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    Dwarf in the Playground
     
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    Aug 2012
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    Default Junkyard Wars XXIV: VoPe + S - DC

    Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds!

    Goal: Create a build that showcases the selected ingredients while steering clear of the Forbidden Ingredient.


    This competition has two Necessary Components and one Forbidden Component. This round's components are...

    • Necessary: Vow of Peace feat (from The Book of Exalted Deeds p.48)
    • Necessary: Saint template (from The Book of Exalted Deeds p.185 [see also p. 29])
    • Forbidden: Divine casting (from the SRD, as well as several other sources)



    Spoiler: RULES
    Show

    • Creation: 32 point-buy is the presumed creation method. You may assume that you will have enough exp to reach ECL 20, and that the occasional bit of crafting, use of spells with exp components, or the like won't prevent you from doing so. However, LA buyoff is an alternate rule which is not in play.
    • Workshop: 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 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. If you use web material, please link it. Dragon Magazine Compendium is allowed, as are Oriental Adventures and the Dragonlance Campaign Setting. Alternate rule systems from UA such as gestalt and fractional saves are not allowed, as they create a different playing field.
    • Speculation: Please don't post or speculate on possible builds until after the reveal in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.
    • Disputes: Any scoring disputes should be sent to the Chair via PM. Valid disputes include RAW misreadings, arithmetic errors, things missed that are present in the entry, and inconsistently applied criteria. Invalid disputes include disagreements on matters of opinion, a judge not catching something not explicitly presented in the entry, and the like. Invalid disputes will be responded to via PM by the Chair, but valid disputes will be posted in-thread for the judge to review. When disputing, please indicate the judge the dispute is intended for and provide a quote of the disputed comment or comments. Note: the Chair may edit or paraphrase any disputes in presenting them to the judges.
    • Leadership is banned: We're creating one thing, not all of the things. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.
    • Presentation: You will need to present a write-up of your build at at least one of the following points: 5th level, 10th level, 15th, 20th, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20-level build in the table below. Please give a rundown of the build's abilities and playability throughout its life. Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build as I'm likely to miss it when reviewing the entries. Also for this reason, PLEASE do not include any material that may or may not offend any potential viewers/judges/competitors OR break forum rules. Any builds which violate forum rules WILL be withheld from posting.


    Spoiler: Handy-dandy Tables You Can Use
    Show

    Due to concerns about standardizing entry format, please use the following table for their entry.
    Spoiler
    Show
    NAME OF ENTRY
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st New Class Level +x +x +x +x Skills Feats New Class Abilities
    2nd New Class Level +x +x +x +x Skills Feats New Class Abilities
    3rd New Class Level +x +x +x +x Skills Feats New Class Abilities
    4th New Class Level +x +x +x +x Skills Feats New Class Abilities
    5th New Class Level +x +x +x +x Skills Feats New Class Abilities
    6th New Class Level +x +x +x +x Skills Feats New Class Abilities
    7th New Class Level +x +x +x +x Skills Feats New Class Abilities
    8th New Class Level +x +x +x +x Skills Feats New Class Abilities
    9th New Class Level +x +x +x +x Skills Feats New Class Abilities
    10th New Class Level +x +x +x +x Skills Feats New Class Abilities
    11th New Class Level +x +x +x +x Skills Feats New Class Abilities
    12th New Class Level +x +x +x +x Skills Feats New Class Abilities
    13th New Class Level +x +x +x +x Skills Feats New Class Abilities
    14th New Class Level +x +x +x +x Skills Feats New Class Abilities
    15th New Class Level +x +x +x +x Skills Feats New Class Abilities
    16th New Class Level +x +x +x +x Skills Feats New Class Abilities
    17th New Class Level +x +x +x +x Skills Feats New Class Abilities
    18th New Class Level +x +x +x +x Skills Feats New Class Abilities
    19th New Class Level +x +x +x +x Skills Feats New Class Abilities
    20th New Class Level +x +x +x +x Skills Feats New Class Abilities

