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  1. - Top - End - #31
    Ogre in the Playground
     
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Quote Originally Posted by eggs View Post
    I've got a few builds very close to complete (just skills and items left). I think it's just going to be a matter of resigning to one of them, and then actually writing the entry out. I'll definitely have something in by Friday.
    Awesome, glad to hear it. Anyone else?
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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  2. - Top - End - #32
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Same, they just need skills and items

  3. - Top - End - #33
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    BardGuy

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    I got nuttin. I'll go ahead and post my ideas after the contest is over, but there isn't one that is worth statting out and submitting.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  4. - Top - End - #34
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Well, this one was a little more difficult than our usual fare. I do have some interesting ideas for the next competition, which should be more palatable for a larger number of competitors.
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Characters:
    Grath - Southern Comfort Campaign
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    Eglath - 2nd Place Iron Chef XXXII


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  5. - Top - End - #35
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    I had an idea that I thought wasn't too bad, but I suffered from a distinct lack of time to put it together.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  6. - Top - End - #36
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    So we have three entries so far. Hope to see some more come in before the deadline!
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Characters:
    Grath - Southern Comfort Campaign
    Prizes:
    Eglath - 2nd Place Iron Chef XXXII


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  7. - Top - End - #37
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Due to circumstances I may be a little delayed in posting the entries. You have until I fipost to enter.
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Characters:
    Grath - Southern Comfort Campaign
    Prizes:
    Eglath - 2nd Place Iron Chef XXXII


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  8. - Top - End - #38
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Time for the big reveal. As always, please refrain from posting until the all clear. And sorry for the delay.
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Characters:
    Grath - Southern Comfort Campaign
    Prizes:
    Eglath - 2nd Place Iron Chef XXXII


    Avatar by Derjuin, sing her praises to Elysium. Adopt an Avatar today.

  9. - Top - End - #39
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    An adept of the arcane arts, perhaps...

    Quote Originally Posted by Jadite
    Jadite

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    My first incarnation was an elf,trained in the mystic art of the duskblade,blending mystical and martial might. It might explain why I have nostalgia for those bodies.
    Hmmm? I see you're confused, allow me to explain, this isn't my first lifetime or even my second, it's been...well let's just say more than a few.
    You see my path for both mystical and martial perfection had led me to a fellowship of swordsages called the Masters of the Jade Phoenix, together we grew ever stronger seeking the perfection of our art and path.
    And for a while, several years which then seemed a lifetime but now seems laughably brief, it was...good.
    Then the souldrake came and wrought its unholy devastation across the world, we arose to stop it and stop it we did, even at the cost of all but 13 of us and the rest as they say is history.
    I have lived through many things over my lives, the rise and fall and rise again of Vecna,the ascent and decline of empires and still I guard on, as my soul hangs here in this body, weighted and weary.




    The abilities of this circle of the mortal coil;
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    32 point buy
    STR14 DEX14 CON16 INT16 WIS8 CHA8 at character creation
    STR16 DEX14 CON16 INT19 WIS8 CHA8 after level increases
    STR22 DEX20 CON22 INT25 WIS8 CHA8 after items


    A step by step detailing of how this incarnation regained its ancient knowledge;
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    NG human duskblade5/abjurant champion5/jade phoenix mage10

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

    1st|Duskblade 1|
    +1
    |
    +2
    |
    +0
    |
    +2
    |concentration4, know(arcana)4, know(history)2, know(religion)2, sense motive4, spellcraft4|Combat reflexes(human), Stand still|arcane attunement (3+int/day), armoured mage(light)

    2nd|Duskblade 2|
    +2
    |
    +3
    |
    +0
    |
    +3
    |concentration1,know(arc)1,sense motive1,spellcraft1,tumble0.5(CC)|Combat casting(bonus)|-

    3rd|Duskblade 3|
    +3
    |
    +3
    |
    +1
    |
    +3
    |concentration1,know(arc)1,sense motive1,spellcraft1,tumble0.5(CC)|martial study(steel wind)|arcane channelling

    4th|Duskblade 4|
    +4
    |
    +4
    |
    +1
    |
    +4
    |concentration1,know(arc)1,sense motive1,spellcraft1,tumble0.5(CC)|-|armoured mage (medium)

    5th|Duskblade 5|
    +5
    |
    +4
    |
    +1
    |
    +4
    |concentration1,know(arc)1,sense motive1,spellcraft1,tumble0.5(CC)|-|Quick cast 1/day

    6th|Abjurant Champion 1|
    +6
    |
    +4
    |
    +1
    |
    +6
    |concentration1,know(arc)1,spellcraft1,sense motive0.5(CC),tumble0.5(CC)|martial study(action before thought)|abjurant armour, extended abjuration

    7th|Abjurant Champion 2|
    +7
    |
    +4
    |
    +1
    |
    +7
    |concentration1,know(arc)1,spellcraft1,sense motive0.5(CC),tumble0.5(CC)|-|swift abjuration(1st lv)

    8th|Abjurant Champion 3|
    +8
    |
    +5
    |
    +2
    |
    +7
    |concentration1,know(arc)1,spellcraft1,sense motive0.5(CC),tumble0.5(CC),diplomacy0.5(CC)|-|swift abjuration(1st&2nd lv)

    9th|Abjurant Champion 4|
    +9
    |
    +5
    |
    +2
    |
    +8
    |concentration1,know(arc)1,spellcraft1,sense motive0.5(CC),tumble0.5(CC),diplomacy0.5(CC)|marti al stance(punishment stance)|Arcane boost

    10th|Abjurant Champion 5|
    +10
    |
    +5
    |
    +2
    |
    +8
    |concentration1,know(arc)1,spellcraft1,diplomacy1( CC),ride1|-|martial arcanist, swift abjuration(1st-3rd lv)

    11th|Jade Phoneix Mage 1|
    +11
    |
    +7
    |
    +2
    |
    +8
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|-|Arcane wrath, Rite of waking

    12th|Jade Phoneix Mage 2|
    +12
    |
    +8
    |
    +2
    |
    +8
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|martial study (iron heart surge)|mystic phoenix stance

    13th|Jade Phoneix Mage 3|
    +13
    |
    +8
    |
    +3
    |
    +9
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|-|-

    14th|Jade Phoneix Mage 4|
    +14
    |
    +9
    |
    +3
    |
    +9
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|-|Empowering strike

    15th|Jade Phoneix Mage 5|
    +15
    |
    +9
    |
    +3
    |
    +9
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|defensive sweep|-

    16th|Jade Phoneix Mage 6|
    +16
    |
    +10
    |
    +4
    |
    +10
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|-|Firebird stance, jade phoenix master

