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  1. - Top - End - #1
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Zinc Saucier XXI: you guys asked for it . . .

    Welcome one and all to the twenty first Zinc Saucier challenge, where Playgrounders come to test their skill in the art of beautiful and bizarre (and bizarrely beautiful) builds, summoning a savory dish of superb swordplay and sublime sorcery.

    The challenge? To come up with a build that has the same abilities and feel as the Secret Ingredient WITHOUT actually using it!

    For the twenty first challenge, get ready to drink to your heart's content, from the Complete Warrior it's the Drunken Master

    Our challengers will have about 2 weeks to build a complete build up to Effective Character Level 20 using a 32 point buy and all official WOTC D&D 3.5 materials (excluding dragon magazine, but including any WOTC online enhancements) with the abilities and feel of a Drunken Master without actually using any levels in it.

    Entries must be submitted bySunday, 11:59pm GMT, 9 February, 2014. As usual, please submit your entries via private message to the chairman, so as not to influence the other sauciers.

    Judges will then have until Sunday, 11:59pm GMT, 23 February, 2014, to post scores for all dishes.

    Contestants will be judged and awarded a score out of 5 in each of 4 categories;

    * Innovation (Uniqueness in character concept, race, class, etc)
    * Power (How powerful and versatile it is compared to the base class)
    * Elegance (What can only be described as how well the build "flows", i.e not using lots of 1-2lv dips, sacrificing flavour for power or using flaws)
    * Ingredient (How well the build captures the abilities and feel of the base class)

    Presentation would be best in the style of how the iron chef does their presentations, however any style is allowed so long as it is clear on how the build was made.

    Recommended style:
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    NAME OF ENTRY
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

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    |Skills|New Feats|New Class Abilities[/table]

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    [b]NAME OF ENTRY[/b]
    {table=head][b]Level[/b]|[b]Class[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Skills[/b]|[b]Feats[/b]|[b]Class Features[/b]

    1st|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    2nd|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    3rd|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    4th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    5th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    6th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    7th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    8th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    9th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    10th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    11th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    12th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    13th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    14th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    15th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    16th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    17th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    18th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    19th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities

    20th|New Class Level|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Skills|New Feats|New Class Abilities[/table]


    For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage). For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list, similar to this:
    Spoiler
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    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

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    Copy and Paste:
    Spoiler
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    [b]Spells per day/Spells Known[/b]
    {table=head][b]Level[/b]|[b]0lvl[/b]|[b]1st[/b]|[b]2nd[/b]|[b]3rd[/b]|[b]4th[/b]|[b]5th[/b]|[b]6th[/b]|[b]7th[/b]|[b]8th[/b]|[b]9th[/b]

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    Please do not post details of your build on the board before it is ready, so as not to spoil the surprise for others.

    Sauciers may submit as many builds as they want but please don't use leadership, as we don't want to overfeed the judges.

    Previous challenges;
    1. Soulknife
    2. Bard
    3. Monk
    4. Assassin
    5. Barbarian
    6. Warlock
    7. Paladin *
    8. Warblade
    9. Pyrokineticist
    10. Ninja *
    11. Druid
    12. True Necromancer
    13. Dervish
    14. Whisperknife
    15. Epic Infiltrator *
    16. Master of Vipers
    17. Ranger *
    18. Flayerspawn Psychic
    19. Totemist
    20. Walker in the Waste


    * Classes marked with an asterisk have had their original posts updated to reflect the final results.

    This competition is inspired by the Playground Iron Chef Competitions and uses mostly identical rules.

    Also it comes with double prize money. Why? Because we care!

    Allez Sauciers!

  2. - Top - End - #2
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    A few administrative notes:

    Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt are not allowed, as they create a different playing field. Also, item familiars are forbidden because I hate 'em.

    Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.

    Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Other things that will cause lost points here are excessive multiclassing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, may lose you points. Please note the following: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using too many sources may be an Elegance deduction at the judges' discretion, but a book's relative obscurity may not.

    What's the minimum score in a category? Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is illegal by the RAW, the judge may give a 0 or decline to score a given entry. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

    Is Dragon Compendium Allowed? Yes, but individual issues of Dragon Magazine are not.

    What about 3.0 materials? 3.0 materials, whether online or in printed form, are allowed unless they've been officially updated to a 3.5 edition.

    Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources? The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party). Materials from Ravenloft, Planescape, Dark Sun, and Kingdoms of Kalamar are considered 3rd party for purposes of this contest, and are therefore not allowed.

    What about online sources in general? If the online source is a) published by WotC, and b) not replaced by an updated version at a later time, it is eligible. Use it, link it.

    Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana? This will likely vary a bit from Chairman to Chairman. Variant class features and variant character classes are espressly permitted. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; while I am Chairman, I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. Bloodlines are ripe for abuse, and will be discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

    What, exactly, does the ban on Leadership mean? As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort while I am chairman. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

    What's the minimum score in a category? Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is illegal by the RAW, the judge may give a 0 or decline to score a given entry. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

    How the heck do I even do this? Your mission, should you choose to accept it, is to select a combination of race, templates, classes, alternate class features, prestige classes, skills, and feats, meld them into a single character that progresses from ECL 1 to ECL 20, that is as close as possible to the secret ingredient as possible in look, feel, class features. How you do it is up to you, I recommend you read previous competitions if you are interested in seeing how others have done it before you. Capture the essence!

    A thread for your amusement/edification:

    Handy Tips for the Iron Chef in the Playground Noob

  3. - Top - End - #3
    Troll in the Playground
     
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    I like that Drunken Master is the 21st ZS.

    Let's see what I can come up with...

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  4. - Top - End - #4
    Troll in the Playground
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Definitely planning on participating this round... As a judge or competitor. Not too sure yet - we'll see how my idea(s) pan out.

