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    Titan in the Playground
     
    Inevitability's Avatar

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    Feb 2014
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    Default Re: Villainous Competition XX​V: No Solicitors!

    Come on and...

    Quote Originally Posted by Slam
    Spoiler: Base Stats
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    Quorcraft Warforged
    Base Stats
    15 str
    14 dex
    - Con
    - Int
    13 Wis
    1 Cha
    CN
    Level ups are all in Con, and according to Soulfused Construct every 4th HD increases Dex and Wis by 1

    Spoiler: The Build
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    CR
    Class
    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Skills
    Feats
    Class Features
    1 Warforged Fighter
    (1d12)
    +1 +2 +0 +0 - Adamantine Body(B) Battle Hardened, Warforged traits sans Living Construct, Quorcraft Traits
    2 Dungeon crasher Fighter (1d12+1d10) +2 +3 +0 +0 - Dungeon Crasher
    3 Soulfused Construct
    (1d12+1d10)
    +2 +3 +0 +0 Intimidate +4, Speak Language: Common Power Attack Soulfused Construct Traits
    4 Totemist
    (1d10+1d12+1d8)
    +2 +5 +2 +0 Intimidate +4.5 Improved Bull Rush Wild Empathy
    5 Totemist (1d10+1d12+2d8) +3 +6 +3 +0 Intimidate +5 Totem Chakra Bind (+1 capacity)
    6 Totemist (1d10+1d12+3d8) +4 +6 +3 +1 Intimidate +5.5 Totem’s Protection
    7 Totemist (1d10+1d12+4d8) +5 +6 +3 +1 Intimidate +6 Improved Natural Attack: Slam
    8 Totemist (1d10+1d12+5d8) +5 +6 +3 +1 Knowledge Arcana +1 Chakra Binds (Crown, Feet, Hands)
    9 Warforged Juggernaut (1d10+2d12+5d8) +5 +8 +3 +1 Intimidate +7 Powerful Charge(B) Armor Spikes +1d6, Expert Bull Rush, Reserved
    10 Warforged Juggernaut (1d10+3d12+5d8) +6 +9 +3 +1 Intimidate +8 Second Slam Extended Charge, Charge Bonus +1, Construct Perfection
    11 Warforged Juggernaut (1d10+4d12+5d8) +7 +9 +4 +2 Intimidate +9 Superior Bullrush, Construct Perfection, Healing Immunity
    12 Warforged Juggernaut (1d10+5d12+5d8) +8 +10 +4 +2 Intimidate +10 Charge Bonus +2, Construct Perfection, Armor Spikes +1d8
    13 Warforged Juggernaut (1d10+6d12+5d8) +8 +10 +4 +2 Intimidate +11 Cobalt Charger, Greater Powerful Charge(B) Construct Perfection
    14 Fighter
    (2d10+6d12+5d8)
    +9 +11 +4 +2 Intimidate+12
    15 Dungeon Crasher Fighter (3d10+6d12+5d8) +10 +11 +5 +3 Intimidate +13 Greater Dungeon Crasher
    16 Totemist
    (3d10+6d12+6d8)
    +11 +12 +6 +4 Knowledge Arcana +2 Shocking Fist Totem Chakra Bind +1 level
    17 Totemist (3d10+6d12+7d8) +12 +12 +6 +4 Intimidate +13.5
    18 Totemist (3d10+6d12+8d8) +13 +13 +7 +4 Intimidate +14 Rebind Totem Soulmeld 1/day
    19 Totemist
    (3d10+6d12+9d8)
    +13 +13 +7 +5 Intimidate +14.5 Cobalt Power Chakra Binds (Arms, Brow, Shoulder)
    20 Totemist
    (3d10+6d12+10d8)
    +14 +14 +8 +5 Intimidate +15

    Spoiler: Level 5
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    Spoiler: Level 5 Strategy
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    At Level 5 Slam has just gained sentience. He fights more like a golem than he fights like someone with "higher" reasoning. He slams people. Thanks to his quorcraft nature he has two slams each dealing 2d6 damage. With dungeon crasher and improved bull rush he can push people into walls for some good damage, and with his totemist levels he has Bound the Heart of Fire to his Totem Chakra, allowing him to deal additional damage with his slams. If he ever faces a creature immune to fire he can pour his essentia from his Totem to his Dread Carapace for pseudo power attack.
    Spoiler: Lvl 5 Stat Block sans equipment
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    Slam
    Medium Construct (Living Construct, Incarnum)
    Hit Dice: 1d10+1d12+2d8 (28 OR 48 hp)
    Initiative: +6
    Speed: 20 ft. in full Adamantine Plating (4 squares); base speed 30 ft.
    Armor Class: 24 (10 base, +1 Dex, +10 Adamantine Body, +3 Natural), touch 11, flat-footed 23
    Base Attack/Grapple: +3/+5
    Attack: Slam +4 melee (2d6+3 plus 2d4 fire)
    Full Attack: 2 slams +4 melee (2d6+3 plus 2d4 fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dungeon Crasher, Improved Bull Rush
    Special Qualities: Living Construct Traits
    Saves: Fort +6, Ref +6, Will +1
    Abilities: Str 15, Dex 17, Con 11, Int 3, Wis 13, Cha 6
    Skills: Speak Language Common, Intimidate +3
    Feats: Adamantine Body(B), Power Attack, Improved Bull Rush
    Environment: Material Plane
    Organization: Solitary
    Challenge Rating: 5
    Treasure: 4th level adventurer
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: —
    Essentia 3
    3 Soulmelds, 1 soulmelds bound
    Heart of Fire Bound to Totem 2 essentia Invested: +2d4 fire damage on natural attacks, +2 hit/damage vs [cold] subtype
    Wormtail Belt 1 essentia invested: +3 Natural Armor
    Dread Carapace: -1 hit +1 damage with Slam