    17th|Jade Phoneix Mage 7|
    +17
    |
    +10
    |
    +4
    |
    +10
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|-|-

    18th|Jade Phoneix Mage 8|
    +18
    |
    +11
    |
    +4
    |
    +10
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|Power attack|quickening strike

    19th|Jade Phoneix Mage 9|
    +19
    |
    +11
    |
    +5
    |
    +11
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|-|-

    20th|Jade Phoneix Mage 10|
    +20
    |
    +12
    |
    +5
    |
    +11
    |concentration1,diplomacy1,martial lore1,sense motive1,spellcraft0.5(CC),tumble1|-|Emerald immolation
    [/table]


    The arcane energies brought to bear in this age;
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    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th

    1st|3|2|-|-|-|-

    2nd|4|3|-|-|-|-

    3rd|5|4|-|-|-|-

    4th|6|5|-|-|-|-

    5th|6|5|2|-|-|-

    6th|6|6|3|-|-|-

    7th|6|6|5|-|-|-

    8th|6|7|6|-|-|-

    9th|6|7|6|2|-|-

    10th|6|8|7|3|-|-

    11th|6|8|7|3|-|-

    12th|6|8|7|5|-|-

    13th|6|8|8|6|-|-

    14th|6|9|8|6|2|-

    15th|6|9|8|7|3|-

    16th|6|9|8|7|3|-

    17th|6|9|8|7|5|-

    18th|6|9|9|8|6|-

    19th|6|10|9|8|6|2

    20th|6|10|9|8|7|3
    [/table]
    spells known;
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    0-acid splash, disrupt undead, ray of frost, touch of fatigue
    1-bigby's tripping hand, lesser deflect*, ray of enfeeblement, stand, true strike
    2-see invisibility, seeking ray, sure strike, swift fly
    3-dispelling touch*, doom scarabs, energy aegis, greater magic weapon, regroup, vampiric touch
    4-enervate, dimension door
    5-chain lightning, polar ray
    *=abjuration(automatically extended and also quickened if 3rdlv or less)



    The martial abilities remembered at this time;
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    {table=head]Level|Maneuvers known|Maneuvers readied|Stances known|New maneuvers/stances

    1st|0|0|0|-

    2nd|0|0|0|-

    3rd|1|1|0|Steel wind

    4th|1|1|0|-

    5th|1|1|0|-

    6th|2|2|0|action before thought

    7th|2|2|0|-

    8th|2|2|0|-

    9th|2|2|1|punishing stance

    10th|2|2|1|-

    11th|3|2|1|Foehammer

    12th|4|3|1|Iron heart surge

    13th|5|4|1|revitalising strike

    14th|5|4|1|-

    15th|6|4|2|Divine surge, Thicket of blades

    16th|6|5|2|-

    17th|7|5|2|Entangling blade

    18th|7|5|2|-

    19th|8|6|2|Radiant charge

    20th|8|6|2|-
    [/table]



    Equipment;
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    *+1 illusionbane magebane martial discipline(devoted spirit, iron heart) longsword (50'315gp)
    *+5 ghostward mithral breatplate (45'350gp)
    *+5 ghostward buckler (36'165gp)

    *amulet of health+6 (36kgp)
    *belt of giant strength+6 (36kgp)
    *cloak of minor displacement (24kgp)
    *headband of intellect+6 (36kgp)
    *gloves of dexterity+6 (36kgp)
    *vest of resistance+5 (25kgp)

    *ring of wizardry I (20kgp)
    *ring of wizardry II (40kgp)

    this is not meant to be exhaustive(only about half the WBL is used) but it gives a rough idea of what the character's looking for




    An explanation of the individual;
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    like warblade in that it has;
    *full BAB
    *good fort,bad ref
    *martial progression not quite as good but spammable spells&class abilities help make up for it


    has several swift action buffs and a couple of immediate action interrupts/blocks
    quite frankly stupid number of low-lv slots allows spamming of arcane boost and JPM's abilities
    also has several spells that can deal damage from a distance or fulfil other utility roles that most melee characters might not have

    can initiate a melee lock-down thanks to combat reflexes+stand still+defensive sweep

    attack bonus can reach as high as the low 40s which combined with power attack and something like divine surge can do a nice amount of damage

    at lv 20,spells per day are 6 22/20/10/8/4 (inc.rings&INT bonus),CL18,save DC17+splv
    which is probably enough




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    CM-abjurant champion
    MIC-ghostward enchantment,illusionbane enchantment,magebane enchantment
    PHB2-Duskblade,defensive sweep
    ToB-JPM,martial disciple enchantment
    XPH-stand still

    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Characters:
    Grath - Southern Comfort Campaign
    Prizes:
    Eglath - 2nd Place Iron Chef XXXII


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  10. - Top - End - #40
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    mattie_p's Avatar

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    A bearblade, you say?

    Quote Originally Posted by Burt Battleaxe
    Burt Battleaxe, barbearian

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    Bears, now made from 100% concentrated rage.

    Burt's story:
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    Burt's saga begins, as they so often do with a child's proclivities failing to live up to their parent's expectations.

    Burt Battleaxe was the son of a minor buisness owner in the dwarven city of uruz.
    Burt's father wishing for his son to take up his mantle later in life sent him to be educated, to his dismay Burt focused almost solely on tales of mighty psions and their head exploding powers and the sagas of warriors and battles long past, Burt had no passion for the other such schoolings he did recieve, for Burt knew what it was he liked to do.
    Burt wanted to fight.
    Burt was never happier than when he could really flip out and smash and destroy and beat everyone and everything around him, Burt had decided t take upon the mantle of the beserker.
    Burt soon learned to focus on his rage to increase his combat prowess and thus he kept trying to rage harder and harder,studying ancient martial texts such as the Talariic codex as well as the journal of grandmaster Ember and warlord Krusk in order to greater stoke the wrath within him.
    Burt focused and concentrated and refined his emotions, his will more and more until one day his will cleaved reality in twain and granted him the secrets of the mind.
    Burt, you see had awoken the latent psychic germ hidden in all life and began to harness the power of the psychic warrior he had red of in his youth.
    Burt with his new powers set out to find and fight and train against like-minded and like-abled warriors so that he might master the secrets of the Talariic codex, all the while pushing his rage further, learning to augment it with his will and abilities in order to perfect his combat prowess.
    Burt's mind focused more and more on those primal fight insticts, concentating round them like the mind of wild animal until one day there was no difference.
    Burt's mind and rage and psychic powers and primal instincts had solidified and curdled into the form of his spirit animal, a great bear, composed of his rage-fueled psyche, burt had learned to summon the bear, to become one with it, as he still does today.