    Code immediately below (spoiler).
    Spoiler
    Show
    [table="class: head alt1 alt2"]
    [tr]
    [th][B]Level[/B][/th]
    [th][B]Class[/B][/th]
    [th][B]Base Attack Bonus[/B][/th]
    [th][B]Fort Save[/B][/th]
    [th][B]Ref Save[/B][/th]
    [th][B]Will Save[/B][/th]
    [th][B]Skills[/B][/th]
    [th][B]Feats[/B][/th]
    [th][B]Class Features[/B][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [/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)
    Spoiler
    Show
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - - - - - - - - - -
    5th - - - - - - - - - -
    6th - - - - - - - - - -
    7th - - - - - - - - - -
    8th - - - - - - - - - -
    9th - - - - - - - - - -
    10th - - - - - - - - - -
    11th - - - - - - - - - -
    12th - - - - - - - - - -
    13th - - - - - - - - - -
    14th - - - - - - - - - -
    15th - - - - - - - - - -
    16th - - - - - - - - - -
    17th - - - - - - - - - -
    18th - - - - - - - - - -
    19th - - - - - - - - - -
    20th - - - - - - - - - -
    Code immediately below (spoiler)
    Spoiler
    Show
    [B]Spells per Day/Spells Known[/B]
    [table="class:head alt1 alt2"]
    [tr]
    [th][B]Level[/B][/th]
    [th][B]0lvl[/B][/th]
    [th][B]1st[/B][/th]
    [th][B]2nd[/B][/th]
    [th][B]3rd[/B][/th]
    [th][B]4th[/B][/th]
    [th][B]5th[/B][/th]
    [th][B]6th[/B][/th]
    [th][B]7th[/B][/th]
    [th][B]8th[/B][/th]
    [th][B]9th[/B][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [/table]
    For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.

    Spoiler: Judging
    Show


    • Scoring: Each judge is required to provide the criteria by which they are judging the builds. By "criteria," we mean a simple explanation of what the judge is looking for in each of the below categories and what kind of scoring we can expect. If a judge deems a build to be illegal, they may provide a 0 in Elegance but may not refuse to judge any build presented by the Chairman.
    • The Categories: Judging will be based on the following criteria, with each build rated from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Components.

      • Originality: Is the build unique? Does it deviate from the obvious? Does it forge its own path, or does it fall back on common, established optimization tricks? Some judges score entries for the quality of their concept & backstory as well, though not all do. Providing at least some backstory is heavily encouraged, as it helps the judges figure out who the entry is. Note that the purpose of this category is not to penalize entries that independently came up with the same idea as another entry, but rather to reward entries that explore underutilized and non-obvious areas of optimization, so, judges, try not to base your judging in this category too heavily on what other builds are doing. Multiple entries using the same element may certainly be evidence that the element is unoriginal, but you shouldn't impose anything like a "-1 for each other build using the same class" penalty.
      • Power: 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: This category was formerly titled "Build Stability." Here, we're essentially measuring how skillfully you put your build together and how you balanced flavor with 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 (meaning any multiclassing that results in an xp penalty), and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, may lose you points. Rule adherence and legality of sources is scored under this category; additionally, reliance on a questionable, controversial, or ambiguous ruling can and should result in a deduction. Neither the number of sources nor their relative obscurity should be penalized--contestants should feel free to use any books they like. Dipping should not be penalized unless it results in a multiclass xp penalty; if the system won't penalize it, neither should judges.
      • Use of Components: Was the Forbidden Component avoided? Were the Necessary Components showcased, or simply used because they were necessary?
    • Disputes: Any scoring disputes will be posted by the Chairman in-thread after reviewing them privately. Valid disputes include
      • RAW misreadings,
      • arithmetic errors,
      • things missed that are present in the entry,
      • and inconsistently applied criteria.

      Invalid disputes include
      • disagreements on matters of opinion,
      • a judge not catching something not explicitly presented in the entry,
      • and the like.

      Invalid disputes will be responded to via PM by the Chair, but valid disputes should be responded to by each individual judge. Judges are obligated to respond to disputes to ensure that everyone gets a fair shake. A judge's scores will only be recognized if they have recognized all disputes. In the absence of any other judges, the entries will be judged by the chairman.



    Completion Time:
    • Contestants will have until 20:59 PM CDT Monday May 6, 2019 to create their builds and PM them to the chairman.
    • Builds will then be posted simultaneously to avoid copying.
    • Judges will have until 20:59 PM CDT Tuesday May 14, 2019 to judge the builds and submit their scores. Judging deadline is subject to extension as required.
    • As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.


    Looking for as many contestants and judges as feel like playing! We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build that doesn't gain a medal. Contestants are invited to vote for honorable mention via PM. Everyone else can vote in-thread. Ready? Set? Get to the junkyard and start building!

