Results 61 to 90 of 137
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2013-07-15, 10:15 PM (ISO 8601)
- Join Date
- May 2013
Re: Scrap-Iron Chef Challenge; In the Playground II
Count me in on this! I have a pretty good idea, but it may not turn out as well as I hope it will.
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2013-07-15, 10:54 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
Well Octopus has 8 arms
Squid has 10 arms
Thri-Kreen has 4 arms
Would it stay at 4?
Or
Would it be
2 arms become 8/10 arms; 8/10 + 2 = 10 or 12 arms
or
4 arms become 8/10 arms; and we get 8 or 10 arms
or
2 arms become 8/10 arms twice; and we get 16 or 20 arms
or
Does it just stay at 4 arms
I'm saying is does Octopus change the amount of arms.
If so on a Thri-Kreen does it change both sets of arms(16/20 variety)
If not does does it change one set and not the other(+2 variety)
Does it not change the amount of arms(4 variety)
Does it just change the group of 4 arms into Octopus/Squid equal(8/10 Variety)
And great is contestants are having troubles please inform me
I'm keeping the challenges.
2 Weeks to make builds
1 Week to judge
But it that is not enough time for contestants I can extend it a bit.
48 hours until it closes
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2013-07-15, 11:24 PM (ISO 8601)
- Join Date
- Nov 2012
Re: Scrap-Iron Chef Challenge; In the Playground II
Why the lycanthropy requirement? It seems overly complicated to havea "dual" theme again? Or is the idea? A character idea with a race template.
The only reason i ask is because i have a great chaacter that i came up with last year, that i think would be great without the lycanthropy.
Not to mention, but wouldnt the character loee the ability to use manufactured weapons when changed?
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2013-07-16, 02:13 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
Amdskitzo, look at this quote. Kuulvheysoon gets it right before I even needed to say it, on the first page of this thread.
Each challenge will have a twist or some other clever idea
Also since this is relevant for the judging soon too come.
2 judges the chairman can be asked to join the judging by the judges or contestants otherwise he is to stay out of it.
(And are a lot of people having trouble making the exact 2 week deadline?)Last edited by Vknight; 2013-07-16 at 02:18 AM.
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2013-07-16, 06:00 AM (ISO 8601)
- Join Date
- Jun 2009
- Gender
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2013-07-16, 06:56 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
No it still is
I'm asking are people having trouble with the 2 week deadline.
Are people having trouble with a two week deadline?
Would be a better phrasing but they both accomplish the general goal of setting up its currently been a two week deadline and has this proven too be problematic?
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2013-07-16, 08:29 AM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Michigan
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
Nothing in the Lycanthrope template indicates that were-squid would have a different number of arms than the base creature in hybrid form. For that matter, the natural attacks in hybrid form are bite/claw/claw no matter what animal you use. So a were-whatever Thri-Kreen will still have 4 arms. Except that's a lie, because Thri-kreens are monstrous humanoids, and the lycanthrope template can only be applied to humanoids and giants.
So yeah. Were-octopus Thri-kreen doesn't work. I would be fine with a similar level of craziness if it were RAW legal and not too standard a trick though. I'm pretty cheese tolerant, so long as the cheese is tasty.
There's no reason why you couldn't still use manufactured weapons in hybrid form. Animal form has that issue though.
Iron Chef does 2 weeks to cook, 2 weeks to judge, as does Zinc Saucier. So the 2 week deadline for competitors should be fine. The challenge would probably benefit from more thorough judging though, so extending that might be a good idea. I don't think I'll have trouble finishing within a week, but I'd like to leave some extra time to address disputes.
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2013-07-16, 10:53 AM (ISO 8601)
- Join Date
- Sep 2012
- Location
- Necro-equestrian Pugilism
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
My updated entry has been submitted Vknight, did you get it?
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2013-07-16, 12:04 PM (ISO 8601)
- Join Date
- Apr 2013
Re: Scrap-Iron Chef Challenge; In the Playground II
Master Swordsman shapeshifter? Are there bonus points for Link clones?
I think I'll throw my hat into the ring for this one ;)
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2013-07-16, 12:10 PM (ISO 8601)
- Join Date
- May 2010
- Location
- Australia
Re: Scrap-Iron Chef Challenge; In the Playground II
I accept this challenge.
Are 4th level or higher powers equivalent to 4th level or higher spells for the purposes of What the Build Wants?
Edit: For that matter, may psionic classes simply elect to forfeit 4th level or higher powers in order to remain within this criteria?Last edited by Muggins; 2013-07-16 at 12:12 PM.
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2013-07-16, 12:51 PM (ISO 8601)
- Join Date
- May 2013
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2013-07-16, 01:03 PM (ISO 8601)
- Join Date
- Jun 2009
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
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2013-07-16, 01:17 PM (ISO 8601)
- Join Date
- May 2013
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2013-07-16, 03:01 PM (ISO 8601)
- Join Date
- Jul 2009
Re: Scrap-Iron Chef Challenge; In the Playground II
Homebrew:
Iron Chef Trophies:Spoiler
Iron Chef X - 3rd (My first entry!)
Iron Chef XI - 4th
Iron Chef XIII - 4th
Iron Chef XIV - Honorable Mention (and 4th place)
Iron Chef XVI - 3rd place
Iron Chef XVIII - 1st place
Iron Chef XXXIV - 2nd place
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2013-07-16, 05:50 PM (ISO 8601)
- Join Date
- May 2013
Re: Scrap-Iron Chef Challenge; In the Playground II
Submitted my build. This is so much fun!
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2013-07-16, 06:35 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
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2013-07-17, 03:14 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Braavos
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
Been lurking around for a while, enjoyed IC competition threads, and I will try to submit an entry as my first round as a GitP member.
Just a quick question. For natural lycanthropes, where would its racial HD go? Would they appear before any class levels? If so, do they get the x4 skill points?Last edited by BornValyrian; 2013-07-17 at 05:12 PM.
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2013-07-17, 06:23 PM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Michigan
- Gender
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2013-07-18, 12:42 AM (ISO 8601)
- Join Date
- May 2010
- Location
- Australia
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2013-07-18, 01:13 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
That is true. Enjoy
In other news all the Lycanthropes!
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2013-07-18, 04:30 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
Interesting note, I thought yesterday was the 24th for about the first 45 minutes of the day and almost posted all the builds that have been sent in.
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2013-07-18, 06:11 AM (ISO 8601)
- Join Date
- May 2013
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2013-07-18, 07:08 AM (ISO 8601)
- Join Date
- Jul 2009
Re: Scrap-Iron Chef Challenge; In the Playground II
Homebrew:
Iron Chef Trophies:Spoiler
Iron Chef X - 3rd (My first entry!)