    Now you know the saga of Burt Battleaxe, the barbearian.



    Abilities:
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    32 point buy
    STR16 DEX14 CON14 INT12 WIS14 CHA8 at creation
    STR16 DEX14 CON16 INT12 WIS14 CHA6 after racial
    STR18 DEX14 CON18 INT12 WIS15 CHA6 after level increases
    STR24 DEX14 CON24 INT12 WIS21 CHA6 after items
    STR28 DEX14 CON28 INT12 WIS22 CHA6 after inherent




    Breakdown by level:
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    N Hill Dwarf barbarian5/war mind10/bear warrior5
    ACFs;trapkiller,whirling frenzy

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

    1st|Barbarian 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |balance2(CC),intimidate 2,Knowledge(psionics)4,know(history)2,listen 4,survival 4|education(history,psionics)|fast movement, illiteracy, rage 1/day

    2nd|Barbarian 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |balance0.5(CC),intimidate1,know(psionics)1,listen 1,survival1|-|uncanny dodge

    3rd|Barbarian 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |balance0.5(CC),intimidate1,know(psionics)1,listen 1,survival1|Wild talent|Trapkilling

    4th|Barbarian 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    |intimidate2,know(psionics)1,listen1,survival1|-|rage 2/day

    5th|Barbarian 5|
    +5
    |
    +4
    |
    +1
    |
    +1
    |intimidate2,know(psionics)1,listen1,survival1|-|improved uncanny dodge

    6th|War mind 1|
    +6
    |
    +6
    |
    +3
    |
    +1
    |concentration1,never outnumbered|Power attack|chain of personal superiority +2

    7th|War mind 2|
    +7
    |
    +7
    |
    +4
    |
    +1
    |balance0.5(CC),survival0.5(CC),concentration1|-|chain of defensive posture +2

    8th|War mind 3|
    +8
    |
    +7
    |
    +4
    |
    +2
    |balance0.5(CC),survival0.5(CC),intimidate1|-|DR 1/-

    9th|War mind 4|
    +9
    |
    +8
    |
    +5
    |
    +2
    |balance0.5(CC),survival0.5(CC),concentration1|Ext ra rage|Rage 4/day

    10th|War mind 5|
    +10
    |
    +8
    |
    +5
    |
    +2
    |balance0.5(CC),survival0.5(CC),intimidate1|-|Sweeping strike

    11th|War mind 6|
    +11
    |
    +9
    |
    +6
    |
    +3
    |concentration1,intimidate2|-|DR 2/-

    12th|War mind 7|
    +12
    |
    +9
    |
    +6
    |
    +3
    |concentration2,intimidate1|Intimidating rage|chain of personal superiority +4

    13th|War mind 8|
    +13
    |
    +10
    |
    +7
    |
    +3
    |concentration1,intimidate2|-|chain of defensive posture +4

    14th|War mind 9|
    +14
    |
    +10
    |
    +7
    |
    +4
    |concentration2,intimidate1|-|DR 3/-

    15th|War mind 10|
    +15
    |
    +11
    |
    +8
    |
    +4
    |concentration1,intimidate2|Instantaneous rage|chain of overwhelming force

    16th|Bear warrior 1|
    +16
    |
    +13
    |
    +8
    |
    +4
    |handle animal1,intimidate1,listen1,survival1,swim1|-|Bear form(black)

    17th|Bear warrior 2|
    +17
    |
    +14
    |
    +8
    |
    +4
    |handle animal1,intimidate1,listen1,survival1,swim1|-|-

    18th|Bear warrior 3|
    +18
    |
    +14
    |
    +9
    |
    +5
    |handle animal1,intimidate1,listen1,survival1,swim1|Improv ed unarmed strike|scent

    19th|Bear warrior 4|
    +19
    |
    +15
    |
    +9
    |
    +5
    |handle animal1,intimidate1,listen1,survival1,swim1|-|-

    20th|Bear warrior 5|
    +20
    |
    +15
    |
    +9
    |
    +5
    |handle animal1,intimidate1,listen1,survival1,swim1|-|bear form(black or brown)
    [/table]


    Powers powered by RAGE:
    Spoiler
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    {table=head]Level|pp(class+racial+bonus)|powers known|highest lv power known

    6th|5(2+2+1)|1|1

    7th|9(5+2+2)|2|1

    8th|14(9+2+3)|2|1

    9th|20(14+2+4)|3|2

    10th|27(20+2+5)|3|2

    11th|36(28+2+6)|4|3

    12th|46(37+2+7)|4|3

    13th|57(47+2+8)|5|4

    14th|69(58+2+9)|5|4

    15th-20th|102(70+2+30)|6|5
    [/table]
    powers known:
    Spoiler
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    1-expansion,offensive precognition
    2-psionic's lion's charge
    3-epathic transfer,hostile
    4-psionic dimension door,psionic freedom of movement
    5-no powers of this level



    Equipment:
    Spoiler
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    *+1 wrathful healing greatsword(32'350gp)
    *necklace of natural attacks(156'600gp)
    bite&2 claws;+1 caustic surge ghost touch magebane wounding

    *+5 ghostward mithral full-plate(46'650gp)
    *+5 animated ghostward heavy shield(64'170gp)

    *amulet of health+6(36kgp)with an additional +6 wisdom(+36kgp according to MIC)
    *belt of giant strength+6(36kgp)
    *boots of speed(12kgp)
    *cloak of resistance+5(25kgp)

    *manual of bodily health+4(110kgp)
    *manual of gainful health+4(110kgp)
    *tome of understanding+1(27'500gp)



    The side-by-side comparison:
    Spoiler
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    like a warblade because;
    *full BAB
    *good fort,bad other saves
    *d11 HD
    *uncanny dodge&imp.uncanny dodge
    *crazy powers that allow it to hit somethings weak point for massive damage

    rage=+4str,+2 dodge to AC&ref svs,+1atk/full atk,all atks at -2. At lv 16 this becomes +8str,+2dex,+4con,plus above and at lv 20 it becomes +16str,+2dex,+8con,plus above

    can just rage out, causing everyone within 30ft to become shaken for the duration
    in bear form can use Improved unarmed strike,coupled with your bear natural attacks to get 7 attacks per turn

    powers allow for extra attack and damage

    thanks to high constitution cautic surge can add a little extra damage as well as mess up any trolls you might face

    can teleport or charge into melee with ease, so there is less focus on ranged attacks
    can heal self with either hostile empathic transfer or his greatsword


    Sources and methods:
    Spoiler
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    ECS-education
    CS-never outnumbered
    CW-bear warrior,extra rage,intimidating rage,instantaneous rage
    DMG2-caustic surge
    DS-trapkiller
    Enemies&allies-wrathful healing
    MIC-ghotward
    UA-whirling frenzy
    XPH-war mind,wild talent

    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
    Spoiler
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    Characters:
    Grath - Southern Comfort Campaign
    Prizes:
    Eglath - 2nd Place Iron Chef XXXII


    Avatar by Derjuin, sing her praises to Elysium. Adopt an Avatar today.