    Spoiler: Previous Competitions
    Show

    1. Junkyard Wars in the Playground I: Shadowdancer + Sneak Attack - Rogue
    2. Junkyard Wars in the Playground II: Healing Spells + Ruby Knight Vindicator - Cleric
    3. Junkyard Wars in the Playground III: Dragons + Theurges - Kobolds
    4. Junkyard Wars in the Playground IV: BoED + Undead Type - Completes
    5. Junkyard Wars in the Playground V: Dread Witch + Reaping Mauler - Fighter
    6. Junkyard Wars in the Playground VI: Wonderworker + Profession Skill - Factotum
    7. Junkyard Wars in the Playground VII: Metamagic Feats + LA - Metamagic Reducers!
    8. Junkyard Wars in the Playground VIII: Pounce+Small Size-Barbarian
    9. Junkyard Wars in the Playground IX: Earth Dreamer + Ordained Champion - Cleric
    10. Junkyard Wars in the Playground X: Meldshaping + Natural Attacks - Totemist
    11. Junkyard Wars in the Playground XI: Magical Darkness + Improved Familiar - Wizard
    12. Junkyard Wars in the Playground XII: Dragonmark Heirs + Touchstones - Martial Weapons
    13. Junkyard Wars in the Playground XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping
    14. Junkyard Wars in the Playground XIV: Racial Paragon Classes + Spellcasting - Base Classes
    15. Junkyard Wars in the Playground XV: Ruathar + Stoneblessed - Human
    16. Junkyard Wars in the Playground XVI: Trapsmith + Combat Trapsmith - Rogue
    17. Junkyard Wars in the Playground XVII: Elemental Warrior + Jaunter - Fighter
    18. Junkyard Wars in the Playground XVIII: Argent Savant + Holy Scourge - Wizard
    19. Junkyard Wars in the Playground XIX: Incarnum Blade + Exotic Weapon Master - Spiked Chain
    20. Junkyard Wars in the Playground XX: Xorvintaal Exarch + The Pact-Bound Adept - Sorcerer
    21. Junkyard Wars in the Playground XXI: Rebuke Undead + Teamwork Benefits - [Divine] feats
    22. Junkyard Wars XXII: Battle Trickster + Magical Trickster - Uncanny Trickster
    23. Junkyard Wars XXIII: Spellwarp Sniper + Silever Pyromancer - Energy Substitution

    Last edited by Macabaret; 2019-05-01 at 03:55 PM.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    I feel it pertinent to point out here that the Book of Exalted Deeds (the source material for both of our necessary components this round) includes, in its introduction, this:
    Quote Originally Posted by Book of Exalted Deeds p.4
    There is one other reason this book is intended for mature audiences: it deals with certain aspects of real-world religion that might make some people uncomfortable. .... To many of us with deeply held convictions about such matters, the subject is touch at best. This book carries a warning because we're relying on you to deal with your own reactions to this material in a mature manner.... We've tried to present the material with sensitivity and appropriate gravity, and we trust you to use it in the same way.
    It is with no mere coincidence that this contest straddles in its time-frame what Christians refer to as Holy Week. Some may wish to explore such a connection as they create their entry/ies. Others might hold no such interest. We here in this contest will require no such connection be made, though we will, of course, expect all who enter here to hold themselves to the maturity intended by the creators of the source material.

    FAQ
    • Vow of Peace, huh? Doesn't that kinda change the game?
      Vow of Peace does change the play-style of what many consider to be a 'typical' game of d&d. Judges: it is highly recommended that you view the characters presented as being approved and appropriate for the campaign they'd find themselves in. That doesn't mean that the campaign so designed for them will be without hardship or sacrifice; to the contrary, sacrifices may very well be necessary for them. But your judgements should not include penalties for any perceived disruptions to a campaign due to the exalted nature of the character.
    Last edited by Macabaret; 2019-04-11 at 04:11 PM.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    No Apostle of Peace then? aww.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Quote Originally Posted by MisterKaws View Post
    No Apostle of Peace then? aww.
    Yup. Such is the nature of this competition's format. ;)

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    Thumbs up Re: Junkyard Wars XXIV: VoPe + S - DC

    This is a very interesting one: I'm going to wrack my brain for some inspiration here.

    Saying that someone reading RAW differently than you is "home brewing or house ruling, but that's fine" doesn't make you right, it just makes you seem pompous.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    How exactly do we account for the Saint's LA? Upon qualification, or....?

