberchargers and the like (only +26 +1d6 damage per hit unbuffed), no invisibility.

  30. - Top - End - #30
    Orc in the Playground
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    Default Re: Gestalt Build Challenge X: Magnificent Monsters

    DISREGARD THIS ENTRY.
    Left here because it's awesome. However, a different version that obeys silly things like "rules" is provided later in the thread. Use that.


    "Name": That Damned Powercrab

    The Idea: Everybody loves that damned crab. This one is a cleric! And a dragon!

    The story: The offspring of a monstrous crab and a green dragon who's tastes we'll refrain from questioning, the That Damned Powercrab began its life in the manner of any monstrous crab. It found a suitably sized pool of water near a decent amount of traffic and ate everything that passed by. It generally flies out of its pool at its targets, but being a creature of pure instinct it doesn't know it's not walking. And That Damned Powercrab kept doing it, over and over again, for longer than a monstrous crab generally lives. Much longer: dragons live hundreds of times longer than crabs. Eventually the perfect mindless repetition of its task became so great that the act became supernaturally enforced: the crab is the perfect follower of its ideals, and has gained powers as an ideal-following cleric. The crab's ideals, by the way, are "wait for food, grab food, bring food back, eat it" -- not that it is smart enough to know these concepts.

    Race: Half-Dragon (green) Monstrous Crab

    {table=header]ECL | Class 1 | Class 2 | BAB | HD | Class Features
    1 | Half Dragon LA | Monstrous Crab Hitdice | 0 | d10 |
    2 | Half Dragon LA | Monstrous Crab Hitdice | 1 | d10 |
    3 | Half Dragon LA | Monstrous Crab Hitdice | 2 | d10 |
    4 | Cleric | Monstrous Crab Hitdice | 3 | d10 | turn undead, spellcasting
    5 | Cleric | Monstrous Crab Hitdice | 3 | d10 |
    6 | Cleric | Monstrous Crab Hitdice | 4 | d10 |
    7 | Cleric | Monstrous Crab Hitdice | 5 | d10 |
    8 | Cleric | Fighter | 6/1 | d10 | bonus fighter feat
    9 | Cleric | Fighter | 7/2 | d10 | bonus fighter feat
    10 | Cleric | War Hulk| 8/3 | d12 | No time to think, ability boost (Str +2)
    11 | Cleric | War Hulk | 8/3 | d12 | Great swing, ability boost (Str +2)
    12 | Cleric | War Hulk | 9/4 | d12 | Mighty rock throwing, ability boost (Str +2)
    13 | Cleric | War Hulk | 10/5 | d12 | Mighty swing, ability boost (Str +2)
    14 | Cleric | War Hulk | 11/6/1 | d12 | Ability boost, ability boost (Str +2)
    15 | Cleric | War Hulk | 11/6/1 | d12 | Sweeping boulder, ability boost (Str +2)
    16 | Cleric | War Hulk | 12/7/2 | d12 | Ability boost (Str +2)
    17 | Cleric | War Hulk | 13/8/3 | d12 | Massive sweeping boulder, Toughness, ability boost (Str +2)
    18 | Cleric | War Hulk | 14/9/4 | d12 | ability boost (Str +2), Toughness
    19 | Cleric | Barbarian | 15/10/5 | d12 | fast movement, rage 1/day
    20 | Cleric | Barbarian | 16/11/6/1 | d12 | uncanny dodge
    [/table]

    Expected HP:
    9d10 + 11d12 + 6 + 160 = 287 average

    Casts as:
    17th level Cleric (Travel and Competition domains)

    Feats:
    (Having an intelligence score of -- means no natural feats)
    8th: Power Attack
    9th: Cleave

    Base Stats:
    Racial modifiers: Str +20, Dex +4, Con +12, Int --, Cha -6
    STR: 32
    DEX: 18
    CON: 22
    WIS: 18
    INT: --
    CHA: 2
    Put your bonuses into Con, except the one you put in Wis.
    Note that you get +2 strength every level from 10 to 18.
    Final stats:
    STR: 50
    DEX: 18
    CON: 26
    WIS: 19
    INT: --
    CHA: 2

    Monster stats:
    Large Dragon (Aquatic)
    Hit Dice: 9d10 + 11d12 + 6 + 160 (287 HP)
    Initiative: +4
    Speed: 50 ft. Swim 30 ft. Fly 100 ft.
    Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
    Base Attack/Grapple: +16/+44
    Attack: Claw +36 melee (1d6+27)
    Full Attack: 2 claws +36 melee (1d6+27) and bite +31 melee (1d8+27) and 3 iterative claw attacks
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Constrict 1d8+27, improved grab, powerful claws, breath weapon
    Special Qualities: Amphibious, darkvision 60 ft., vermin traits, low light vision, immune to sleep and paralysis effects, immune to acid
    Saves: Fort +25, Ref +10, Will +15
    Abilities: Str 50, Dex 18, Con 26, Int --, Wis 19, Cha 2
    Skills: --
    Feats: Power Attack, Cleave

    Breath weapon: 6d8 acid, once per day. 30ft cone. Reflex DC 28 for half

    Strengths:
    Strength. It's pretty ridiculous.
    Grapple. It's even more ridiculous.
    Spells. Yeah, this is silly.
    Immunities. As a draconic vermin with an intelligence of --, you get the following immunities: charms, compulsions, phantasms, patterns, sleep, paralysis, acid, and morale effects

    Weaknesses:
    No brains.
    No feats.
    No skills.

    How it works:
    That damned Powercrab behaves exactly as the original damned crab, but with a little bit of tweeking. Firstly, the fact that it has a fly speed means that it will jump out of its pool and snatch victims out of the air. Secondly, the crab can cast spells. Generally, it will cast a full set of buff spells as appropriate for its current level before it makes its strike. Being still under the water, this generally goes unnoticed. Typical spells are Divine Power, Bull's Strength, and Righteous Might.

    Items:
    While its worshippers have attempted to gift it with pariapts of wisdom and similar goods, none of them have succesfully put one on That Damned Powercrab without first being split in two and eaten. Which they may consider a great honor, but at least the thing doesn't use any items.

    Playability:
    Available at its level 7, which is like CR 5 or something. Stats provided are for level 20, but being a gigantic demon crab is pretty simple, and the build works at all levels.
    Last edited by Squash Monster; 2008-04-02 at 11:20 PM.

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