  11. - Top - End - #41
    Ogre in the Playground
     
    mattie_p's Avatar

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    A true disciple of the blade

    Quote Originally Posted by Abdullah "Wee Abu" Hamma

    "Wee A-bu! Wee A-bu!"
    --Spectators at Fightingman's Gladitorium, administering the traditional victory-paddling to their tiny tournament champion.

    THE LEGEND:
    Spoiler
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    Not all of history's giants are born into greatness or plus-sized pantaloons. Some have to claw and wrestle their way into glory, despite their baggy children's britches. One of those heroes was Abdullah Hamma, better known by his hated childhood nickname "Wee Abu."

    Some stories speculate it was Abu's small stature that pushed him to make his name known. Some say it was his love of naming fighting moves that put him in the ring, and fame emerged from there.
    But they all agree that there was a period where the fighting tournaments were manhandled by a tiny fighter with a penchant for coining and shouting multisyllabic fighting terms – the progenitor of such contemporary fighting staples as the Seven-Sharktooth Windsurf Springboard Parry and the notorious Pepper-Crusted Third-Entrée Codfish Strike.

    The only tangible evidence that still remains to substantiate the rumors is a chain of nine monasteries heralded by the enigmatic title "Wee Abu's Fight an' Magic Dojo."

    THE BUILD:
    Spoiler
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    BROAD STROKES:

    Human Monk 2/Swashbuckler 3/Disciple of the Word 10/Shou Disciple 5

    STARTING ATTRIBUTES:

    Str 14 Dex 16 Con 14 Int 16 Wis 8 Cha 8

    LEVEL BREAKDOWN:

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

    1st |Monk 1 |
    +0
    |
    +2
    |
    +2
    |
    +2
    |Balance 4 ranks, Bluff 1 rank, Diplomacy 4 ranks, Escape Artist 4 ranks, Hide 4 ranks, Jump 0 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 4 ranks, Truespeak 2 ranks, Tumble 4 ranks |Carmendine Monk, Hidden Talent (Dimension Hop), Stunning Fist|Bonus Feat, Decisive Strike, Unarmed Strike
    2nd |Monk 2 |
    +1
    |
    +3
    |
    +3
    |
    +3
    |Balance 5 ranks, Bluff 1.5 ranks, Diplomacy 5 ranks, Escape Artist 5 ranks, Hide 5 ranks, Jump 0 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 5 ranks, Truespeak 2.5 ranks, Tumble 5 ranks |Combat Reflexes |Bonus Feat, Evasion
    3rd |Swashbuckler 1 |
    +2
    |
    +5
    |
    +3
    |
    +3
    |Balance 5 ranks, Bluff 2.5 ranks, Diplomacy 6 ranks, Escape Artist 6 ranks, Hide 5.5 ranks, Jump 1 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 5.5 ranks, Truespeak 3 ranks, Tumble 6 ranks |Psionic Weapon |Weapon Finesse
    4th |Swashbuckler 2 |
    +3
    |
    +6
    |
    +3
    |
    +3
    |Balance 5 ranks, Bluff 3.5 ranks, Diplomacy 7 ranks, Escape Artist 7 ranks, Hide 6 ranks, Jump 2 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 6 ranks, Truespeak 3.5 ranks, Tumble 7 ranks | |Arcane Stunt (Expeditious Retreat)
    5th |Swashbuckler 3 |
    +4
    |
    +6
    |
    +4
    |
    +4
    |Balance 5 ranks, Bluff 4.5 ranks, Diplomacy 8 ranks, Escape Artist 8 ranks, Hide 7 ranks, Jump 3 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 6 ranks, Truespeak 4 ranks, Tumble 8 ranks | |Insightful Strike
    6th |Disciple of the Word 1 |
    +4
    |
    +8
    |
    +6
    |
    +6
    |Balance 5 ranks, Bluff 4.5 ranks, Diplomacy 8 ranks, Escape Artist 9 ranks, Hide 7 ranks, Jump 3 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 7 ranks, Truespeak 9 ranks, Tumble 9 ranks |Psionic Meditation |Word of Movement Sublime
    7th |Disciple of the Word 2 |
    +5
    |
    +9
    |
    +7
    |
    +7
    |Balance 5 ranks, Bluff 4.5 ranks, Diplomacy 9 ranks, Escape Artist 10 ranks, Hide 8 ranks, Jump 4 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 8 ranks, Truespeak 10 ranks, Tumble 10 ranks | |Word of the Stance Unyielding
    8th |Disciple of the Word 3 |
    +6
    |
    +9
    |
    +7
    |
    +7
    |Balance 5 ranks, Bluff 5 ranks, Diplomacy 9.5 ranks, Escape Artist 11 ranks, Hide 8.5 ranks, Jump 5 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 9 ranks, Truespeak 11 ranks, Tumble 11 ranks | |Word of Health Restored
    9th |Disciple of the Word 4 |
    +7
    |
    +10
    |
    +8
    |
    +8
    |Balance 5 ranks, Bluff 5.5 ranks, Diplomacy 10 ranks, Escape Artist 12 ranks, Hide 9 ranks, Jump 6 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 10 ranks, Truespeak 12 ranks, Tumble 12 ranks |Deep Impact |Word of Movement Perfected [retrain Arcane Stunt (Expeditious Retreat) to Arcane Stunt (Blur)
    10th |Disciple of the Word 5 |
    +7
    |
    +10
    |
    +8
    |
    +8
    |Balance 5 ranks, Bluff 6 ranks, Diplomacy 10.5 ranks, Escape Artist 13 ranks, Hide 9.5 ranks, Jump 7 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 11 ranks, Truespeak 13 ranks, Tumble 13 ranks | |Word of the Reflexes Exalted
    11th |Disciple of the Word 6 |
    +8
    |
    +11
    |
    +9
    |
    +9
    |Balance 5 ranks, Bluff 6.5 ranks, Diplomacy 11 ranks, Escape Artist 14 ranks, Hide 10 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 0 ranks, Move Silently 12 ranks, Truespeak 14 ranks, Tumble 14 ranks | |Word of the Strike Unstoppable
    12th |Disciple of the Word 7 |
    +9
    |
    +11
    |
    +9
    |
    +9
    |Balance 5 ranks, Bluff 7 ranks, Diplomacy 11.5 ranks, Escape Artist 15 ranks, Hide 10.5 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 0.5 ranks, Move Silently 13 ranks, Truespeak 15 ranks, Tumble 15 ranks |Power Attack |Word of the Fist Unraveling
    13th |Disciple of the Word 8 |
    +10
    |
    +12
    |
    +10
    |
    +10
    |Balance 5 ranks, Bluff 7.5 ranks, Diplomacy 12 ranks, Escape Artist 16 ranks, Hide 11 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 1 rank, Move Silently 14 ranks, Truespeak 16 ranks, Tumble 16 ranks | |Word of Harm Avoided
    14th |Disciple of the Word 9 |
    +10
    |
    +12
    |
    +10
    |
    +10
    |Balance 5 ranks, Bluff 8 ranks, Diplomacy 12.5 ranks, Escape Artist 17 ranks, Hide 11.5 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 1.5 ranks, Move Silently 15 ranks, Truespeak 17 ranks, Tumble 17 ranks | |Word of Mystic Deflection
    15th |Disciple of the Word 10|
    +11
    |
    +13
    |
    +11
    |
    +11
    |Balance 5 ranks, Bluff 8 ranks, Diplomacy 13 ranks, Escape Artist 18 ranks, Hide 12 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 2 ranks, Move Silently 17 ranks, Truespeak 18 ranks, Tumble 18 ranks |Expeditious Dodge, Weapon Focus (retrained from Power Attack) |Word of Speed Unfettered
    16th |Shou Disciple 1 |
    +12
    |
    +15
    |
    +13
    |
    +11
    |Balance 5 ranks, Bluff 8 ranks, Diplomacy 13 ranks, Escape Artist 19 ranks, Hide 13 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 2 ranks, Move Silently 18 ranks, Truespeak 19 ranks, Tumble 19 ranks | |Unarmed Strike
    17th |Shou Disciple 2 |
    +13
    |
    +16
    |
    +14
    |
    +11
    |Balance 5 ranks, Bluff 8 ranks, Diplomacy 13 ranks, Escape Artist 20 ranks, Hide 14 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 2 ranks, Move Silently 19 ranks, Truespeak 20 ranks, Tumble 20 ranks |Power Attack |Bonus Feat
    18th |Shou Disciple 3 |
    +14
    |
    +16
    |
    +14
    |
    +12
    |Balance 5 ranks, Bluff 8 ranks, Diplomacy 13 ranks, Escape Artist 21 ranks, Hide 15 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 2 ranks, Move Silently 20 ranks, Truespeak 21 ranks, Tumble 21 ranks |Robilar's Gambit |Martial Flurry (Light)
    19th |Shou Disciple 4 |
    +15
    |
    +17
    |
    +15
    |
    +12
    |Balance 5 ranks, Bluff 8 ranks, Diplomacy 13 ranks, Escape Artist 22 ranks, Hide 16 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 2 ranks, Move Silently 21 ranks, Truespeak 22 ranks, Tumble 22 ranks |Improved Initiative |Bonus Feat
    20th |Shou Disciple 5 |
    +16
    |
    +17
    |
    +15
    |
    +12
    |Balance 5 ranks, Bluff 8 ranks, Diplomacy 13 ranks, Escape Artist 23 ranks, Hide 17 ranks, Jump 8 ranks, Know (Arcane) 1 rank, Know (Shou) 2 ranks, Move Silently 22 ranks, Truespeak 23 ranks, Tumble 23 ranks | |Martial Flurry (Any)[/table]