Iron Chef XI - 4th
Iron Chef XIII - 4th
Iron Chef XIV - Honorable Mention (and 4th place)
Iron Chef XVI - 3rd place
Iron Chef XVIII - 1st place
Iron Chef XXXIV - 2nd place
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2013-07-23, 10:13 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
As a reminder too all contestants, judges, challengers.
36 Hours Until, I will no longer accept entries.
Furthermore we only have 2 judges
Contestants if you want a third judge, the chairman(me), can act as one.
That is all
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2013-07-25, 06:08 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
Build #1
Enrico Tortuga
Image
Spoiler
Human CG Natural Lycanthrope Were-Snapping Turtle Rokugan Ninja 13/Vigilante 5
Story
Spoiler"You have done well, my son." The old were-rat's voice rasped through the underground chamber, "the Plague Rats' hideout in the lower sewers has been scattered into disarray, thanks to your efforts."
Rico's heart was filled with pride, but he contained his feelings and only responded, "Thank you Master. It is your training that made it possible."
The were-rat raised an eyebrow and stared at Rico for a moment, "I see you are taking my advice and learning to control your emotions, it suits you." He poked Rico's shoulder with his wooden cane, "Now if only you would reconsider my advice and recruit some like-minded individuals to the cause. You would do well with more of your kind to aid you."
Rico shook his head and growled, "Master, you know I won't do that. I was born this way, but I'm not going to curse anyone else just to have some company. Besides, I totally don't need help taking these Plague Rat punks down. You should have seen the look on this one guy's face when I ..." Rico's voice trailed off when his Master let out a sigh.
"Perhaps I spoke to soon, your emotions still get the better of you far too easily." The were-rat eased himself down into a cross-legged sitting position with a groan. "My affliction has been both a blessing and a curse. I have used it to help others in ways that I could not have done without it. Do not be too hasty in your decision. But we will discuss this no more tonight. The city of Waterdeep owes you a great debt, though they will never know it. A pity, too, because we could put the reward money to good use. Now, go fetch dinner from Vittorio's Apothecary. I understand that he has been experimenting with different ways to utilize various different potions. He has a new mystical foodstuff he has been working on lately. See if he will create one of these P'zas using my medicine. Drinking it in liquid form disagrees with my stomach."
Build
Spoiler
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Were-Snapping Turtle 1|+0|+2|+2|+0|(2+Int)Gather Information (2), Intimidate (2), Knowledge(Local) (2), Sense Motive (2)|Improved Natural Armor(B), Weapon Focus(Bite), Improved Unarmed Strike, Iron Will(B)|
2nd|Were-Snapping Turtle 2|+1|+3|+3|+0|(2+int)Intimidate (2.5), Knowledge(Local) (2.5), Sense Motive (2.5), Swim 1|-|
3rd|Rokugan Ninja 1|+2|+3|+3|+2|(4+Int)Gather Information 3, Intimidate (3), Knowledge(Local) (3), Search 2, Sense Motive (3)|Alertness|Sneak Attack +1d6, Ninja Dodge +1
4th|Rokugan Ninja 2|+3|+3|+3|+3|(4+Int)Gather Information 5, Hide 1, Move Silently 1, Search 4|-|Poison Use
5th|Rokugan Ninja 3|+4|+4|+4|+3|(4+Int)Intimidate (4), Knowledge(Local) (4), Sense Motive (4)|-|Sneak Attack +2d6, Uncanny Dodge
6th|Rokugan Ninja 4|+5|+4|+4|+4|(4+Int)Gather Information 6, Hide 3, Knowledge(Local) (4.5), Move Silently 2, Sense Motive (4.5)|Two-Weapon Fighting|Speed of Darkness
7th|Rokugan Ninja 5|+6|+4|+4|+4|(4+Int)Gather Information 7, Hide 4, Knowledge(Local) (5), Move Silently 4, Sense Motive (5)|-|Sneak Attack +3d6, Ninja Dodge +2
8th|Rokugan Ninja 6|+7|+5|+5|+5|(4+Int)Gather Information 8, Hide 6, Knowledge(Local) (5.5), Move Silently 5, Sense Motive (5.5)|-|Uncanny Dodge
9th|Rokugan Ninja 7|+8|+5|+5|+5|(4+Int)Hide 8, Knowledge(Local) (6), Move Silently 7, Sense Motive (6)|Oversized Two-Weapon Fighting|Sneak Attack +4d6
10th|Rokugan Ninja 8|+9|+5|+5|+6|(4+Int)Hide 10, Knowledge(Local) (6.5), Move Silently 9, Sense Motive (6.5)|-|Shadow Run
11th|Rokugan Ninja 9|+10|+6|+6|+6|(4+Int)Hide 12, Knowledge(Local) (7), Move Silently 11, Sense Motive (7)|-|Sneak Attack +5d6
12th|Rokugan Ninja 10|+11|+6|+6|+7|(4+Int)Hide 14, Knowledge(Local) (7.5), Move Silently 13, Sense Motive (7.5)|Darkstalker|Blindfight, Ninja Dodge +3
13th|Rokugan Ninja 11|+12|+6|+6|+7|(4+Int)Hide 16, Knowledge(Local) (8), Move Silently 15, Sense Motive (8)|-|Sneak Attack +6d6
14th|Rokugan Ninja 12|+13|+7|+7|+8|(4+Int)Hide 17, Move Silently 17, Tumble 3|-|Deflect Arrows
15th|Rokugan Ninja 13|+14|+7|+7|+8|(4+Int)Hide 18, Move Silently 18, Tumble 7|Improved Two-Weapon Fighting|Sneak Attack +7d6
16th|Vigilante 1|+14|+7|+9|+10|(6+Int)Hide 19, Move Silently 19, Tumble 13|-|Detect Evil, Streetwise +2, Spellcasting
17th|Vigilante 2|+15|+7|+10|+11|(6+Int)Hide 20, Move Silently 20, Tumble 19|-|Smite the Guilty 1/day
18th|Vigilante 3|+16|+8|+10|+11|(6+Int)Balance 4, Hide 21, Move Silently 21, Tumble 21|Staggering Strike|Quick Search
19th|Vigilante 4|+17|+8|+11|+12|(6+Int)Balance 5, Hide 22, Inimidate 8, Move Silently 22, Tumble 22|-|Speak With Dead
20th|Vigilante 5|+17|+8|+11|+12|(6+Int)Hide 23, Inimidate 13, Move Silently 23, Tumble 23|-|Quick Hide[/table]
Spells per day/Spells Known
Spoiler
{table=head]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|4|4|4|4|4|3|2|1|-|-
17th|4|4|4|4|4|3|3|2|-|-
18th|4|4|4|4|4|4|3|2|1|-
19th|4|4|4|4|4|4|3|3|2|-
20th|4|4|4|4|4|4|4|3|2|1[/table]
Spells Known:
1st - Disguise Self, Expeditious Retreat, Feather Fall, Prestidigitation
2nd - Alter Self, Invisibility, Tongues
3rd - Gaseous Form, Haste
Stats:
Spoiler
[Human Form] Starting Stats (+ Racial Mods)
Str - 14
Dex - 16
Con - 12
Int - 14
Wis - 10 (+2) = 12
Cha - 12
[Hybrid and Animal Forms] Starting Stats (+ Racial Mods)
Str - 14 (+2) = 16
Dex - 16
Con - 12 (+4) = 16
Int - 14
Wis - 10 (+2) = 12
Cha - 12
[Human Form] Final Stats:
Str - 14
Dex - 17 (+1 level increase at 4th)
Con - 16 (+4 level increases at 8th, 12th, 16th, 20th)
Int - 14
Wis - 12
Cha - 12
[Hybrid and Animal Forms] Final Stats:
Str - 16
Dex - 17 (+1 level increase at 4th)
Con - 20 (+4 level increases at 8th, 12th, 16th, 20th)
Int - 14
Wis - 12
Cha - 12
Level Breakdown
Spoiler
Level 5
Rico has just started out on his path. His natural Lycanthrope abilities and his Ninja skills make him a formidable fighter, though he is still more of a thug than a master swordsman. He can do solid damage if he can get his sneak attack damage, and he does good damage two-handing a katana. His AC is a solid 19 thanks to his Natural armor and Dex mod. That coupled with his DR makes him sturdy enough to take on many even leveled CRs without a sweat (as long as they don't have silver weapons!). Scent and the Alertness feat give him some reasonable detection ability to track his quarry.