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Quote Originally Posted by weckar View Post
    How exactly do we account for the Saint's LA? Upon qualification, or....?
    Good question. I would say, yes.
    When filling out the build table (see OP: Handy-dandy Tables You Can Use), simply include "Saint" as two lines. Thus, if you were to make a 10th level character who became a Saint, fill out the first 10 levels of the table as normal, leave levels 11 and 12 blank (perhaps with the simple note of "Saint") for a placeholder, then continue filling the remaining table at level 13 and beyond as normal.
    Clear as mud, yes?

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Welp, I've figured out something that works. It's just a bit obvious, though I can definitely make this pretty flavorful.
    Jasnah avatar by Zea Mays

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Neat. I probably won’t have time to compete, but should be more free come judgment time.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    I am down to bake. I have a single question that I'm going to send to the chair however
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    i have a cleric/saint build in the wings, but thats out... have to look at this more in depth


    **edit **

    I dunno what it is lately, but i seem to be having to many feat slots and no ideas for them... it's an interesting problem to have!
    Last edited by jdizzlean; 2019-04-22 at 11:23 AM.


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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    [Bing]
    Ladies and gentlemen, this is your Chairman speaking. You have approximately one week left to build your entries. That's one week.
    Thank you.
    [/Bing]

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    We've reached the other side of the last weekend before the deadline. One entry is in. How are the rest of you faring?

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    I have a concept. I forgot to actually do a write-up... I'll try to do it on Wednesday, but if I haven't submit it by Saturday it will be another week at the earliest
    And that's if there were extensions
    Last edited by Falontani; 2019-04-29 at 06:28 PM.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Time crept up on me, again. Easter break was pretty busy doing stuff.

    Saying that someone reading RAW differently than you is "home brewing or house ruling, but that's fine" doesn't make you right, it just makes you seem pompous.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    I haven't really done much with my idea. It was just too mechanically uninteresting to work out.
    Jasnah avatar by Zea Mays

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Okay, I'm going to officially push the deadline back to Monday the 6th. That'll give another weekend for people to play with. Hopefully, we'll be able to add a few more entries to the mix.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Excellent, that'll give me time to actually finish my write-up! I found this round surprisingly entertaining!

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Quote Originally Posted by Macabaret View Post
    Okay, I'm going to officially push the deadline back to Monday the 6th. That'll give another weekend for people to play with. Hopefully, we'll be able to add a few more entries to the mix.
    Great stuff - I really hope to get an entry in this time around, it's been a while.

    Saying that someone reading RAW differently than you is "home brewing or house ruling, but that's fine" doesn't make you right, it just makes you seem pompous.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Quote Originally Posted by Thurbane View Post
    Great stuff - I really hope to get an entry in this time around, it's been a while.
    Suffice to say I won't be getting an entry in, but I will commit to judge...

    Saying that someone reading RAW differently than you is "home brewing or house ruling, but that's fine" doesn't make you right, it just makes you seem pompous.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Couldn't think of anything that would not be a tack-on myself, nor could I figure out a way to showcase the absence of the forbidden ingredient - if you know what I mean.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Trying to come up with some fluff, otherwise this build is written! Will be submitting shortly (I believe I still have ~2 hours?)

    #Edit: Build Submitted!
    Last edited by RaiKirah; 2019-05-06 at 08:52 PM.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Thank you for your builds, ladies and gentlemen.
    Pencils down, please.
    I ask that you refrain from posting until all builds are up.

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    St. Collam, Oathsworn Paragon

    Spoiler: Background
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    Jemmy was terrified. The boiled leather cuirass bearing the sigil of the Mother Abbey he’d been so proud to wear seemed no more secure than a hempen shirt and the stout spear clutched in his hand was barely enough to keep him upright behind the castellations on the outer wall that had once seemed so secure. The vast host of heretics approaching the Abbey had rendered the formidable defenses of the edifice seemingly insignificant, and Jemmy was terrified. Prayers fell from numb lips, and he could hear his fellows along the walls offering their voices alongside him. For all their faith however, it was clear that hope had abandoned the defenders of the Church’s heart.