    GENERAL TACTICS:
    Spoiler
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    The general strategy is to use swift buffs and powers to form provide a variety of combat actions, throwing in attacks with rider effects like damage boosts, touch-resolution and high-CL dispels.

    Disciple of the Word's consolidation of skills, saves and various other abilities onto the Truespeak skill allows it to invest heavily in that one stat and get high returns across the build.

    Monk levels make Manifester Shuriken somewhat less cheesy than normal, facilitating inexpensive endurance on Dimension Hop power.

    LEVEL CROSS SECTIONS:
    Spoiler
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    LEVEL 5
    Spoiler
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    Between Insightful Strike, Decisive Strike and Psychic Weapon, Abu is able to deal respectable damage for his level in a variety of circumstances. With swift Dimension Hop and Expeditious Retreat abilities and full Tumble ranks, he's very mobile for a level 5 fighter. Monk levels push high saving throws and a decent armor class. With some stealth skills, Dimension Hop and at least enough social skills for the party not to deliberately gag him, he should be able to reliably contribute outside combat environments.

    LEVEL 15
    Spoiler
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    Abu has just obtained the Disciple of the Word capstone. Between ranks, intelligence, a silvertongue amulet and paragnostic assembly membership and a masterwork tool, he should be able to hit the DC 50 check for immediate action movement 85% of the time (strong for setting up full attacks or decisive strikes, and very powerful for dodging out of attacks' way). DotW levels give Abu the abilities to make a CL 46 targeted dispel against anyone he hits with a melee attack, to negate an attack against him with a Truespeech check, and to punch through Epic DR without even rolling. With Deep Impact, Power Attack, a Collision Quarterstaff and Decisive Strike, Abu is able to make a nearly irresistible attacks at high damage output (and with Dimension Hop and Word of Speed Unfettered, setting the strike up is not particularly difficult).

    LEVEL 20
    Spoiler
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    The combination of Combat Reflexes, Robilar's Gambit and Decisive Strike makes Abu a dangerous character to target with melee attacks, and Word of Speed Unfettereed makes him a difficult character to target with other attacks; between the alternative choices of Flurry or Decisive Strike, plus Word of Speed Unfettered, he should be able to position himself to remain a credible damage-dealer, and Word of the Fist Unraveling (and its associated +53ish targeted dispel) allows him to target defenses other than AC and HP.

    WARBLADICITY
    Spoiler
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    Going from general feel to specific details:

    In the broadest sense, it's a melee build with things to do beside attack and move. But the way it manages resources has parallels to the warblade: there's a heavy emphasis on regulating swift and immediate action maneuvers, making economic decisions with per-encounter resources, exploiting its intelligence bonus in combat. And, of course, in having abilities whose names might upset certain people's sensibilities (the difference is that Disciple of the Word does necessarily narrate along with its moves in the fiction).