Level 10
Rico's Ninja training is progressing excellently, and he is definitely no slouch in combat. He's picked up a few useful abilities. Speed of Darkness lets him add his Int mod to his initiative, to help ensure he gets his sneak attack damage off in the first round of combat. In addition, he can wield two Katanas as if he were wielding a light weapon in his off-hand, meaning his damage output shoots up. He can get four attacks in a round all at a pretty good BAB and each attack can apply sneak attack damage should he be in a position to do so. (His normal routine at this level is +10/+10/+5 Katana plus a bite at +7. He normally forgoes the bite attack when fighting a foe he isn't planning on killing, as he doesn't want to curse others with Lycanthropy. If he intends to kill his foe, however, he totally CHOWS DOWN!)
Note: Importantly, the Shadow Run ability from Rokugan Ninja overcomes the one large liability that Rico has from his Snapping Turtle heritage, his movement speed. In hybrid or animal form, a Lycanthrope can move only as fast as the base animal. For a Snapping Turtle, that is 5 feet per round. Thus far, Rico has had to either fight in human form, or get himself a pair of Boots of Striding and Springing in order to move at a reasonable speed. But with Shadow Run, he longer needs to worry! This ability increases his base movement speed by 5' * Con Mod (so +15' speed at this point, bringing him to a 20' movement speed). As his Con mod goes up, so does his base movement speed (up to a 30' speed at 20th level, before items).
Level 15
Young though he is (he is still only a teenager), Rico's Ninja training is complete, and he is a formidable opponent indeed! He is a great sneak, with Darkstalker and good Hide and Move Silently scores. He can Deflect Arrows, and can really dish out the pain with two off-hand attacks (from Improved Two-Weapon Fighting) and +7d6 sneak attack.
Level 20
Rico continues his fight for justice by devling into some of the more mystical Ninja arts, and embraces the path of the Vigilante. He can Detect Evil at will, and can commune with the spirits of the dead to find out who killed them and bring them to justice (Speak With Dead). He has some great utility casting (specifically Invisibility, Disguise Self, Expeditious Retreat, and Alter Self), as well as the ability to put some extra icing on the pain cake with Smite the Guilty 1/day. If he has a +4 Charisma boosting item (pretty trivial by this level, and he'll want it anyway for Smite the Guilty), he also adds Gaseous Form and Haste to his arsenal of spells.
How Enrico Meets The Master Swords-man? Challenge
Spoiler
- He doesn't abuse charging, or any similar mechanic.
- He utilizes several classic fighting tropes (see Tropes, below)
- He's a were-creature, and a new one at that! (snapping turtles are specifically called out in Stormwrack as vicious predators, so it definitely qualifies as an appropriate animal for the template).
- He doesn't just use one sword, he uses two!
- He has 1st-2nd (possibly 3rd) level spells, but no higher.
- He uses nothing from the Tome of Battle.
Tropes (some via TV Tropes) of Fighting that Rico uses:
- Katanas Are Just Better - Rico uses the ever stylish Katana.
- If one sword is good, then TWO swords is twice as good! - Rico dual wields Katanas, for maximum Katana fun!
- Implausible Fencing Powers - Thanks to his Deflect Arrows feat, Rico can deflect incoming projectiles and thrown weapons, meaning that you never want to be the one to bring a gun to a knife fight.
- Ninja Run - While it isn't exactly a sword fighting trope, it crops up often in the medium. Thanks to his spellcasting from Vigilante, Rico can Ninja Run (Shadow Run + Expeditious Retreat), and can Ninja Vanish (Invisibility).
Sources:
Spoiler
Player's Handbook - (Two-weapon fighting, Improved Unarmed Strike, Improved Initiative, Weapon Focus, Iron Will, Alertness)
Rokugan Campaign Setting - Oriental Adventures (Rokugan Ninja Class)
Monster Manual - (Lycanthrope Template, Improved Natural Armor)
Stormwrack - (Snapping Turtle)
Complete Adventurer - (Vigilante Class, Staggering Strike, Oversized Two-Weapon Fighting)
Lords of Madness - (Darkstalker)
Judging Average For This Build
Power(), Elegance(), Flavor()
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2013-07-25, 06:11 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
Build #2
Chiir-tin, the Capering Capuchin, savior of Toraan
Strongheart Halfling Were-monkey
Swashbuckler 3/Fighter 2/Dervish 10/Swordsage 1/Battle Trickster 3
The Monkey's Tale
Spoiler
"Do you know Toraan City's chief deity?" asked the librarian as he scratched a letter out with a quill.
"The dancing monkey," I replied, "What of it?"
"You wanted to know the origins of the city. At first the city was occupied by ogres who enslaved the halflings in the surrounding areas. They were forced for ages, generations, to farm, mine, build and run the ogres' city. For all that time, all rebellion was stamped out."
"And this monkey god saved them", I replied, ready to get moving, "Raining fire down upon the ogres from the sky."
"Wrong", he shot back, annoyed at being interrupted. He forcefully crossed a T and continued, "Monkeys do not destroy so forcefully. Instead, he sent a champion."
"Chiir-tin. He was born a halfling, but he was different. He could take on the form of a monkey, or a cross between his form and the monkey form. He became a skilled swordsman, especially when it came to fighting large foes. He laughed as he fought. With his twin scimitars, named the Steelpaws, fighting was a game to him, a dance. He spun and twirled, flipped and tumbled, and wherever the ogres' weapons were, he wasn't. The ogres couldn't even hit him."