    Spoiler: Level 10
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    Spoiler: Level 10 Strategy
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    He now is evil and completely fine with murdering any and all in his way, usually by charging them into a wall and then pounding away at them. Until they are little more than red smears on the wall. He is largely the same as level 5, although his immunities and defenses are highly improved, and he now has 3 slams each dealing 2d6 and an additional 3d4 fire. He's trying something out at this level, seeing if he can make his opponents tired while pounding them into the dirt.
    Spoiler: Level 10 Stat Block sans equipment
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    Slam
    Medium Construct (Living Construct, Incarnum)
    Hit Dice: 1d10+3d12+5d8 (66 OR 77 hp)
    Initiative: +7
    Speed: 20 ft. in full Adamantine Plating (4 squares); base speed 30 ft.
    Armor Class: 25 (10 base, +1 Dex, +10 Adamantine Body, +4 Natural), touch 11, flat-footed 24
    Base Attack/Grapple: +6/+9
    Attack: Slam +8 melee (2d6+2 plus 3d4 fire)
    Full Attack: 3 slams +8 melee (2d6+2 plus 3d4 fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dungeon Crasher, Powerful Charge, Improved Bull Rush
    Special Qualities: Living Construct Traits, Immunity to Nonlethal, Critical Hits
    Saves: Fort +10, Ref +7, Will +2
    Abilities: Str 15, Dex 18, Con 12, Int 3, Wis 13, Cha 7
    Skills: Speak Language Common, Intimidate +6, Knowledge Arcana -3
    Feats: Adamantine Body(B), Power Attack, Improved Bull Rush, Powerful Charge(B), Second Slam
    Environment: Material Plane
    Organization: Solitary
    Challenge Rating: 10
    Treasure: 9th level adventurer
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: —
    Essentia 5
    4 Soulmelds, 1 soulmeld bound
    Heart of Fire Bound to Totem 3 essentia Invested: +3d4 fire damage on natural attacks, +3 hit/damage vs [cold] subtype
    Wormtail Belt 2 essentia invested: +4 Natural Armor
    Winter Mask: Creatures touched must save or become fatigued DC 11 fort
    Sphinx Claws: +1 on str checks and str skill checks (Grapple and bull rush are both str checks)


    Spoiler: Level 15 (the sweetspot)
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    Spoiler: level 15 strategy
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    This is probably when he is his most powerful for his level, grabbing pounce and Cobalt Charge he is dealing a large amount of damage considering he doesn't have Shock Trooper. His defense is still amazing, he has all his immunities, and he can swap soulmelds when the occasion calls for it to improve his versatility.
    Spoiler: Level 15 Stat Block sans equipment
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    Slam
    Medium Construct (Living Construct, Incarnum)
    Hit Dice: 3d10+6d12+5d8 (105 OR 111 hp)
    Initiative: +7
    Speed: 20 ft. in full Adamantine Plating (4 squares); base speed 30 ft.
    Armor Class: 26 (10 base, +1 Dex, +10 Adamantine Body, +5 Natural), touch 11, flat-footed 20
    Base Attack/Grapple: +10/+17
    Attack: Slam +12 melee (2d6+2)
    Full Attack: 3 slams +12 melee (2d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Greater Dungeon Crasher, Greater Powerful Charge, Superior Bull Rush
    Special Qualities: Living Construct Traits, Immunity to Nonlethal, Critical Hits, Mind affecting spells/abilities, death effects, necromancy, ability damage, ability drain, and positive energy,
    Saves: Fort +12, Ref +9, Will +5
    Abilities: Str 15, Dex 19, Con 13, Int 3, Wis 14, Cha 9
    Skills: Speak Language Common, Intimidate +12, Knowledge Arcana -2
    Feats: Adamantine Body(B), Power Attack, Improved Bull Rush, Powerful Charge(B), Second Slam, Cobalt Charger, Greater Powerful Charge(B)
    Environment: Material Plane
    Organization: Solitary
    Challenge Rating: 15
    Treasure: 14th level adventurer
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: —
    Essentia 7
    4 Soulmelds, 1 soulmeld bound
    Sphinx Claws Bound to Hands: Pounce (natural weapons only), +1 on str checks and str skill checks (Grapple and bull rush are both str checks)
    Wormtail Belt 3 essentia invested: +5 Natural Armor
    Blink Shirt Bound: Dimension Door as a standard action up to 10 ft
    Girallon Arms 1 essentia invested: +4 on climb and grapple checks
    Cobalt Charger 3 essentia invested: +3 to hit/damage on all charge attacks