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    i will have think on this one

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    Ogre in the Playground
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    In ... got an character idea that without question would have taken Drunken Master so its just a question of letting him get as much as possible without doing it :P

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    Ogre in the Playground
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    hmm ... after fiddling around with it for quite some time I've decided that i might keep my base idea under lock and key, till I run into something for which it fits better ...

    Going into thinking box for that one, since its a very cool build i have ... its just not much of a Drunken Master other than [redacted] and [redacted]

  8. - Top - End - #8
    Troll in the Playground
     
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    I've been on something of an optimization vision quest and have a ZS entry for Artificer if it ever turns up as a SI, 4-5 different variations on an idea for a Slime Lord IC build for whenever we finally get that as a SI, but only one or two half-baked ideas for the competition at hand, neither of which I really like from a flavor perspective.

    Drunken Master is pretty darn unique. This is a challenge.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  9. - Top - End - #9
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Quote Originally Posted by WhamBamSam View Post
    I've been on something of an optimization vision quest and have a ZS entry for Artificer if it ever turns up as a SI, 4-5 different variations on an idea for a Slime Lord IC build for whenever we finally get that as a SI, but only one or two half-baked ideas for the competition at hand, neither of which I really like from a flavor perspective.

    Drunken Master is pretty darn unique. This is a challenge.
    I understand what you mean for having potential dishes ready if certain ingredients ever show up. I have a few for different ingredients but I'm afraid that they might get too stale if they sit too long. We really need Winterhaunt soon Kuulvheysoon!

    I am liking that there is more interest in this ingredient though.

  10. - Top - End - #10
    Troll in the Playground
     
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Quote Originally Posted by dysprosium View Post
    I understand what you mean for having potential dishes ready if certain ingredients ever show up. I have a few for different ingredients but I'm afraid that they might get too stale if they sit too long. We really need Winterhaunt soon Kuulvheysoon!

    I am liking that there is more interest in this ingredient though.
    I feel you. Let it sit too long and it starts growing mold (in my case, the one idea branching out into a lot of similar ways of doing the same thing).

    I actually came up with an idea I like a few minutes after whinging about not having any good ideas. It's now basically congealed into a mostly coherent picture of both fluff and crunch, and I just to hammer out the exact feat progression and type it all up.

    Have you gotten any entries yet?

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  11. - Top - End - #11
    Ogre in the Playground
     
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Hiccup! I'm in!
    Quote Originally Posted by DigoDragon View Post
    It's like Amazon.com around here; free 2-day shipping on all orders no matter how trivial.
    Quote Originally Posted by u/s_SoNick
    Dr Mog: Hey, spiffy new threads you got there Tyro.

    Tyro: Pie jesu domine smacks book against forehead Dona eis requiem

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    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Quote Originally Posted by WhamBamSam View Post
    Have you gotten any entries yet?
    No builds submitted yet, but it is only the first week and there is plenty of time.

    I imagine there will be more than two entries for this round.

    Not worried yet!

  13. - Top - End - #13
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    well I initially had a thought of [redacted] , it is an interesting one for this contest

  14. - Top - End - #14
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Well we got snowed in here in the eastern part of the US.

    Time to get some builds in!

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    Ettin in the Playground
     
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Not going to have time to submit a build but I will certainly judge.

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    I should have time to finish mine up tomorrow.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

  17. - Top - End - #17
    Orc in the Playground
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    I am also willing to judge on this Zinc Saucier.
    The Giantitp Drinking Game!
    Anytime someone mentions "strawman" or "stormwind" take a drink.

    For next level difficulty, also take a drink when someone mentions "fallacy" or "logic."


    Sorry if my posts get incoherent

  18. - Top - End - #18
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Love the interest from everyone. Thank you!

    I have two builds submitted already so the next one that comes in will break the record for entries while I've been Chairman!

  19. - Top - End - #19
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Quote Originally Posted by dysprosium View Post
    Love the interest from everyone. Thank you!

    I have two builds submitted already so the next one that comes in will break the record for entries while I've been Chairman!
    Entry in. Record broken.

    Whew. I need a drink.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Quote Originally Posted by WhamBamSam View Post
    Entry in. Record broken.

    Whew. I need a drink.
    Hooray!

    Who's buying?

  21. - Top - End - #21
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    If I had noticed this before today, I would have made a build. As it is, I MAY judge, but be aware that it would be my first time doing such a thing. Will have to think of my criteria....
    Copy this to your signature if you love Jade_Tarem, too.

    Quote Originally Posted by Extra Anchovies View Post
    A 20th-level fighter should be able to break rainbows in half with their bare hands and then dual-wield the parts of the rainbow.

    Dual-wield the rainbow. Taste the rainbow.

  22. - Top - End - #22
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    We are welcome to have anybody come in any capacity.

    Historically the builds for Zinc Saucier are not as fluff intensive as the Iron Chef builds usually are.

    You may have enough time to get something together before Sunday.

    Of course I have no idea how plans are for anyone . . .

  23. - Top - End - #23
    Ogre in the Playground
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    think i'm going to pull my idea for 3 reasons

    1) I want to keep some base ideas under lock and key till something more thematic comes around (either Zinc or Iron ... not too picky)

    2) I simply can't get the classes to fit together properly for what i want, even while it seems that i 'should' easily have enough room for it

    3) It's too much of some known builds (grabble builds), with a different chassis and slightly different focus.

  24. - Top - End - #24
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    hrm well guess we will see if more than 2 entries made it in now

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Well everyone, sorry for posting late but here are the entries.

    Please wait for the all clear sign!

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    I honestly do not know what to say . . .