"He taught the slaves his techniques, disguised as a dance so the ogres would not realize they were learning how to rebel. Even today all warriors in Toraan learn the monkey dance."
"With Chiir-tin at the head of a revolution, the halflings broke free of their bonds and destroyed the ogre city they were forced to build. They then created their own city in the ashes, a lush metropolis. Even today the monkey is sacred in the city. Now let me get you that book."
"Oh no that's fine", I said, turning my head back to face the librarian (there was a rather attractive elf in the corner who had caught my attention), "but I can find it myse-"
He was gone. No trace of the librarian. I looked around and noticed the letter, where a set of paw marks ran across the parchment and the still drying ink.
A few minutes later he returned. "Here's the book you were looking for. Hope you enjoy it", he said, and winked as if sharing a secret.
Starting ability scores (hybrid and animal stats in parentheses)
Str10 dex20 (24) con12 int15 wis10 cha8
Pre-equipment final ability scores
Str10 dex25 (29) con12 int15 wis10 cha8
The build
SpoilerChiir-tin, the Capering Capuchin
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Swashbuckler 1|+1|+2|+0|+0|Tumble +4, perfom(dance)+2, balance +4, jump +4, climb +4, escape artist +4|Combat expertise, two-weapon fighting, Iron will|Weapon finesse
2nd|monkey|+1|+4|+2|+0|Tumble +5, perform(dance)+2.5, balance +5, jump +4, climb +4, escape artist +4|agile |
3rd| Swashbuckler 2|+2|+5|+2|+0|Tumble +6, perfom(dance)+3, balance +6, jump +5, climb +5, escape artist +5|weapon focus(scimitar)| Grace +1
4th|Swashbuckler 3|+3|+5|+3|+1|Tumble +7, perfom(dance)+3.5, balance +7, jump +6, climb +6, escape artist +6| |insightful strike
5th|Fighter 1|+4|+7|+3|+1|Tumble +8, perfom(dance)+4, balance +7, jump +7, climb +6, escape artist +6| |Bonus feat(deadly defense), hit & run ACF
6th|fighter 2|+5|+8|+3|+1|Tumble +9, perfom(dance)+4, balance +7, jump +7, climb +6, escape artist +6, extreme leap|Dodge| Bonus feat(mobility)
7th|Dervish 1|+6/+1|+8|+5|+3|Tumble +10, perfom(dance)+6, balance +8, jump +7, climb +6, escape artist +6, extreme leap| | dervish dance, movement mastery, slashing blades, AC bonus +1
8th| Dervish 2|+7/+2|+8|+6|+4|Tumble +11, perfom(dance)+8, balance +8, jump +7, climb +7, escape artist +6, extreme leap| |Fast movement +5 ft.
9th|Dervish 3|+8/+3|+9|+6|+4|Tumble +12, perfom(dance)+10, balance +8, jump +8, climb +7, escape artist +6, extreme leap|Deceptive Dodge| Spring attack, Dervish dance 2/day
10th|Dervish 4|+9/+4|+9|+7|+5|Tumble +13, perfom(dance)+12, balance +8, jump +8, climb +8, escape artist +6, acrobatic backstab| |Dance of Death
11th|Dervish 5|+10/+5|+9|+7|+5|Tumble +14, perfom(dance)+14, balance +8, jump +8, climb +9, escape artist +6, acrobatic backstab| |AC bonus +2, Fast movement +10 ft., Dervish Dance 3/day
12th|Dervish 6|+11/+6/+1|+10|+8|+6|Tumble +15, perfom(dance)+15, balance +8, jump +10, climb +9, escape artist +6, acrobatic backstab|Underfoot Combat|Improved reaction
13th|Dervish 7|+12/+7/+2|+9|+8|+6|Tumble +15, perfom(dance)+16, balance +8, jump +10, climb +12, escape artist +6, acrobatic backstab| |Elaborate parry, Dervish Dance 4/day
14th|Dervish 8|+13/+8/+3|+9|+9|+7|Tumble +15, perfom(dance)+17, balance +8, jump +10, climb +13, escape artist +6, extreme leap, acrobatic backstab| |Fast movement +15ft.
15th|Dervish 9|+14/+9/+4|+10|+9|+7|Tumble +15, perfom(dance)+18, balance +8, jump +13, climb +13, escape artist +6, extreme leap, acrobatic backstab|Confound the Big Folk|AC bonus +3, Tireless Dance, Dervish Dance 5/day
16th|Dervish 10|+15/+10/+5|+10|+10|+8|Tumble +15, perfom(dance)+19, balance +8, jump +16, climb +13, escape artist +6, extreme leap, acrobatic backstab | |A Thousand Cuts
17th|Swordsage 1|+15/+10/+5|+10|+12|+10|Tumble +15, perfom(dance)+20, balance +8, jump +20, climb +15, escape artist +6, extreme leap, acrobatic backstab | |Quick to act +1, Discipline Focus(weapon focus:desert wind )
18th|Battle trickster 1|+16/+11/+6/+1|+12|+12|+10|Tumble +15, perfom(dance)+21, balance +12, jump +20, climb +15, escape artist +6, extreme leap, acrobatic backstab|Shadow blade| bonus trick(wall climber)
19th|Battle Trickster 2|+17/+12/+7/+2|+13|+12|+10|Tumble +15, perfom(dance)+21, balance +12, jump +20, climb +15, escape artist +6, extreme leap, acrobatic backstab, wall climber| |Bonus feat(improved two-weapon fighting)
20th|Battle Trickster 3|+18/+13/+8/+3|+13|+13|+11|Tumble +15, perfom(dance)+20, balance +14, jump +20, climb +20, escape artist +6, extreme leap, acrobatic backstab, wall climber||Bonus skill trick(wall jumper), Tricky fighting[/table]
Maneuvers:
Cloak of deception
Clever positioning
Claw at the moon
Death from above
Soaring raptor strike
Wind stride
Stance: assassin's stance
Level breakdown
Spoiler
Level 5: Here the were-monkey starts of as a bit of a two-weapon fencer. He is one point off from full BAB, and because of deadly defense he has a bit of damage to gain when fighting defensively. He already gets intelligence to damage and dexterity as well if he catches his opponents unawares. Here he may avoid two-weapon fighting in order to hit with deadly defense. Though he will eventually use two scimitars, switch one to a short sword for the time being.