    In more specific terms, this build mimes some of the specific details of the warblade, like its ability to substitute static or low defenses with high opposed rolls, to punch through AC with touch attacks or to ignore DR that gets in its way. Breaking down maneuver mimicry:

    Maneuvers:
    • Emerald Razor: Deep Impact, and also used per-encounter.
    • Sudden Leap: Dimension Hop mirrors its short-range swift movement at low levels. Word of Speed Unfettered can allow faster movement later in the build.
    • Wall of Blades: Word of the Harm Avoided similarly negates most attacks with an opposed roll. It doesn't affect spells (though Abu's touch AC is high) but the Truespeak check it's based on is easier to boost than an attack roll.
    • Mountain Hammer: Word of the Strike Unstoppable overcomes any DR on its own. Alternatively, the build could just shell out for a Transmuting enhancement on an Adamantine weapon, which has about the same effects anyway.
    • Iron Heart Surge: You don't like a magical effect? Punch it out of existence.
    • Ruby Nightmare Blade: Decisive Strike. It has the disadvantage of being a full-round action, but there are enough inexpensive movement methods for that not to be crippling (Dimension Hop, Word of Speed Unfettered, Chronocharm of the Horizon Walker, Boots of Battle), plus Decisive Strike has the advantage of doubling damage during AoOs and other bonus attacks (from Snake's Swiftness and similar).
    • [Various counters and status relievers]: Word of Mystic Deflection can essentially negate any undesirable spell effect that allows spell resistance (unless the caster is able to keep its CL up with your skill check).
    • Action Before Thought: Word of Reflexes Exalted is basically exactly that, with Truespeech substituted for Concentration.
    • Bounding Assault: Between Arcane Stunt effectively doubling the build's move speed and Word of Speed Unfettered giving immediate-action movement, both of the main uses of this ability are relatively closely mirrored.
    • Roots of the Mountain: Word of the Stance Unyielding similarly provides huge bonuses against abilities that would move or otherwise manhandle this character.

    RELEVANT GEAR:
    Spoiler
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    The normal ability, weapon and armor enhancements and resistance bonuses are as useful as ever, though armor and resistance are in slightly lower demand (and armor can largely be obviated with a wand of mage armor spells). Strength should be the first priority, followed by Dexterity, followed by Intelligence and Constitution in about equal degrees.

    As a Truespeech-user, a Silvertongue amulet is a high-priority purchase/acquisition, as is Paragnostic Assembly membership [alright, that's not an item, but it draws from the same resources].

    As a psionic monk, the build has a better claim than most to abuse Manifesting shuriken. This can inexpensively facilitate as many Dimension Hops as desired.

    Because longer-range swift movement is not acquired until a ways into the build, Chronocharms of the Horizon Walker or some Boots of Battle would be more useful than normal, in a minimally abusive capacity.

    A 2k gp adamantine weapon would be useful for carving through obstacles and doing all those things Mountain hammer is lauded for adding to the Warblade's versatility. Add a Transmuting enhancement if DR is still a problem.

    The Collision enhancement is also relevant, for complementing use of Decisive Strike.

    As a melee character with short weapon reach, highish dex and combat reflexes, purchasing a Permanent Enlarge effect does Abu well.

    Ki Straps (MIC) don't hurt, but your Stunning Fist uses are going other places, and the saves aren't really reliable anyway.

    VARIANTS/ADAPTATIONS:
    Spoiler
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    With Flaws, it's possible to get Power Attack into the build much earlier, to make use of the Decisive Strike + Power Attack + Deep Impact combination.

    If Oriental Adventures' tumble rules are in effect, Abu hits the 10ft free action movement DC relatively quickly. With that and Dimension Hop, Abu should be able to handle tactical movement fairly easily without impeding full attack actions.

    With Item Familiars, Truespeak can be cranked much higher. And if commissioning a standard [competence] skill-boosting item is an option, take it.

    If setting-crossing is permitted, Kalashtar (RoE) provides some resources like a developing PP pool and Fist of Dal Quor (SoS).

    If you want to go for the low-hanging fruit in Warblade mirroring, items like Crown of the White Raven/Iron Heart Vest/Diamond Mind Rings get the job done, but I'd like not to incorporate those into the build itself.

    SOURCES:
    Spoiler
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    • Disciple of the Word – Tome of Magic
    • Decisive Strike, Robilar's Gambit, Retraining – Player's Handbook 2
    • Psychic Weapon, Psionic Meditation, Hidden Talent, Deep Impact, Collision and Manifester enhancements – Expanded Psionics Handbook
    • Dimension Hop – Complete Psionic
    • Shou Disciple – Unapproachable East
    • Carmendine Monk – Champions of Valor
    • Arcane Stunt – Complete Mage
    • Swashbuckler – Complete Warrior
    • Paragnostic Assembly – Complete Champion
    • Transmuting Weapons, Ki Straps, ability enhancement rules, Boots of Battle, Chronocharms of the Horizon Walker
    • Expeditious Dodge – Races of the Wild

    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
    Spoiler
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    Characters:
    Grath - Southern Comfort Campaign
    Prizes:
    Eglath - 2nd Place Iron Chef XXXII


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  12. - Top - End - #42
    Ogre in the Playground
     
    mattie_p's Avatar

    Join Date
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    An adept in possibly every sense of the word...

    Quote Originally Posted by Adept's Adept
    An adept's adept
    Spoiler
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    Spoiler
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    My first memories are of the old monastery and master Nazbek.
    I grew up as a foundling of the Jasite monastery of the ruby goddess, my days spent in contemplation of our stern lady, studying such limited magics as would be needed for our duties, studying of the local plants and their healing properties. What I'll always remember most though was...is master Nazbek and his combat drills, learning to use our faith and devotion as a means to preform feats of martial skill most would call supernatural.
    It wasn't an exciting life but nor was it an onerous one, and I was...content.
    That all changed when the war began.
    Our mistress may be the ruby sorceress but she is also Death's guardian and thus what those...demons that dared to profane the title of necromancer with their foul works rose up, she called upon us, her faithful to strike them down.
    The early days were the worst as I so clearly recall us falling back before the undead hordes as darkness fell again and again, I would not fail my lady though, I learnt to bring forth the daylight myself and to shape it into a weapon against them.
    And it seemed like so soon afterwards that the war was done, the enemy armies broken and their leaders cast down and I was left without purpose again, with my light and spells and martial techniques and my little herb dagger now so magical and nothing, nothing to use them on and no idea where to go from here.
    My goddess did not leave adrift but rather secretly sent forth one of her faithful with an offer of a new purpose, new training, a chance to serve her as one of her ruby knights!
    I often wonder if old master Nazbek knew this would happen, did the same happen to him long ago? Is this why he taught us what he did so long ago? I will not let them down, I will make my master and my mistress proud.