    Fryer Tuck

    Half-Dragon Tauric Cleric 9*/ Hidecarved Dragon 4

    Disclaimer
    Spoiler
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    First off To the judges; If you decided to ding the build in elegance for the template useage, I understand, the build is highly dependant on useing the templates to force type changes resulting in the final product. Next as I am well aware that the judges may see this next one as questionable interpretations; it is vital to look at how the RAW is stated <RotDr 4> Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the dragonblood subtype That said for the builds first class level <rotd 106> Dragonblood Cleric Racial Substitution, you find the build taking its first cleric level , however because of how it reads we are substituting the 9th at 1st level by RAW.- is it questionable = yes, do I expect to get dinged for it, = most likely, the build uses the creature’s effective character level (ECL) instead of just its class levels for the feats and ability bonuses;< Level Adjustment Add this
    number to the creature’s total Hit Dice, including class levels, to get the creature’s effective character level (ECL) >

    hopefully the judges will find the build exciting.


    Background
    Spoiler
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    Background
    Fryer Tuck was a former monk of Fountains Abbey was expelled by his order because of his lack of respect for authority Because of this, and in spite of his taste for good food and wine, he decided to become a holy man, He is also clearly devoted to the Church and the poor people he serves, He often uses the power and rights of the Church to good effect.

    Racial Information
    Spoiler
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    Medium
    Type: Dragon
    Subtype: Augmented

    RHD: 1d10
    LA +6

    Alignment: NG

    Land = 75
    Climb = 35
    Fly = 170 (good maneuverability)

    Base Attack +0
    Grapple: +2
    space/reach: 10 ft./5 ft

    Special Attacks:
    Bite: 1d6
    Claw: 1d4
    Slam attack: 1d6
    Breath: 6d8 Cone of Sonic
    <Reflex save DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con mod>

    AC:
    +22 Natural Armor

    Saves:
    Fort +4, Ref +3, Will +0
    +4 racial bonus on saves against magic sleep effects and paralysis
    +4 racial bonus on Fortitude saves against poison

    *********

    Tauric (ss 132, mm2 216, mm2 update 10, 3.5 update booklet 36)
    Monstrous Humanoid
    space reach 10 ft./5 ft
    LA Base humanoid +3

    Half-dragon (mm 146) - Applied to finished Tauric
    Battle (Dcn 176) Cone of Sonic and a Cone of Fear Gas NG
    Applied to any living, corporeal creature
    type changes to dragon
    racial HD by one die size, to a maximum of d12.
    +4 natural armor
    gains a breath weapon: Cone of Sonic, 6d8 <Reflex save DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con mod>
    darkvision 60ft
    low-light vision
    immunity to sleep and paralysis effects
    immunity to Sonic
    Str +8, Con +2, Int +2, Cha +2
    Level Adjustment: +3


    <<Tauric>>

    <<Humanoid half>>
    Human (PHB 16)
    Bonus Feat

    <<Animal half>>
    Phynxkin (DM 116)
    Type: Animal (Magical Beast)
    1 HD
    +2 natural armor
    Speed 40 ft
    climb 20 ft
    bite 1d6
    2 claws 1d4
    base attack +0
    Grapple +2
    Fort +4, Ref +3, Will +0
    +2 on saves against spells
    Atk Options Pounce ex:

    Magebred (Ebcs 295)
    Applied to any living Animal
    Type not changed
    +2 natural armor
    Swift Breed: speed +10ft
    Str 4 Dex 2 Con 2 Int 2
    Gain Endurance

    Woodling (MM3 198)
    Applied to any corporeal animal
    Type not changed -but it possesses fully developed plant traits
    +7 natural armor
    Woodlings have slam attacks: Medium 1d6
    Plant Traits:
    woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.
    Woodling creatures have vulnerability to fire

    Chameleon (Fr-Und 83)
    Applied to any corporeal creature
    Type not changed
    tongue attack has 10 ft reach, can be used to deliver touch spells
    climb speed = 1/2 highest non-fly speed
    low light vision
    +10 hide , +4 move silently +8 climb checks
    can always take 10 on climb checks

    Spellwarped (MM3 163)
    Applied to any corporeal animal
    type changes to aberration
    +2 natural armor
    Spell Resistance (Ex): A spellwarped creature gains spell resistance equal to 11 + its Hit Dice
    Spell Absorption (Su):
    Str +4, Dex +2, Con +4, Int +4

    Half-Troll (FF 93)
    Applied to any outsider
    type changes to giant
    +4 natural armor
    Rend (EX):
    special qualities
    darkvision 60ft
    Fast Healing (EX): 5
    Scent (EX):
    Str +6, Dex +2, Con +6, Int -2, Cha -2

    Winged (ss 138)
    to any animal, giant, humanoid, monstrous humanoid, or vermin
    Giants and monstrous humanoids do not change types.
    gains a fly speed equal to its land speed plus 20 feet.
    Maneuverability is based on the winged creature’s Dexterity (Perfect, Dex 17)
    +4 Dex, +2 Wis

    HALF-CELESTIAL (MM 144)
    Applied any living, corporeal creature with an Intelligence score of 4 or higher and nonevil alignment
    type changes to outsider
    Speed: A half-celestial has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability)
    +1 natural armor
    Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
    Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
    Darkvision out to 60 feet.
    Immunity to disease.
    Resistance to acid 10, cold 10, and electricity 10.
    Damage reduction: 5/magic
    Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.

    Shadow (MoP 190) (LoM 167)
    Applied to any corporeal creature
    type changes to “magical beast”
    Speed: As base creature × 1-1/2
    Resistance to cold equal to 5 + 1 per Hit Die, to a maximum of 15.
    Darkvision out to 60 feet.
    Low-light vision.
    Shadow Blend (Su):
    one additional special ability for every 4 Hit Dice they possess (minimum of one additional ability)
    Fast healing 2
    Shadow creatures gain a +6 racial bonus on Move Silently checks.