Level 10
Now our key ingredient comes into play: Dervish. He can two-weapon scimitars and should always be moving and tumbling through and around opponents. As before he has much to gain by utilizing combat reflexes. He also picks up the acrobatic backstab skill trick. This will allow him to use his hit &run ability more often, especially during his dervish dance. Unless Chiir-tin is afraid of getting walloped, he should not sacrifice more than 2 BAB to combat reflexes. He will most likely operate in hybrid form for the majority of his combat time, as that gives him an extra 2 dexterity and a 1d4 bite attack (which is slashing, so you can dervish dance with it). He can also use his opponents against themselves with deceptive dodge
Level 15
Here the Capuchin has almost finished his Dervish levels. He has 3 scimitar attacks, 4 when two-weaponing, and a bite when in hybrid form he also gains his final significant advantage: his size. He can run in and out of Large creature's space, or medium if he is in monkey form, and can render them flat-footed against him. That is aside from the trip attempt that he can do when under their feet or the 50% miss chance and soft cover. If he ever needs to avoid getting attacked, Chiir-tin's best move is to monkey out and hide under a Medium or larger enemy. Otherwise he should dervish dance of death his way through his opponents, or in the event of a single foe, run around in circles in and out of his square.
Level 20
Chiir-tin is at his pinnacle now. He gets intelligence to damage, dexterity once, maybe twice with two sneak attack dice if he catches the foe flatfooted (which he can easily engineer), plus the dervish dance damage bonus. He is very mobile, able to tumble through enemies if he can't just walk in from underfoot combat and able to run up a wall of need be. He can switch places with his opponent thanks to clever positioning and either sudden leap or wind stride if he needs extra distance. He gets seven attacks which doubles to fourteen if he uses a thousand cuts. In short he is an extremely mobile skirmisher who can easily turn the tables on opponents by making them attack themselves and their allies.
Monkeying around: Further Notes
Spoiler
My ideas for this build are a brains-over-brawn fighter, similar to (if anybody watches/reads Game of Thrones) Syrio Forel the water dancer. He also uses wall running and a martial art dance. Further inspiration was taken from the Chinese Monkey King, Sun Wukong. His ability to force his opponents to attack each other, making meat shields, further enforce the trickster image
Tropes:
Brains over brawn (finesse over force)
Wall running/acrobatics
Trickster fighter
If flaws are allowed you can shift feats to those flaws and take martial study and stance for assassin's stance. You can then trade in the level of Swordsage and the last battle trickster level for two Tempest levels, reducing you twf penalty. My suggestions for flaws are shaky and frail.
If traits are allowed, my suggestions would be Quick and Aggressive.
If feat retraining is allowed, feel free to retrain weapon focus at level 3. If you and your dm are comfortable ruling interactions between expeditious dodge and deceptive dodge, feel free to retrain that if you attain 40ft. Speed (as presented he caps out at 35 ft.)
Suggested gear: +5 tome for dexterity and intelligence, +6 gloves of dexterity and +6 headband of intelligence, two +5 keen scimitars, +5 mithral breastplate
SourcesSpoiler
Player's Handbook
Complete Warrior
Drow of the Underdark
Complete Scoundrel
Dragon Compendium Vol. 1
Player's Guide to Faerun
Races of the Wild
Last edited by Vknight; 2013-07-25 at 06:13 AM.
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2013-07-25, 06:13 AM (ISO 8601)
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Re: Scrap-Iron Chef Challenge; In the Playground II
Build #3
Rednaw
Spoiler
Race: Half-Ogre Half-Giant Afflicted Giant Crocodile Lycanthrope
Class: Paladin 5/Warmind 7/Animal HD 7
Starting Attributes :
14 str, 14 dex, 14 con, 12 int, 14 wis, 8 cha
Starting Attributes After Racial Modifiers :
30 str, 10 dex, 20 con, 10 int, 14 wis, 6 cha
The life and times of a man at war:
SpoilerLittle is known of Sir Rednaw's childhood. Given his lineage, it can be assumed that he was raised away form civilization, though reconciling that with what appears to be formal schooling is somewhat difficult. However, as the child of a giant and an ogre, Rednaw would likely not have been born into much of a loving family. Both creatures are known for allowing their children for fend for themselves.
It is likely that some learned scholar found the child at a very young age and decided to attempt to raise him, possibly as a form of charity and possibly as an experiment. What precisely happened, we are likely never to know, since Rednaw himself is not forthcoming. Obviously, the life suited him, as he learned quite a bit in those early years about the world and his inborn talents.
What we know about Rednaw starts with his Ordination by the dark priests of Hextor. It is possible that he was raised by these very priests in secret, though if that is the case they taught him remarkably little religion. Regardless, he began his career as a Paladin of the god of Tyranny and War, and the post suited him well enough that he remained in it for many years. During this time, he became acquainted with a wandering swordsmaster of some repute, best known for his view that efficiency in warfare is far more important than method. The strength and size of Redawn drew his notice, and in time he took the dark paladin under his wing and trained him in the ways of the Warmind.
Of course, it was shortly after his indoctrination as a Warmind that his mentor, who he had believed to be a half-dragon, turned out to be a Were-Crocodile. This revelation came when his mentor brought him into the presence of King Croc, a Giant Were-Crocodile. His 'induction' into the tribe was...traumatic. He survived the experience, and even managed to escape before he was magically bound to the group.
It became a tenet of Rednaw's beliefs that whatever does not kill you makes you stronger, and by this point his swordsmanship combined with his incredible size and strength made him nearly invulnerable.
The activities of Rednaw are fairly well documented after this point, at least for the major activities. His conquests, control over numerous city-states and leadership of armies yielded a career that was well documented, but the details are yet obscured. It is known that King Croc's tribe was wiped out, but not when or by whom. It is known that the Warmind that first attempted to control Rednaw is now dead. Many questions remain unanswered, but what we do know is that Rednaw has only started his conquest of the kingdoms.