    Abilities -
    Spoiler
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    32 point buy.
    STR14 DEX12 CON14 INT12 WIS15 CHA12 at character creation
    STR16 DEX12 CON16 INT12 WIS16 CHA12 after levelling
    STR22 DEX18 CON22 INT18 WIS22 CHA18 after items
    STR22 DEX18 CON22 INT18 WIS26 CHA18 after inherent


    Breakdown by level -
    Spoiler
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    LN human Adept8/Master of Radiance2/Ruby Knight Vindicator10
    NAME OF ENTRY
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Adept 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |concentration4, know(nature)4, know(religion)4, hide2(CC), intimidate2(CC)|improved initiative(human), martial study(crusader's strike)|-

    2nd|Adept 2|
    +1
    |
    +0
    |
    +0
    |
    +3
    |concentration1, know(nature)1, know(religion)1, hide0.5(CC), initimidate0.5(CC)|-|summon familiar(hawk)

    3rd|Adept 3|
    +1
    |
    +1
    |
    +1
    |
    +3
    |concentration1, hide0.5(CC), intimidate0.5(CC), knowledge(nature)1|martial stance(martial spirit)|-

    4th|Adept 4|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Spellcraft1, know(nature)1, hide0.5(CC), intimidate0.5(CC)|-|-

    5th|Adept 5|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Spellcraft1, know(nature)1, hide0.5(CC), intimidate0.5(CC)|-|-

    6th|Adept 6|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Spellcraft1, hide0.5(CC), intimidate0.5(CC), survival1|Devoted bulwark|-

    7th|Adept 7|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Spellcraft1, hide0.5(CC), intimidate0.5(CC), survival1|-|-

    8th|Adept 8|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Spellcraft1, survival3|-|-

    9th|Master of radiance 1|
    +4
    |
    +4
    |
    +2
    |
    +8
    |concentration1, heal1, know(nature)1, move silently0.5(CC), spellcraft1, spot1|martial study(shadow jaunt)|Radiant aura 1/day, turn undead

    10th|Master of radiance 2|
    +5
    |
    +5
    |
    +2
    |
    +9
    |concentration1, heal1, know(nature)1, move silently0.5(CC), spellcraft1, spot1|-|Searing light

    11th|Ruby Knight Vindicator 1|
    +6
    |
    +5
    |
    +2
    |
    +11
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, heal1|-|-

    12th|Ruby Knight Vindicator 2|
    +7
    |
    +5
    |
    +2
    |
    +12
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, knowledge(religion)1|martial study(foehammer)|divine recovery

    13th|Ruby Knight Vindicator 3|
    +8
    |
    +6
    |
    +3
    |
    +12
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, heal1|-|-

    14th|Ruby Knight Vindicator 4|
    +9
    |
    +6
    |
    +3
    |
    +13
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, knowledge(religion)1|-|-

    15th|Ruby Knight Vindicator 5|
    +10
    |
    +6
    |
    +3
    |
    +13
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, heal1|faith unswerving|armored stealth

    16th|Ruby Knight Vindicator 6|
    +11
    |
    +7
    |
    +4
    |
    +14
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, knowledge(religion)1|-|-

    17th|Ruby Knight Vindicator 7|
    +12
    |
    +7
    |
    +4
    |
    +14
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, heal1|-|Divine impetus

    18th|Ruby Knight Vindicator 8|
    +13
    |
    +7
    |
    +4
    |
    +15
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, knowledge(religion)1|minor shapeshift|-

    19th|Ruby Knight Vindicator 9|
    +14
    |
    +8
    |
    +5
    |
    +15
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, heal1|-|Divine fury

    20th|Ruby Knight Vindicator 10|
    +15
    |
    +8
    |
    +5
    |
    +16
    |concentration1, hide1, move silently0.5(CC), sense motive1, spellcraft1, knowledge(religion)1|-|-[/table]


    Crazy powers -
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    Spells by level -
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th

    1st|3|1|-|-|-|-

    2nd|3|1|-|-|-|-

    3rd|3|2|-|-|-|-

    4th|3|2|0|-|-|-

    5th|3|2|1|-|-|-

    6th|3|2|1|-|-|-

    7th|3|3|2|-|-|-

    8th|3|3|2|0|-|-

    9th|3|3|2|0|-|-

    10th|3|3|2|1|-|-

    11th|3|3|2|1|-|-

    12th|3|3|2|1|-|-

    13th|3|3|3|2|-|-

    14th|3|3|3|2|0|-

    15th|3|3|3|2|1|-

    16th|3|3|3|2|1|-

    17th|3|3|3|2|1|-

    18th|3|3|3|3|2|-

    19th|3|3|3|3|2|0

    20th|3|3|3|3|2|1[/table]

    spell list -
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    0-detect magic,ghost sound,read magic
    1-CLW,command,obscuring mist,protection from evil
    2-CMW,bear's endurance,invisibility,see invisibility,web
    3-CSW,daylight,lightning bolt,tongues
    4-CCW,minor creation,polymorph,restoration
    5-heal,wall of stone

    this is just an example of what she usually prepare

    Martial abilities by level -
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    {table=head]Level|Maneuvers known|Maneuvers readied|Stances known|New maneuvers/stances

    1st|1|1|0|Crusader's strike

    2nd|1|1|0|-

    3rd|1|1|1|Martial spirit

    4th|1|1|1|-

    5th|1|1|1|-

    6th|1|1|1|-

    7th|1|1|1|-

    8th|1|1|1|-

    9th|2|2|1|Shadow jaunt

    10th|2|2|1|-

    11th|2|2|2|Thicket of blades

    12th|4|3|2|Foehammer, Leading the attack

    13th|4|3|2|-

    14th|5|3|2|White raven tactics

    15th|5|4|2|-

    16th|6|4|3|Tactics of the wolf, Divine surge

    17th|6|4|3|-

    18th|7|4|3|Radiant charge

    19th|7|5|3|-

    20th|8|5|3|Flanking maneuver
    [/table]



    Equipment -
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    *+5 holy undead bane dagger(128'302gp)

    *belt of magnificence+6(200kgp)
    *boots of elvenkind(2500gp) bonus increased to +15 would be 22'500gp according to DMG
    *robes(just regular robes) with +8 armor bonus to AC(+64kgp according to MIC) and +5 deflection bonus to AC(+50kgp " ") and +5 enchantment bonus to natural armor(+50kgp " ")
    *vest of resistance+5(25kgp)
    *ring of chameleon power(12'700gp)
    *ring of invisibility(20kgp)