    Abilities
    Spoiler
    Show
    Abilities
    Abilities
    Half-Dragon Tauric: Str +8, Con +2, Int +2, Cha +2

    Tauric-
    Human: Int +00, Wis +00, Cha +00
    magical beast: Str +32, Dex +25, Con +30

    32 point buy
    Str 10, Dex 11, Con 8 Int 13, Wis 18, Cha 14

    Abilities Score:
    Str 50, Dex 36, Con 40 Int 15, Wis 18, Cha 16
    attribute level bonus + 1 Wis each time



    The Build
    Spoiler
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    The Build
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|
    RHD
    |0|4|3|0|-|Iron Will, Lightning Reflexes, Endurance|1st lvl Feat, Racial Feats

    2nd|
    Level Adjustment
    |-|-|-|-|-|-|-

    3rd|
    Level Adjustment
    |-|-|-|-|-|-|-

    4th|
    Level Adjustment
    |-|-|-|-|-|-|-

    5th|
    Level Adjustment
    |-|-|-|-|-|-|-

    6th|
    Level Adjustment
    |-|-|-|-|-|-|-

    7th|
    Level Adjustment
    |-|-|-|-|-|-|-

    8th|
    Cleric RSL(9th)
    |6|10|8|8|Concentration 4, Diplomacy 4, Knowledge (religion) 4, Spellcraft 4, Tumble .5cc|-|Energy sustenance, One less 5th-level spell

    9th|
    Cleric (10th)
    |7|11|8|9|Concentration 5, Diplomacy 5, Knowledge (religion) 5, Spellcraft 5, Tumble 1cc|Improved Unarmed Strike|-

    10th|
    Cleric (11th)
    |8|11|8|9|Concentration 6, Diplomacy 6, Knowledge (religion) 6, Spellcraft 6, Tumble 1.5cc|-|-

    11th|
    Cleric (12th)
    |9|12|9|10|Concentration 7, Diplomacy 7, Knowledge (religion) 7, Spellcraft 7, Tumble 2cc|-|-

    12th|
    Cleric (13th)
    |9|12|9|10|Concentration 8, Diplomacy 8, Knowledge (religion) 8, Spellcraft 8, Tumble 2.5cc|Cleaver Wrestling|-

    13th|
    Cleric (14th)
    |10|13|9|11|Concentration 9, Diplomacy 9, Knowledge (religion) 9, Spellcraft 9, Tumble 3cc|-|-

    14th|
    Cleric (15th)
    |11|13|10|11|Concentration 10, Diplomacy 10, Knowledge (religion) 10, Spellcraft 10, Tumble 3.5cc|-|-

    15th|
    Cleric (16th)
    |12|14|10|12|Concentration 11, Diplomacy 11, Knowledge (religion) 11, Spellcraft 11, Tumble 4cc|Superior Unarmed Strike|-

    16th|
    Cleric (17th)
    |12|14|10|12|Concentration 12, Diplomacy 12, Knowledge (religion) 12, Spellcraft 12, Tumble 4.5cc|-|-

    17th|
    Hidecarved Dragon
    |-|-|-|-|Concentration 13, Diplomacy 13, Knowledge (religion) 13, Tumble 5.5|-|Increased Spell Resistance

    18th|
    Hidecarved Dragon
    |-|-|-|-|Concentration 14, Diplomacy 14, Knowledge (religion) 14, Tumble 6.5|Snap Kick|Suppress Weakness, Poison Resistance

    19th|
    Hidecarved Dragon
    |-|-|-|-|Concentration 15, Diplomacy 15, Knowledge (religion) 15, Tumble 7.5|-|Energy Resistance

    20th|
    Hidecarved Dragon
    |-|-|-|-|Concentration 16, Diplomacy 16, Knowledge (religion) 16, Tumble 8.5(or 12)|-|Still Mind, Natural Armor
    [/table]

    Optional Equipment:
    Ring of Elemental immunity - Fire


    Spells Known per Day
    Spoiler
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    Spells Known per Day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-|-

    6th|-|-|-|-|-|-|-|-|-|-

    7th|-|-|-|-|-|-|-|-|-|-

    8th|6|4+1|4+1|3+1|2+1|0+1|-|-|-|-

    9th|6|4+1|4+1|3+1|3+1|1+1|-|-|-|-

    10th|6|5+1|4+1|4+1|3+1|1+1|1+1|-|-|-

    11th|6|5+1|4+1|4+1|3+1|2+1|2+1|-|-|-

    12th|6|5+1|5+1|4+1|4+1|2+1|2+1|1+1|-|-

    13th|6|5+1|5+1|4+1|4+1|2+1|3+1|2+1|-|-

    14th|6|5+1|5+1|5+1|4+1|3+1|3+1|2+1|1+1|-

    15th|6|5+1|5+1|5+1|4+1|3+1|3+1|3+1|2+1|-

    16th|6|5+1|5+1|5+1|5+1|3+1|4+1|3+1|2+1|1+1

    17th|-|-|-|-|-|-|-|-|-|-

    18th|-|-|-|-|-|-|-|-|-|-

    19th|-|-|-|-|-|-|-|-|-|-

    20th|-|-|-|-|-|-|-|-|-|-
    [/table]

    Fryer Tuck's Spells
    Spoiler
    Show

    Does not include bonus spells for high wisdom
    0 lvl
    Create Water, Detect Magic, Detect Poison, Read Magic, Light, Amanuensis

    1st
    Bless, Comprehend Languages, Endure Elements, Blood Wind, Ebon Eyes

    2nd
    Cure Moderate Wounds, Find Traps, Remove Paralysis, Dark Way, Ghost Touch Armor

    3rd
    Cure Serious Wounds, Dispel Magic, Remove Curse, Ghost Touch Weapon, Girallon’s Blessing

    4th
    Cure Critical Wounds, Cure Critical Wounds, Freedom of Movement, Sheltered Vitality, Holy Transformation, Lesser

    5th
    Raise Dead, Earth Reaver, True Seeing

    6th
    Heal, Find the Path, Resistance, Superior, Visage of the Deity

    7th
    Restoration, Greater, Resurrection, Fortunate Fate

    8th
    Antimagic Field, Fierce Pride of the Beastlands

    9th
    Miracle

    War Domain
    1 Magic Weapon: Weapon gains +1 bonus.
    2 Spiritual Weapon: Magical weapon attacks on its own.
    3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
    4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
    5 Flame Strike: Smite foes with divine fire (1d6/level damage).
    6 Blade Barrier: Wall of blades deals 1d6/level damage.
    7 Power Word Blind: Blinds creature with 200 hp or less.
    8 Power Word Stun: Stuns creature with 150 hp or less.
    9 Power Word Kill: Kills creature with 100 hp or less.