Build:Spoiler
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1|Half-Giant LA=1|||||||Giant Type, +2 Str, -2 Dex, +2 Con, Medium size, Low-light vision, Fire acclimated, Powerful build, Naturally Psionic, PLA Stomp 1/dy
2|Half-Ogre LA=2|||||||+4 str, +2 con, -2 int, -2 con, +2 nat armor, 60' darkvision, +10' move, Large Size w/ increased ability scores (+8 str, -2 dex, +2 con, +3 nat armor)
3|Paladin 1|+1|+2|+0|+0|Psicraft 2, Know(Psionics) 2, Know(History) 2|Education(History, Psionic)|Aura of evil, detect good, smite good 1/day
4|Paladin 2|+2|+3|+0|+0|Know(Psionics) 4||Divine Grace, Deadly Touch
5|Paladin 3|+3|+3|+1|+1|Know(Psionics) 6|Serenity|Aura of Despair, Divine Health
6|Paladin 4|+4|+4|+1|+1|Know(Psionics) 7, Concentration 1|Power Attack|Rebuke Undead, +1 Str
7|Paladin 5|+5|+4|+1|+1|Know(Psionics) 8, Concentration 2||Smite good 2/day, Stand Fast
8|Warmind 1|+6|+6|+3|+1|Psicraft 4|Awesome Smite|Chain of personal superiority +2
7|LA Buyoff (LA=1)
8|Lycanthrope Template LA=2|||||||+2 Wis,+2 Natural Armor, Alternate form (Giant Crocodile), low-light vision, shapechanger subtype, Lycanthrope feat (Alertness)
9|Lycanthrope Template LA=3|||||||Alternate form (Hybrid), Crocodile empathy, damage reduction (5/silver), Scent, Lycanthrope feat (Iron Will)
10|Crocodile HD 1|+6|+8|+5|+1|Control Shape 2||+2 Str, Swim 30'
11|Crocodile HD 2|+7|+9|+6|+1|Control Shape 4||+2 Str, +2 Con, Hold Breath, +1 Str
12|Crocodile HD 3|+8|+9|+6|+2|Control Shape 8|Practiced Manifester(Warmind)|+2 Str, Lycanthrope Feat(Skill Focus (Hide))
11|LA Buyoff (LA=2)
12|Crocodile HD 4|+9|+10|+7|+2|Control Shape 10||+2 Str, +2 Dex, +2 Con
13|Crocodile HD 5|+9|+10|+7|+2|Control Shape 12||+2 Str, Improved Grab
14|Crocodile HD 6|+10|+11|+8|+3|Control Shape 14|Destruction Devotion|+2 Str, +2 Con, Lycanthrope Feat(Endurance), +1 Str
15|Crocodile HD 7|+11|+11|+8|+3|Control Shape 16||+4 Str, +2 Con
16|Warmind 2|+12|+12|+9|+3|Psicraft 5, Autohypnosis 1|||Chain of defensive posture +2
17|Warmind 3|+13|+12|+9|+4|Control Shape 18|Cleave|Enduring body (DR 1/—)
16|LA Buyoff (LA=1)
17|Warmind 4|+14|+13|+10|+4|Control Shape 19, Autohypnosis 2||Sweeping strike, +1 Str
18|Warmind 5|+15|+13|+10|+4|Control Shape 20, Autohypnosis 3||
19|Warmind 6|+16|+14|+11|+5|Control Shape 21, Autohypnosis 4|Extra Smiting|Enduring body (DR 2/—)
20|Warmind 7|+17|+14|+11|+5|Control Shape 22, Autohypnosis 5||Chain of personal superiority +4[/table]
Psionics:Spoiler
{table=head]Hit Dice|Power Points|Effective Manifester Level|Powers Known
1-5|2|0|
6|4*|1|Expansion
7|4*|1|Expansion
8|4*|1|Expansion
9|4*|5|Expansion
10|4*|5|Expansion
11|4*|5|Expansion
12|4*|5|Expansion
13|4*|5|Expansion
14|7*|6|Expansion, Call Weaponry
15|11*|7|Expansion, Call Weaponry
16|16*|8|Expansion, Call Weaponry, Hustle
17|22*|9|Expansion, Call Weaponry, Hustle
18|30*|10|Expansion, Call Weaponry, Hustle, Vampiric Blade
19|39*|11|Expansion, Call Weaponry, Hustle, Vampiric Blade[/table]
* Not counting bonus PP from Wisdom
Equipment:Spoiler
In order of priority:
Greatword +5, cold iron ~50k
Platemail +5 ~25k
Cloak of Resistance +5 ~25k
Animated Heavy Shield +3 ~25k
Belt of Giant Strength +6 ~36k
Periapt of Wisdom +6 ~36k
Ring of Protection +5 ~50k
Manual of Gainful Exercise +4 ~110k
Boots of Speed ~10k
Total: 367 k (or about 1/2 standard WBL)
Notes:Spoiler
There are several interesting pieces to this build.
The Master Swordsman archetype I was aiming for was the guy wielding the ridiculously large sword. After a bit, I decided that making the swordsman ridiculously large was also appropriate, since effectively wielding a weapon that's 2 size categories larger than you literally requires an Epic feat - although getting EFFECTIVE size increases is easier, it's the visual of the actual sword being huge that I was after. To this end, I had to jump through a few specific hoops.
First is the race. Originally, it started out as a Goliath Half-Ogre, and the Half-Ogre was there to turn the Goliath - a monstrous humanoid which cannot get lycanthropy - into a Giant, which can. Once I'd decided to go with Warmind as the main prestige class, it became readily apparent that Half-Giant was a far superior race - not needing to spend a feat or class levels to get that PP pool made it worthwhile right there. However, I'd already decided on Giant Crocodile lycanthropy, which required a large size creature (and Powerful Build woudn't count for that) so I kept the Half-Ogre template, even if I didn't care for its provenance - Dragon Magazine is a legal source, after all. While I think that Half-Giant/Half-Ogre is quite flavorful and interesting, at just +2 LA, it is kind of cheesy. It can be replaced by any race/class combo that leaves you large size and humanoid or giant - though there aren't many of those.
Next, in order to keep to just Paladin (since fighter just didn't seem appropriate and Warblade is overdone) and Warmind (which gets the vital Expansion power and is the only Psionic class with full BAB), I needed some way of making Knowledge(Psionic) a class skill, or else all the character's skill points would be going towards an otherwise useless cross-class skill. Thus, the Education feat, useful in lots of different builds. Since it's published in 3 seperate source books (Player's guide to Faerun as a regional feat, which would change initial skill allocations slightly, Eberron Campaign Setting as a 1st level only feat, and Ghostwalk which only has fluff requirements), it's pretty easily accepted.
There are few other things from somewhat obscure sources, like Stand Fast from the Cityscape web enhancement - a nice ability that trades a paladin's mount for the ability to boost his allies' saving throws and his resist-combat-maneuver rolls by his divine grace modifier (wisdom based, thanks to serenity feat), and the Serenity feat itself which is from the Dragon Magazine Compendium. However, none of these is really key to the character, and the only two vital features from sources outside the SRD are explained above.
Warmind 7 is the last level that gets only 3rd level psionic powers - which is mostly coincidence, since Warmind entry is as early as possible, and all possible levels are taken. However, it works out nicely for this particular build. And since Warmind gets very few psionic powers at all, that really emphasizes the 'sword arts' aspect of the class, generally only needing a single action (or in a crunch a swift action) to buff before a fight.
The Lycanthrope template, and Giant Crocodile progression are adapted from the Werewolf Savage Progression on the WoTC website here. Just replace the Werewolf Lord (Dire Wolf Lycanthrope) with 7 HD of Giant Croc, and change out the feats associated with Werewolf lycanthropy with those you get from Werecroc lycanthropy, and you get the progressions I used. If you prefer, you can just put "+2 LA, 7 animal HD" in place of the progression, with the associated skill points, feats and ability modifiers listed all applied at once - which is effectively unplayable in a game, which is why I wrote it as I did.