    A stir went through the defenders and residents gathered before the Abbey as the main doors opened fully for the first time in years and out stepped a man in ancient regalia, turning without pause towards the stairs to the ramparts. As the man approached calm spread in his wake, soldiers stood taller, shoulders squared, and the prayers they spoke now held a fierce joy, the previous hopelessness gone in the presence of the man. Jemmy’s fear changed to awe as the man came to stand beside him with a smile and Jemmy’s mouth fell open in shocked awe as he realized he recognized the face and accoutrement of the man from within the Abbey; it was as if he’d walked bodily out of the depiction of St. Collam, First Defender of the Faith.

    Before Jemmy could collect himself and say something - what does one say to a legend? – St. Collam turned out to survey the assembled host before the walls and spoke.

    “Long ago this place was dedicated to be a place of refuge and safety for all those who came seeking it” he murmured, the soft tones carrying to all the defenders despite that such soft speech should not have been able to reach them all. “I swore that none here should suffer harm at the hands of another.” St. Collam’s face hardened and steel entered his voice as he stated “Today is not the day that I shall be foresworn.”

    At this the aura of soothing energy swirling around the Saint surged, growing near to blinding. Through the light the Paragon could be seen reaching a hand out towards the advancing host before brilliant spears of holy light arced towards the assembled attackers in uncountable numbers. Wherever they struck light bloomed searingly bright before fading, leaving bodies strewn in their wake.
    The display was achingly beautiful, humbling, and to Jemmy’s awestruck surprise surprisingly quiet. There was no screaming as the enemy was felled, and once it was over the field was eerily silent.

    As the last spear of holy light faded out the Saint turned to the defenders and residents of the Abbey, saying “Come. Our work is just beginning; they will need tending to.”

    “They’re not dead?” a shocked voice blurted out, and Jemmy only realized it was his as St. Collam turned a bemused face to him.”

    “I swore that all who came here would find safety,” he answered. “And I keep my promises.”


    Spoiler: Ability Scores
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    Ability Start ECL4 ECL7 ECL8 ECL11 ECL12 ECL15 ECL16 ECL17 Final
    Strength 15 15 15 15 15 15 15 15 15 15
    Dexterity 13 14(+1) 14 15(+1) 17(+2) 17 19(+2) 19 19 19
    Constitution 10 10 10 10 10 10 12(+2) 12 14(+2) 14
    Intelligence 13 13 13 13 13 13 13 13 13 13
    Wisdom 16 16 18(+2) 18 20(+2) 21(+1) 23(+2) 24(+1) 26(+2) 26
    Charisma 10 10 10 10 10 10 10 10 14(+4) 14


    Spoiler: Build Progression
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    Build Stub: Fighter 2/Monk 1/Soulknife 2/Warblade 1/Soulbow 5/Kensai 5/Saint Template 2/Kensai +2