    PURIFICATION DOMAIN
    Granted Power: You cast all abjuration spells at +1 caster level.
    Purification Domain Spells
    1 Nimbus of Light†: Sunlight illuminates you until released as an attack.
    2 Deific Vengeance†: Deity’s punishment deals 1d6 damage/2 levels (max 5d6).
    3 Recitation† Your allies get bonus on AC, attacks and saves.
    4 Castigate†: Verbal rebuke damages those whose alignment differs from yours.
    5 Dance of the Unicorn†: Purifying mist washes the air clean of smoke, dust, and poisons.
    6 Fires of Purity†: Subject bursts into magical flame, becoming a dangerous weapon.
    7 Righteous Wrath of the Faithful†: Your allies gain extra attack, +3 on attack rolls and damage rolls.
    8 Sunburst†: Blinds all within 80 ft., deals 6d6 damage.
    9 Visage of the Deity, Greater†: As lesser visage of the deity, but you become half-celestial or half-fi endish.



    Sources
    Spoiler
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    Sources
    http://www.wizards.com/default.asp?x...031116a&page=2 ( Hidecarved Dragon )
    PHB 30

  27. - Top - End - #27
    Bugbear in the Playground
     
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Watch out when he does a pub crawl!

    Mirv
    Draconic Human Ranger 6/ Disciple of the Eye 5/ Shou Disciple 5/ Warblade 3

    Background
    Spoiler
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    Background
    Mirv not much is known about Mirv he comes and goes as he pleases traveling with a hawk, always stoping into the local inn where ever his travels take him, always ending up in a drinking match, some times he wins, sometimes he ends up with the local constabulary.. Mirv by far is not the best or brightest out there but it can be said he knows his drink.

    Human
    “Draconic” is an inherited template
    gain the dragonblood subtype
    +4 racial bonus on saves against magic sleep effects and paralysis
    gains darkvision out to 60 feet and low-light vision.
    Level Adjustment: +1

    Alignment: LN



    Abilities
    Spoiler
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    Abilities
    racial abilities
    Str 02 Dex 00 Con 02 Int 00 Wis 00 Cha 02

    32 point buy
    Str 12 Dex 14 con 12 Int 16 Wis 14 Cha 10

    Abilities
    Str 14 Dex 14 con 14 Int 16 Wis 14 Cha 12

    lvl 4 +1 Str
    lvl 8 +1 Str
    lvl 12 +1 Dex
    lvl 16 +1 Dex



    Build
    Spoiler
    Show
    Effective Character Levels
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|
    Draconic LA
    |-|-|-|-|-|-|-

    2nd|
    Ranger
    |1|2|2|0|Concentration 4, Handle Animal 4, Knowledge (dungeoneering) 4, Knowledge (geography) 4, Knowledge (nature) 4, Move Silently 4, Spot 4, Survival 4, knowledge local shou expatriate 2cc|Improved Unarmed Strike, Dodge, Track|1st favored enemy Aberration, Track, wild empathy

    3rd|
    Ranger
    |2|3|3|0|Concentration 5, Handle Animal 5, Knowledge (dungeoneering) 5, Knowledge (geography) 5, Knowledge (nature) 5, Move Silently 5, Spot 5, Survival 5, knowledge local shou expatriate 2.5cc|Two-Weapon Fighting, Weapon Focus (Unarmed Strike)|Combat style

    4th|
    Ranger
    |3|3|3|1|Concentration 6, Handle Animal 6, Knowledge (dungeoneering) 6, Knowledge (geography) 6, Knowledge (nature) 6, Move Silently 6, Spot 6, Survival 6, knowledge local shou expatriate 3cc|Endurance|Endurance

    5th|
    Ranger
    |4|4|4|1|Concentration 7, Handle Animal 7, Knowledge (dungeoneering) 7, Knowledge (geography) 7, Knowledge (nature) 7, Move Silently 7, Spot 7, Survival 7, knowledge local shou expatriate 3.5cc|-|Animal companion Hawk

    6th|
    Ranger
    |5|4|4|1|Concentration 8, Handle Animal 8, Knowledge (dungeoneering) 8, Knowledge (geography) 8, Knowledge (nature) 8, Move Silently 8, Spot 8, Survival 8, knowledge local shou expatriate 4cc||2nd favored enemy Undead

    7th|
    Ranger
    |6|5|5|2|Concentration 9, Handle Animal 9, Knowledge (dungeoneering) 9, Knowledge (geography) 9, Knowledge (nature) 9, Move Silently 9, Spot 9, Survival 9, knowledge local shou expatriate 4.5cc|Improved Two-Weapon Fighting|Improved combat style

    8th|
    Disciple of the Eye
    |6|7|7|4|Concentration 10, Knowledge (geography) 10, Move Silently 10, Spot 10, Survival 10, Tumble 2|-|Fast movement, flurry of blows, wandering eyes, NAB +0

    9th|
    Disciple of the Eye
    |7|8|8|5|Concentration 11, Knowledge (geography) 11, Move Silently 11, Spot 11, Survival 11, Tumble 4|Leap Attack|Frightful attack, NAB +1

    10th|
    Disciple of the Eye
    |8|8|8|5|Concentration 12, Knowledge (geography) 12, Move Silently 12, Spot 12, Survival 12, Tumble 6|-|Keen senses, NAB +1