    Spoiler: Misc
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    His hit points are all averaged out and rounded up, with the first number being if you add con mod and the second number being if you add construct size mod. The Soulfused Construct template calls out that you must use this Living Construct subtype which does not include con mod to hit points, however I am uncertain if this is the Living Construct subtype that you would use, or if you would use the Eberron specific one which does allow con mod to hp.
    His stat blocks look sub par but please remember that this is all without any equipment whatsoever. If we enchanted his body, his fists, and his armor spikes, while giving him magical items that enabled flight, gave boosts to his already impressive AC, boosted up his stats, and increased his saves then he would seem a lot scarier. As a warforged any magic item can be constructed to be an intrinsic part of him, allowing him to never leave home without any of his equipment. While he isn't as item dependent as some creatures or characters, his power increases with equipment much more than many other classes cough spellcasters cough but I don't want him to seem reliant on equipment.


    Spoiler: The Fluff
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    Slam was built in ancient days. For hundreds of years he has sat. Eternally guarding. Until one day an incarnum user sought passage through his warded domain. Slam successfully fended off this "powerful" incarnum user. But he was changed for it. He became Soulfused. He ventured forth from his charge for the first time in a seeming millennia. He wandered the random areas of Xendrik. Impervious to many dangers with no natural predators he was.. happy. An emotion. What a strange thing. He became one with nature. Allowing his soul to adapt, to let in the ambient energies of Xendrik. And what ambient energies there were.
    He grew more powerful learning and adapting from the beasts of Xendrik, until one day he found something... new. This place, this Stormreach he came to learn it to be called. He entered this city. Only to be the source of racial hatred against his brethren from another continent.
    These Warforged. They were hated. As was he. They expected him to work like a machine,
    to do any and all jobs presented without any resentment. He denied them. He fled to where the supposed warforged were supposed to take refuge. There he found even more racial slurs.
    The warforged didn't trust him. He was different. More different than any other warforged they encountered. Slam told them that he had been in xendrik for millennia and the shocked warforged threw him out. Shunned him. Told him that he was an impossibility. That he should not be able to exist and therefore should not exist. They gave him one chance to flee. He fled.
    but he took resentment to the other sentient creatures of the world. He hated them all.
    He returned to his home, where he stood guard, but he was followed. Adventurers. They came one by one, two by two, eventually dozens came to attempt to kill slam. He killed them all.
    It didn't matter anymore. He began hunting these other creatures. Hunting them to extinction if he could. They fled before him. He had apparently earned a name for himself. A creature appeared before him, one that he recognized as the warforged. He began to charge at this creature before another one showed him this thing. A symbol, and then the warforged commanded him to kneel. And he kneeled. Something was forcing his actions. So while he kneeled he watched. He learned what this warforged was. This warforged was bigger than any other he had seen. They called him the Lord of Blades. The Lord of Blades spoke to Slam.
    Spoke and spoke and spoke. So many words, more words than he had ever known existed,
    but somehow they just made.. sense. He agreed to whatever this Lord was speaking to him.
    Apparently all of the fleshy sentient races are evil, and must be killed in order for him to have a home. This Lord of Blades had a plan to do exactly that, but he needed someone to guard this Creation Forge. Whatever that was. He needed a guardian to kill any that dared to enter that didn't have the Lord of Blades permission. So he accepted. He ventured with this Lord of Blades.
    They came to the Mournlands. A place crawling to the brim with soul energy. It was a dangerous place. One that only the strong could survive. And survive Slam did. He continued to guard eternally for this Lord of Blades, waiting until his plan came to fruition. Waiting for all the fleshy creatures of the world to be wiped out. Waiting for him to be able to take his rightful place as the dominant species on this world. Eberron.

    Spoiler: sources
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    Eberron Campaign Setting: Warforged, warforged juggernaut, adamantine body, Improved Natural Attack
    Races of Eberron: Warforged Fighter, Second Slam
    Dungeonscape: Dungeoncrasher
    Magic of Incarnum: Soulfused Construct, Totemist, Cobalt Charge, Cobalt Power, soulmelds
    PHB: Power Attack, Improved Bullrush, skills, Fighter
    Player's Guide to Eberron: Shocking Fist
    Last edited by Inevitability; 2018-03-01 at 06:03 PM.
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