Finally, the whole point of the build is to be a Colossal Swordsman, wielding a Gargantuan Sword. And I mean that literally - once he gets Hybrid form, he literally becomes a Huge size Crocodile-Man (as an Ogre/Giant half-breed, this may or may not be uglier than normal) and maintains that form whenever possible. With his Control Shape skill getting maxed out and being wisdom based, he's got a good chance at that. Even in Crocodile form he's extremely dangerous, though, since he becomes a nasty grappling monster. And since he keeps his Powerful Build trait in hybrid form and can use Expansion to grow 2 size categories to Colossal, he gets to wield a Colossal+ (one size category larger than Colossal) Greatsword. Since a two-handed weapon is generally considered to be an item 2 size categories smaller than its wielder, that means the weapon itself is as large as a Gargantuan creature - so it's a sword the size of a Roc or Kraken.
PS: 1 Internet to the first person who figures out Rednaw's name. Here's a hint: Shadow of the...
The Sweet Spot:Spoiler
There are a couple of really good points for this build. ECL 7, just after the first LA buyoff is quite nice, since you've got +6 BAB, a ridiculous strength score for your level, Large Size by default, wielding a Huge Greatsword (4d6 base damage), the Expansion power usable 4/day, and Awesome Smite. Between these things, you're a total murder machine - appropriate enough for a Paladin of Tyranny.
At ECL 15, which is just post-lycanthropy (either through progression or with the whole LA/HD package dumped on you), you're just fricken scary. Your default size is now Huge (hybrid form), with a truly ridiculous strength score (~55 at this point, unless you've managed to get an inherent bonus somehow), the Destruction Devotion feat allowing you to basically swing your sword through inconveniently placed trees or walls that get in the way of killing your enemies - which you can use Rebuke attempts to power as well, and of course your +11 BAB is ideal for a 3-power attack-combo of death.
However, I'm going to focus on ECL 19 (18 HD, +1 LA) as the real sweet spot, because at that point you're getting all the goodies.
Rednaw, the Tyrant of Hextor
Size/Type: Huge Giant (Shapechanger)
Hit Dice: 7d8+11d10+162 (259 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 39 (10-2 size +1 dex +7 natural +8 armor +5 enhancement +5 deflection +5 shield)
BAB/Grapple: +16/+49
Attack: +46 Greatsword (6d6+42)
Full Attack: +46/+41/+36/+31 Greatsword (6d6+42)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Stomp 1/day, Smite Good 4/day, Deadly Touch, Rebuke Undead, Sweeping Strike, Psionics, Chain or Personal Superiority +2, Chain of Defensive Posture +2
Special Qualities: Low-light vision, Darkvision 60 ft, Scent, DR 5/Silver, DR 2/-, Fire Acclimated, Powerful Build, Naturally Psionic, Aura of Evil, Divine Grace, Divine Health, Aura of Despair, Stand Fast, Alternate Form (Giant Crocodile), Alternate Form (Hybrid), Hold Breath, Crocodile Empathy
Saves: Fort +32, Ref +23, Will +24
Abilities: Str 60, Dex 12, Con 28, Int 10, Wis 22, Cha 6
Skills: Autohypnosis +11, Climb +20, Concentration +11, Control Shape +27, Knowledge (Psionics) +9, Knowledge (History) +3, Psicraft +5, Swim +28
Feats: Education, Serenity, Power Attack, Awesome Smite, Practiced Manifester, Destruction Devotion, Cleave, Extra Smiting
Alignment: Lawful Evil
Level Adjustment: +1
Psionics:
Power Points: 48
Powers Known: Expansion, Call Weapon, Hustle, Vampiric Blade
Manifester Level: 10
Sources:Spoiler
Education feat - Eberron Campaign Setting
Half-Ogre template - Dragon 313
Serenity feat - Dragon Compendium
Awesome Smite feat, Destruction Devotion feat - Complete Champion
Extra Smiting - Complete Divine
Practiced Manifester - Complete Psionic
Stand Fast - Cityscape web enhancement
SRD - Everything else
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2013-07-25, 06:17 AM (ISO 8601)
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- Durham
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Re: Scrap-Iron Chef Challenge; In the Playground II
Build #4
Valis Bloodwing
Draconic Illumian Afflicted Werebear Fighter 2/Ranger 2/Exotic Weapon Master 1/Swordsage 2/Abjurant Champion 5/Eldritch Knight 1
“As Bloodwing Valis, I was simply a component to a greater ideal. As Valis Bloodwing, I am myself.”
The Lore
SpoilerBloodwing Cabal was my home. Everything seemed to exist in perfect harmony within the walls of the stronghold. My compatriots and I worked in complete unity, like an ideal machine. However, despite our camaraderie, I always felt like I belonged somewhere else. Though I spent my days in gainful exercise and worked to advance the community, I saw myself as an outsider. My dedication to the art of the sword was the driving force in my life, but it left me trailing behind my companions, who had all specialized in different branches of magecraft. I started looking for a way to make myself just as useful as my peers. After several months of research, I believed that I had a solution. Calling in a favor from a biochemist, I injected myself with the disease of lycanthropy. It was a terrible risk, but I was prepared for it in the pursuit of usefulness to the cabal. The transformation changed me in a dramatic way that I could not have possibly anticipated.
The strength of the bear surged through my body, but at the same time, my eyes opened. It was as if a veil had suddenly been removed. In that moment, I looked at my life and saw only a lie. All this time I had been living for something that was not myself. I was not a warrior fighting for an ideal like I had imagined, but a cog in a machine. A machine far greater than I had previously known. Shaken by the revelation, I fled and never looked back.
In the wilderness, I found clarity. In the time that I used to spend advancing the cabal’s ambitions, I honed my skill the the blades. In the absence of the noise and confusion of my old life, I began to see amazing things. New patterns appeared in my mind, and as I incorporated them into my routine, my swordcraft expanded into nothing short of supernatural. I was extremely pleased. I was finally shaping myself into something worthy of my self-respect, and I had done so without the crutch of magic. However, it was not to be. Bloodwing never forgot my betrayal, and their revenge was untiring. After so many months of solitude, they finally found me.
I eluded the bloodwing inquisitors for months, but I knew they would never give up. Eventually, I would find myself surrounded, cut off, and destroyed for my defiance. As I ran, I came to a new realization. The only way I could defeat my tormentors was to take up their own art against them. Acting quickly, I ambushed one of the bloodwings and took his spellbook. Reluctantly perusing the tome, I found that the magic was not a completely different tool. That which I had disdained as a crutch for so long was simply an extension of my art. As I folded the wizard’s techniques into my own I discovered that he, not I, was the ignorant one. In my hands, the magic flowed with such an elegance that I had never seen back at the fortress of the cabal. With this realization, I broke the last bonds in my mind. I then proceeded to unleash my newfound power upon my pursuers, effortlessly defeating them in a storm of blades.