    11th|
    Disciple of the Eye
    |9|9|9|6|Concentration 13, Knowledge (geography) 13, Move Silently 13, Spot 13, Survival 13, Tumble 8|-|Glare of the enraged dragon, NAB +2

    12th|
    Disciple of the Eye
    |9|9|9|6|Concentration 14, Knowledge (geography) 14, Move Silently 14, Spot 14, Survival 14, Tumble 10|Improved Favored Enemy|Blindsense, NAB +2

    13th|
    Shou Disciple
    |10|11|11|6|Escape Artist 2, Move Silently 15, Spot 15, Tumble 11|-|1d6 unarmed, +1 dodge bonus, unarmed strike

    14th|
    Shou Disciple
    |11|12|12|6|Escape Artist 6, Move Silently 16, Spot 16, Tumble 12|Power Attack|1d8 unarmed, +2 dodge bonus, bonus feat

    15th|
    Shou Disciple
    |12|12|12|7|Escape Artist 8, Move Silently 17, Spot 17, Tumble 13|Combat reflexes|1d10 unarmd, +2 dodge bonus, martial flurry(light)

    16th|
    Shou Disciple
    |13|13|13|7|Escape Artist 10, Move Silently 18, Spot 18, Tumble 14|Mobility|1d10 unarmd, +3 dodge bonus, bonus feat

    17th|
    Shou Disciple
    |14|13|13|7|Escape Artist 12, Move Silently 19, Spot 19, Tumble 15|-|2d6 unarmed, +3 dodge bonus, martial flurry(any)

    18th|
    Warblade
    |15|15|13|7|Concentration 15, Intimidate 5, knowledge local shou expatriate 5.5|Superior Unarmed Strike|Battle clarity (Reflex saves), weapon aptitude

    19th|
    Warblade
    |16|16|13|7|Intimidate 6, Escape Artist 15cc|-|Uncanny dodge

    20th|
    Warblade
    |17|16|14|8|Intimidate 10, Martial Lore 3|-|Battle ardor (critical confirmation)
    [/table]

    Animal Companion
    Hawk
    Tiny Animal
    Hit Dice: 1d8 (4 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
    Base Attack/Grapple: +0/–10
    Attack: Talons +5 melee (1d4–2)
    Full Attack: Talons +5 melee (1d4–2)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks:—
    Special Qualities: Low-light vision
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
    Skills: Listen +2, Spot +14
    Feats:Weapon Finesse




    Maneuvers Known
    Spoiler
    Show

    Maneuvers Known
    Steely Strike
    Steel Wind
    Iron Heart Surge
    Punishing Stance
    Mountain Hammer
    Overwhelming Mountain Strike



    Sources
    Spoiler
    Show

    Sources
    (phb 46)
    (tob 20)
    (rod 75)
    (ue 32)
    (dm 116)


  28. - Top - End - #28
    Bugbear in the Playground
     
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    Here is an entry that lays off the sauce!

    Oragh the So-bear
    Dragonborn Half-Ogre Spirit Bear Totem Barbarian 1/Totemist 2/Psychic Warrior 5/Sanctified Mind 6/Soul Manifester 4

    A Moment of Bear-ity
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    Oragh awoke to a splitting headache and the smell of alcohol. He moaned and opened one of his eyes a crack to see that he had been passed out hanging over the edge of a metal trough containing what seemed to be bourbon. Rolling out of the trough onto the hard ground below, he let out another groan and lifted a great yellow-green hand to shield his eyes from the blazing sun above, blearily noticing that it was already midday.

    Struggling against the throbbing in his skull, Oragh tried to remember where he was. Images flitted blurrily through his mind. The Carnival. He had gone to the carnival. He’d come to see Ultimo Tarrasco Jr. wrestle Technico Rey Fuego, and in a surge of Half-Ogre pride at El Tarrasco’s victory he had gotten massively drunk in celebration - not that he ever really needed a reason. That still didn’t explain where he was now how he’d gotten there though.

    A deep growl interrupted the Half-Ogre’s thought process, and he looked round to see the group of Half-Copper Dragon Bears, and with sudden comprehension, realized that he had somehow gotten into their enclosure and passed out there. One of the bears in the back of the group ambled over to the trough of bourbon and lowered its head into it, lifting it out a moment later to let out a rumbling growl in draconic, of which Oragh only understood the words for “whiskey” and “vomit.” He swore to himself under his breath and gave the largest of the creatures, which was advancing toward him with a murderous look across its face, a sheepish smile. The Half-Ogre’s eyes flitted back and forth for a way out of the enclosure when the bear suddenly stopped advancing and an enormous platinum dragon appeared in front of it. The brightness of the Sun’s glare against the dragon’s scales caused another bolt of searing pain to flash through Oragh’s head, and he stumbled back covering his eyes.

    The dragon spoke with a voice like a clap of thunder, which seemed to make the ground beneath the Half-Ogre shake. “Oragh,” it said, “this is an intervention.”

    At the sound of the “I” word, Oragh’s fear turned to belligerence. All thoughts of escaping gone from his mind, he replied, “oh yeah? ’N’ who the hell’re you?”

    “I am Bahamut!” declared the dragon, drawing up to full height with wings spread wide across the sky. “The Platinum Dragon! The Wyrmking! Lord of the North Wind!”
    “Well **** you,” slurred Oragh, pointing his finger at Bahamut in a sweeping gesture which threw him off balance so that he nearly fell flat on his face. “’N **** all those other guys too. You can’t tell me how ta live my life. Where d’you get off? Why I’d like ta…”

    Oragh continued on in that fashion for a short while before Bahamut finally roared “Enough! My patience is literally deific and you are exhausting it.” He turned his massive head toward the Half-Dragon Bears, and said “Throw him in the hole. I’ll deal with him when the alcohol’s worn off,” then vanished as if he had never been there.