    *tome of understanding+4(110kgp)

    *collection of potions/scrolls of remove curse,neutralise poison,etc


    Explanation -
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    This was mostly just an attempt to make a martial adept using the NPC adept class

    similar to warblade in
    *has a horrible reflex save
    *has a small selections of manoeuvres and stances

    however -
    *BAB,hp&fort save isn't as good

    at 20th lv -
    202hp(12d8+8d6+120)
    AC32 t19 ff28(+8armor,+4dex,+5deflection,+5natural)
    Saves19/14/29(8/5/16-base+6/4/8-stats+5/5/5-vest)
    spells 3 5/5/5/4/2(inc. wis bonus),save DC18+splv
    8 manoeuvres known(5 readied),3 stances known,IL15(10RKV+1/2 other lvs)


    Sources -
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    adept -DMG
    master of radiance -libris mortis
    RKV -ToB
    belt of magnificence -minatures handbook


    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    That should do it. Four entries this time around. Judges, please proceed with judging. Spectators, feel free to comment, but see below. Sauciers, kick back and enjoy yourselves, you've earned it!


    Any criticisms/questions on build legality and comments on judging from the competitors should be sent via PM to me, to protect the innocent and the integrity of the competition.
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Somebody used Truenaming! That's always interesting, not only that but its my favourite truenamer Prc. I kinda wish I'd remembered it now.
    Last edited by motoko's ghost; 2012-09-30 at 07:39 PM.

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    I was expecting to see some psychic warrior/meditants. That power list has a lot of appropriate abilities, and the Psychic Meditation PP-recharge really feels like a ToB class.

    I even started on one of those tables before real life, originality doubts and completely underestimating how long those tables take to fill in got me to ditch it.
    Last edited by eggs; 2012-09-30 at 08:11 PM.

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Quote Originally Posted by eggs View Post
    I was expecting to see some psychic warrior/meditants. That power list has a lot of appropriate abilities, and the Psychic Meditation PP-recharge really feels like a ToB class.

    I even started on one of those tables before real life, originality doubts and completely underestimating how long those tables take to fill in got me to ditch it.
    I had a bit written up about a psion/fighter/slayer, using Psychic Mediation and Combat Forms to replicate the abilities.

    Too bad I ran out of time, I think that it would have fun.

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Of course, now that the builds are revealed, everyone can feel free to add their 2 cents on what everyone should have done.

    I suspected magic users of various sorts were going to be strongly represented in replicating a blade magician.
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Quote Originally Posted by eggs View Post
    I was expecting to see some psychic warrior/meditants. That power list has a lot of appropriate abilities, and the Psychic Meditation PP-recharge really feels like a ToB class.

    I even started on one of those tables before real life, originality doubts and completely underestimating how long those tables take to fill in got me to ditch it.
    Pro-tip, quote the opening post and copy paste the table format. That's what I usually do.

    Truenaming completely surprised me. It is not often I think "Hmmmm, my DM won't let me play ToB, so I'll use a truenaming PrC!"
    Quote Originally Posted by Kuulvheysoon
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    I don't think it is so much the DM won't let me play this class, so I'll build a character just like it anyway and show them up. I think of it more as an exercise in using the wide breadth of rules to get the same results in a different way.

    But on another note, while I don't want to speak for everyone, ToB seems to be banned a lot because it "just doesn't make any sense! LOL! Melee can't use magic!" Tome of Magic already uses magic, so it seems "right."
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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  20. - Top - End - #50
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Quote Originally Posted by mattie_p View Post
    I don't think it is so much the DM won't let me play this class, so I'll build a character just like it anyway and show them up. I think of it more as an exercise in using the wide breadth of rules to get the same results in a different way.

    But on another note, while I don't want to speak for everyone, ToB seems to be banned a lot because it "just doesn't make any sense! LOL! Melee can't use magic!" Tome of Magic already uses magic, so it seems "right."
    Most of the entries have a ToB PrC in there, though. That kinda defeats the purpose.

    The Bearbarian has an alignment conflict, going from never lawful Barbarian to must be Lawful War Mind.

    I would also say that it doesn't matter if you have Monk levels, Manifesting Shuriken is just Known Cheese.

    My ideas were the following:

    1) Dungeoncrashing Zhent Fighter with most of the bonus feats sunk into maneuvers and a stance. Goes into either War Mind or PsiWar/Slayer.

    2) PsiWar/Ranger/Slayer

    3) ClericZilla. Refluff certain spell selections as maneuvers.
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    Quite possibly, the best rebuttal I have ever witnessed.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Quote Originally Posted by ShneekeyTheLost View Post
    The Bearbarian has an alignment conflict, going from never lawful Barbarian to must be Lawful War Mind.
    XPH says that War Minds just have to be non-chaotic, So if the build is XN(any neutral) it should still work.

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    So, how are the judges doing? Also, any ideas for the next competition are appreciated. I have a few ideas, but I make no promises.
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Quote Originally Posted by mattie_p View Post
    So, how are the judges doing? Also, any ideas for the next competition are appreciated. I have a few ideas, but I make no promises.
    If I have an idea, should I just state it or PM it to you?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Divine Mind could be neat. And Spellthief, but there might be a worry about people gravitating to the same trick or two.

    EDIT:
    Would the longer Savage Species racial classes be fair game? Some of them get some unique tricks that might prompt some more interesting builds than the likes of Samurai or Wu Jen.
    Last edited by eggs; 2012-10-08 at 09:11 PM.

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    My idea was something along the lines of a psychic warrior build, using the fact that you can expend your psychic focus to recover a maneuver (hey, there's a feat for that.)

    Then, just retrain as I increase in level, and I'll get some pretty sweet maneuvers.

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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Quote Originally Posted by Lord_Gareth View Post
    If I have an idea, should I just state it or PM it to you?
    If you have an idea, just toss it out here for discussion. I make no promises regarding if or when it will be used, though.
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Factotum, then.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    Judges, any progress on the results?
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    So... any judges at all? First judging will end the contest, I believe. Then we can move on.
    Chairman of Zinc Saucier. Currently judging made from scratch Flayerspawn Psychics. It is just like Iron Chef but comes with double the prize money.
    Quote Originally Posted by Psyren View Post
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    Default Re: Zinc Saucier 8: Just what kind of adept are we talking about?

    I'll try to get something up today.
    Quote Originally Posted by Kuulvheysoon
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