No more inquisitors have pursued me, and I have not returned for vengeance. Bloodwing was always my enemy, but I could not remain bitter. There is always more to learn, and such knowledge waits for no one. I have my own path to follow.
The Build
SpoilerStarting Array: Str 16(32), Dex 15(17), Con 16(24), Int 14, Wis 16, Cha 10
Increases: HD 4 DEx 16(18), HD 8 Str 15(31),HD 12 Str 16(32), HD 16 Dex 17(19), HD 20 Dex 18(20)
{table=head]HD|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
6th|Werebear Hit Dice|+4|+5|+2|+4|Balance 5, Climb 9, Craft (Weaponsmithing) 3, Jump 10, Tumble 9|Endurance, Iron Will, Multiattack, Power Attack, Track|Darkvision 60 Ft, Low-light Vision, Natural Attack
7th|Fighter 1|+5|+7|+2|+4|Extreme Leap, Nimble Charge|Exotic Weapon Proficiency (Katana)|Aesh
8th|Ranger 1|+6|+7|+4|+4|Climb 11, Jump 11, Tumble 10, Up the Hill|Track|Aeshkrau, Favored Enemy (Humanoid) +2, Wild Empathy
9th|Ranger 2|+7|+8|+5|+4|Climb 12, Jump 12, Tumble 11, Twisted Charge|Two-weapon Fighting, Weapon Focus (Katana)|
10th|Exotic Weapon Master 1|+8|+10|+5|+4|Walk the walls, Wall Jumper||Twin Exotic Weapon Fighting
11th|Fighter 2|+9|+11|+5|+4|Climb 13, Jump 13, Leaping Climber|Improved Two-weapon Fighting|
12th|Swordsage 1|+9|+11|+5|+6|Balance 11, Climb 14, Jump 14|Combat Casting|Maneuvers, Stances, Quick to Act +1
13th|Swordsage 2|+10|+11|+5|+7|Balance 12, Climb 15, Jump 15, Tumble 14, Acrobatic Backstab||AC Bonus
14th|Wizard 1|+10|+11|+5|+9|Concentration 4|Scribe Scroll|Spellcasting, Summon Familiar
15th|Abjurant Champion 1|+11|+11|+5|+11|Climb 17, Jump 17|Improved Sigil (Aesh)|Abjurant Armor, Extended Abjuration
16th|Abjurant Champion 2|+12|+11|+5|+12|Climb 18, Concentration 6, Jump 18||Extended Abjuration
17th|Abjurant Champion 3|+13|+12|+6|+12|Climb 19, Concentration 8, Jump 19||
18th|Abjurant Champion 4|+14|+12|+6|+13|Climb 20, Concentration 10, Jump 20|Improved Critical (Katana)|Arcane Boost
19th|Abjurant Champion 5|+15|+12|+6|+13|Climb 21, Concentration 12, Jump 21||Martial Boost
20th|Eldritch Knight 6|+16|+14|+6|+13|Tumble 16|Greater Two-weapon Fighting|[/table]
Wizard Spells per Day
{table=head]HD|0lvl|1st|2nd|3rd
14th|3|1||
15th|4|2||
16th|4|2|1|
17th|4|3|2|
18th|4|3|2|1
19th|4|3|3|2[/Table]
Stances:
- Swordsage 1: Step of the Wind
- Swordsage 2: Stance of Clarity
Maneuvers:
- Swordsage 1:
- Burning Blade
- Counter Charge
- Distracting Ember
- Sudden Leap
- Wind Stride
- Wolf Fang Strike
- Swordsage 2:
- Stone Bones
Build Requirements
Spoiler- No Charge abuse present!
- Combat Tropes Invoked:
- Acrofatic:Hulking Werebears are the last thing you would expect to be pulling off flying flips and skill tricks like wall jump, Nimble Charge, or Acrobatic Backstab.
- Dual Wielding: Fighting with two katanas lika a boss.
- Katanas are Just Better: I could have just used Bastard Swords, but a special touch was needed.
- Kung-Fu Clairvoyance: Invoked by the swordsage's AC bonus feature.
- This build uses the werebear template.
- Sword(s) are used.
- No 4th level spells are part of this build.
- Abjurant Champion, Eldritch Knight, and Exotic Weapon Master are Non-Tome-of-Battle Prestige Classes
- This build contains no
nutsTome of Battle Prc's.
Strengths of the Build
Spoiler- Offensive Capability: With Haste active, extensive full attacks can be made and due to exotic weapon master have only a -1 penalty for dual wielding. In Hybrid form, these attacks can deal serious amounts of damage.
- Durability: Fortitude and reflex saves are both strong, which helps resist negative status effects. Abjurant armor with shield and luminous armor (BoED) combined with the draconic natural armor and sword sage armor bonus keeps AC very high.
- Mobility: Skill tricks help stay out of dangerous situations, while step of the wind ensures that there will be no disadvantage from terrain.
- Versatility: Third level spells are great for miscellaneous situations. Maneuvers are useful when basic full-attacking wont work for some reason. Wolf fang strike is a great opener in a charge attack.
Sources
Spoiler- Complete Scoundrel - Skill Tricks
- Complete Mage - Abjurant Champion PrC
- Complete Warrior - Exotic Weapon Master PrC
- Draconomicon - Draconic Template
- Tome of Battle - Swordsage Class and Maneuvers
Judging Average
Power(), Elegance(), Flavor()
And that is it for the builds sadly too say. Sad too say many did not make the cut off date.
Since I have gotten no response on things seems contestants and judges, and would be contestants are fine with only 2 judges ok.
Well let build talking, judging commence!
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2013-07-25, 09:58 AM (ISO 8601)
- Join Date
- Mar 2013
- Location
- the periodic table
- Gender
Re: Scrap-Iron Chef Challenge; In the Playground II
Interesting builds here.
Once again real life interfered with my entry. I thought I would have more free time than I ended up having.
My build would have been a human natural were-light-warhorse Cobra Strike Monk 2/Swashbuckler 5/Weightless Foot 10. The Weightless Foot prestige class is in Dragon 289 and was all wuxia style wall jumping/flying and stuff.
If there is a need for another judge I volunteer. I just got done with my first judging experience with the latest Zinc Saucier and it was not as harrowing as I expected it to be.
I wonder what our next combo will be and I hope to actually be able to enter it this time.Chairman emeritus for Zinc Saucier.
Contests:
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2013-07-25, 10:36 AM (ISO 8601)
- Join Date
- Jul 2009
Re: Scrap-Iron Chef Challenge; In the Playground II
Homebrew:
Iron Chef Trophies:Spoiler
Iron Chef X - 3rd (My first entry!)
Iron Chef XI - 4th
Iron Chef XIII - 4th
Iron Chef XIV - Honorable Mention (and 4th place)
Iron Chef XVI - 3rd place
Iron Chef XVIII - 1st place
Iron Chef XXXIV - 2nd place