    The largest of the dragon bears rushed forward and tackled Oragh, while the rest loosed blasts of acid from their mouths to dissolve the wall of the enclosure behind him. Oragh tried to protest as the bear spread its draconic wings and took flight, lifting him into the air, but thanks to the unsettling motions of the creature’s awkward flight and the Half-Ogre’s crippling hangover, all that came out of his mouth when he opened it was puke. Shutting his mouth with a groan, he wondered briefly which idiot had made a cage which wasn’t acid proof for creatures who could breathe acid, before remembering that he had taken the job himself to earn money for tickets to Ultimo Tarrasco’s match. After a short, but uncomfortable flight, the bears landed near to a hole in the ground, which they tossed Oragh into.

    The Half-Ogre landed with a squelch at muddy bottom of the hole. He spat the acidic traces of his most recent bout of barfing to the side and passed out, thinking to himself that the hole wasn’t so bad. At least it was cool and dark.


    The Eighteen Step Program
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    Ability Scores
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    Point Buy: 16 Str, 12 Dex, 15 Con, 10 Int, 15 Wis, 8 Cha
    After Adjustments for Dragonborn Half-Ogre: 22 Str, 8 Dex, 19 Con, 8 Int, 15 Wis, 6 Cha
    All Stat increases go to Str.

    The Build
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Level Adjustment|
    +0
    |
    +0
    |
    +0
    |
    +0
    |-|-|-

    2nd|Level Adjustment|
    +0
    |
    +0
    |
    +0
    |
    +0
    |-|-|Stat Adjustments, Half-Ogre racial traits

    3rd| Spirit Bear Totem Barbarian 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Knowledge (Dungeoneering) 2, Knowledge (Psionics) 2, Sense Motive 2|Power Attack, Iron Will (Otyugh Hole)|Improved Grab, Rage 1/day, Illiteracy, Dragonborn (Heart Aspect)

    4th|Totemist 1|
    +1
    |
    +4
    |
    +2
    |
    +0
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 2, Sense Motive 2, Concentration 3|-|Wild Empathy

    5th|Totemist 2|
    +2
    |
    +5
    |
    +3
    |
    +0
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 2, Sense Motive 2, Concentration 6|Improved Unarmed Strike|Totem Chakra Bind (+1 Capacity)

    6th|Psychic Warrior 1|
    +2
    |
    +7
    |
    +3
    |
    +0
    |Knowledge (Dungeoneering) 2, Knowledge (Psionics) 3, Sense Motive 2, Concentration 6|Improved Grapple (Psychic Warrior)|Bonus Feat

    7th|Psychic Warrior 2|
    +3
    |
    +8
    |
    +3
    |
    +0
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 4, Sense Motive 2, Concentration 6|Azure Talent (Psychic Warrior)|Bonus Feat

    8th|Psychic Warrior 3|
    +4
    |
    +8
    |
    +4
    |
    +1
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 5, Sense Motive 2, Concentration 6|Area Attack|-

    9th|Sanctified Mind 1|
    +5
    |
    +10
    |
    +4
    |
    +3
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 6, Sense Motive 2, Concentration 8|-|Partition Mind

    10th|Sanctified Mind 2|
    +6
    |
    +11
    |
    +4
    |
    +4
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 9|-|Cleansing Strike

    11th|Soul Manifester 1|
    +6
    |
    +11
    |
    +4
    |
    +6
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 10|Practiced Manifester (Psychic Warrior)|Psionic Investment 1

    12th|Soul Manifester 2|
    +7
    |
    +11
    |
    +4
    |
    +7
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 11|-|-

    13th|Soul Manifester 3|
    +7
    |
    +12
    |
    +5
    |
    +7
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 12|-|Chakra Binds (Crown, Feet, Hands)

    14th|Soul Manifester 4|
    +8
    |
    +12
    |
    +5
    |
    +8
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 13|Open Lesser Chakra (Arms)|-

    15th|Sanctified Mind 3|
    +9
    |
    +12
    |
    +6
    |
    +8
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 15, Autohypnosis 1|-|Disrupting Blow 1/day

    16th|Sanctified Mind 4|
    +10
    |
    +13
    |
    +6
    |
    +9
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 17, Autohypnosis 2|-|Hard to Hold

    17th|Sanctified Mind 5|
    +11
    |
    +13
    |
    +6
    |
    +9
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 18, Autohypnosis 4|Quicken Breath|Disrupting Blow 2/day

    18th|Sanctified Mind 6|
    +12
    |
    +14
    |
    +6
    |
    +10
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 19, Autohypnosis 6|- |Power Resistance

    19th|Psychic Warrior 4|
    +13
    |
    +14
    |
    +7
    |
    +13
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 20, Autohypnosis 6|-|-

    20th|Psychic Warrior 5|
    +13
    |
    +14
    |
    +7
    |
    +12
    | Knowledge (Dungeoneering) 2, Knowledge (Psionics) 8, Sense Motive 2, Concentration 21, Autohypnosis 6|Bonus Essentia, Psycarnum Infusion (Psychic Warrior)|Bonus Feat[/table]


    Psionic Powers
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    {table=head]Level|PP|New Powers Known
    6|0|Grip of Iron
    7|3|Expansion
    8|3|Call Weaponry
    9|5|Psionic Lion’s Charge
    11|7|Painful Strike
    12|11|Strength of My Enemy
    13|15|Mental Barrier
    14|19|Vampiric Blade
    15|23|Dimension Slide
    16|27|Energy Adaptation
    17|35|Steadfast Perception
    18|43|Dimension Door, Psionic
    19|51|Psychofeedback
    20|59|Oak Body[/table]*Does not take into account bonus PP for a high Wis score.


    Hugs Not Drugs
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    ECL 6:
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    With Large size, a nice long attack routine of Unarmed Strikes and Girallion Arm claws from Totemist, solid grappling abilities, and massive Str, Oragh is a dominating melee presence even with BAB lower than one would like to see. Once he gives himself up to the higher power of the Lord of the North Wind, he also gets a breath weapon which he can use against enemies at a longer range. Things are pretty simple at this level, but pretty effective.


    ECL 11:
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    While under the effects of Expansion, Oragh is big enough to qualify for the Area Attack feat, which lets him grab random junk and attack all squares within reach as a standard action. With Improved Grab, that means they’re all getting grappled. If you have a standard action to spare beforehand, and your DM lets you use Call Weaponry for improvised weapons, you can pull random junk out of thin air to use for Area Attack in the fight to come – or even random junk with an enhancement bonus with augmentation.

    Note: If it wasn’t clear from the shout-outs in the fluff, this build takes a lot of cues from The Gilded Duke’s Ultimo Tarrasco Jr. from way back in Iron Chef XII. Tank my Innovation if you must, but honestly, any grappler that doesn’t take cues from El Tarrasco really should rethink their life choices.


    ECL 15:
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    Soul Manifester gets us up to the point of getting an extra chakra bind and being able to invest an extra point of Essentia into Soulmelds, opening the arms chakra with a feat lets Oragh bind the Kraken mantle there for a little extra grappling oomph. Sanctified Mind keeps his BAB from getting too low. At this point, Oragh should be Gargantuan most of the time, meaning his Area Attack super grapples are more dangerous than ever, and most of his enemies will be held down and taking constrict damage in short order.


    ECL 20:
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    Quicken Breath makes using Oragh’s Breath Weapon a free action, though the recharge time probably limits it to once per encounter. Still, it’s a nice bit of extra damage which you can blast a lot of enemies with once you’ve pulled them all into the same space with an Area Attack grapple. Manifesting progression marches on, with some tactical teleportation and further buffing. Finally, so long as we’re using a mix of Psionics and Incarnum and need Azure Talent anyway, we might as well pick up Psycarnum Infusion for for the PP recharging trick (so long as there’s at least one point left in reserve), along with Bonus Essentia so that we can fill up both the Girallion Arms bound to the Totem Chakra and the Kraken Mantle bound to the arms, with an extra point left over for Psionic Investment.


    Adaptations
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    The build currently incurs multiclass penalties at ECL 19 and 20. If this is a problem for you, you can make the second to last level Barbarian instead of Psychic Warrior. This means losing out on Oak Body and a Bonus Feat, so you’ll have to choose between the last two feats. It does however, also mean an extra point of BAB. You also have to make this choice if your DM says no to the Otyugh Hole, though I personally think it’s fun and flavorful to have the drunken Oragh tossed in there.

    If your DM says no to PP recharging, then Improved Soulmeld Capacity is a good choice to toss the last point of essential into Girallion Arms once it’s freed up from Psionic Investment.

    If LA Buyoff is allowed, more levels of PsyWar would let you make it to 6th level powers.


    I Don’t Need To Drink To Have A Good Time
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    Here’s how Oragh replicates the Drunken Master’s alcoholic powers through mental discipline.
    Improved Unarmed Strike: Check
    Great Fortitude: High Con and a good Fort Save.
    Drink Like a Demon: Psychofeedback can turn mental ability scores into boosts to physical scores. He also has Oak Body to help not die to Int/Cha drain when using it. Careful though, the power comes with a hangover in the form of ability burn.
    Improvised Weapons: Area Attack. Also, as long as your DM rules it okay for Call Weaponry to get improvised weapons, you can always pull a Gargantuan +x barstool from what I imagine must be Valhalla on one turn’s notice if you don’t have an appropriate improvised weapon (like a house) on hand.
    Tumble ranks/Stagger: Dimension Slide and Psionic Dimension Door do the job better in this case, since Oragh doesn’t really need charge attacks. He just wants to get into position for area attacks.
    Dodge/Swaying Waist/AC Bonus: Mental Barrier, and while different in fluff, Oragh can also meet his AC needs through heavy armor.
    Improved Grapple: Yep, plus Improved Grab and all sorts of other nifty grapple boosting.
    For Medicinal Purposes: Vampiric Blade. Put it on an improvised weapon before an Area Attack, and you can heal a decent amount that way with all the enemies you’ll be hitting.
    Corkscrew Rush: Sadly no, but a Drunken Master generally has to choose between using this or Drink Like a Demon anyway, as the save is Wis based.
    Breath of Flame: Quicken Breath makes Oragh’s Dragonborn Breath weapon a free action. Untyped damage in place of fire damage is just gravy.


    The Recipe For A Non-Alcoholic Bear
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    Complete Champion: Spirit Bear Totem ACF
    Complete Scoundrel: Otyugh Hole
    Draconomicon: Quicken Breath
    Lords of Madness: Sanctified Mind
    Magic of Incarnum: Totemist, Azure Talent, Psycarnum Infusion, Bonus Essentia
    Races of Destiny: Half-Ogre
    Races of the Dragon: Dragonborn of Bahamut
    Savage Species: Area Attack
    This Web Enhancement: Soul Manifester
    Everything else should be in the SRD.

  29. - Top - End - #29
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    And that is it for this round.

    I leave it now to our esteemed judges!

  30. - Top - End - #30
    Ogre in the Playground
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    Default Re: Zinc Saucier XXI: you guys asked for it . . .

    the build i was playing around with was a Hulking Hurler 1 /Bloodstorm Blade 4 / War Mind 5 with some assortment of Psychic Warrior, Spirit Lion Totem Barbarian, Warblade and Fighter to pad the rest of the build, aiming at throwing around tables and such, depending on Psychic powers to handle stuff such as Drink Like a Demon, and For Medical purpuses

    It was the parts beyond the prestige classes that gave me fits ... couldn't get it to fit in any way without first making the build effective before ECL15-16

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