    Human (Outsider)
    Lawful Good

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Alternate Class Features Vows
    1st Fighter +1 +2 +0 +0 Balance 2(4cc), Climb 4, Ride 4, Tumble 2(4cc) Sacred Vow, Vow of Poverty (H), Weapon Focus (Longsword) (B), Zen Archer (F), Combat Expertise (F) Bonus Feat Hit and Run Fighter (DotU p58) : +2 Initiative, DEX to damage vs Flat-Footed w/in 30’ +2 Perfection Bonus to Diplomacy (SV); AC Bonus +4 (VoP)
    2nd Fighter +2 +3 +0 +0 Climb 5(1), Ride 5(1), Swim 3, Balance 2, Tumble 2 Point Blank Shot (B), Nymph’s Kiss (VoP) Bonus Feat N/A Bonus Exalted Feat (VoP)
    3rd Monk +2 +5 +2 +2 Balance 5(3), Concentration 2, Diplomacy 2, Climb 5, Ride 5, Swim 3, Tumble 2 Pharaoh’s Fist, Stunning Fist (B), Improved Unarmed Strike Bonus Feat, Unarmed Strike (1d6), WIS to AC Decisive Strike (PHB2 p 51) : Lose Flurry of Blow, Gain ability to make a single attack as a full round action that deals double damage AC Bonus +5, Endure Elements (VoP)
    4th Soulknife +2 +5 +4 +4 Autohypnosis 4, Concentration 4(2), Tumble 3(1), Balance 5, Climb 5, Diplomacy 2, Ride 5, Swim 3 Weapon Focus (Mindblade) (B), Hidden Talent (Dimension Hop) (B), Intuitive Attack (VoP), Mind Blade, Weapon Focus (Mind Blade), Hidden Talent Mind’s Eye (Web) : Replace Wild Talent with Hidden Talent Exalted Strike +1 (Magic), Bonus Exalted Feat (VoP)
    5th Soulknife +3 +5 +5 +5 Autohypnosis 8(4), Concentration 5(1), Tumble 5(2), Balance 5, Climb 5, Diplomacy 2, Ride 5, Swim 3 - Throw Mind Blade N/A Sustenance (VoP)
    6th Warblade +4 +7 +5 +5 Diplomacy 5(3), Tumble 9(4), Autohypnosis 8, Balance 5, Climb 5, Concentration 5, Ride 5, Swim 3 Whirling Steel Strike, Knight of Stars (VoP) Battle Clarity (Reflex Saves), Weapon Aptitude, Martial Maneuvers: Action Before Thought (Counter), Moment of Perfect Mind (Counter), Mountain Hammer (Strike), Hunter’s Sense (Stance) N/A AC Bonus +6, Deflection Bonus +1, Bonus Exalted Feat (Vop)
    7th Soulbow +4 +7 +7 +7 Concentration 7(2), Listen 2, Spot 2, Tumble 10(1), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Precise Shot (B) Mind Arrow, Bonus Feat N/A Resistance +1, Ability Score Enhancement +2 (WIS) (VoP)
    8th Soulbow +5 +7 +8 +8 Concentration 9(2), Listen 4(2), Spot 4(2), Tumble 11(1), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Gift of Faith (VoP) Mind Arrow Enhancement (+1 Bonus Equivalent – Lucky) N/A Natural Armor +1, Mind Shielding, Bonus Exalted Feat (VoP)
    9th Soulbow +6(7) +8 +8 +8 Concentration 11(2), Listen 6(2), Spot 6(2), Tumble 12(1), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Stunning Master, Rapid Shot (B) +1 Mind Arrow, Bonus Feat N/A AC Bonus +7 (VoP)
    10th Soulbow +7(8) +8 +9 +9 Concentration 13(2), Listen 8(2), Spot 8(2), Tumble 13(1), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Nimbus of Light (VoP) Close Combat Shot N/A Exalted Strike +2 (Good), Damage Reduction 5/Magic, Bonus Exalted Feat (VoP)
    11th Soulbow +7(8) +8 +9 +9 Concentration 14(1), Listen 11(3), Spot 10(2), Tumble 14(1), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Manyshot (B) Bonus Feat N/A Ability Score Enhancement +4/+2 (WIS/DEX) (VoP)
    12th Kensai +7(8) +8 +9 +11 Concentration 15(1), Listen 12(2cc), Spot 11(2cc), Tumble 15(2cc), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Paralyzing Fists, Vow of Obedience (VoP) Signature Weapon (Mind Arrows), +1 Equivalent (Merciful) N/A AC Bonus +8, Deflection +2, Greater Sustenance, Bonus Exalted Feat (VoP)
    +4 Perfection Bonus to Will Saves vs Compulsion (VoO)
    13th Kensai +8(9) +8 +9 +12 Concentration 16(1), Listen 13(2cc), Spot 12(2cc), Tumble 16(2cc), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 - Power Surge N/A Resistance +2, Energy Resistance 5 (VoP)
    14th Kensai +9(10) +9 +10 +12 Concentration 17(1), Listen 14(2cc), Spot 13(2cc), Tumble 17(2cc), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Vow of Nonviolence (VoP) - N/A Exalted Strike +3, Freedom of Movement, Bonus Exalted Feat (VoP)
    +4 to Special Attack DCs (Stunning Fist, etc.) (VoNv)
    15th Kensai +10(11) +9 +10 +13 Concentration 18(1), Listen 15(2cc), Spot 14(2cc), Tumble 18(2cc), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Extra Stunning Ki Projection, Signature Weapon (Mind Arrows), +4 Equivalent (Merciful, Splitting) N/A AC Bonus +9, Ability Score Enhancement +6/+4/+2 (WIS/DEX/CON), Damage Reduction 5/Evil (VoP)
    16th Kensai +10(11) +9 +10 +13 Concentration 19(1), Listen 16(2cc), Spot 15(2cc), Tumble 19(2cc), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Vow of Peace Withstand N/A Natural Armor +2, Bonus Exalted Feat (VoP)
    Calming Aura: 20' Radius Will Save vs Calm Emotions Spell (DC 10 + 1/5 Lvl + CHA), Mind-Effecting Supernatural (VoPe)
    Natural Armor +2, Deflection +2, Exalted +2, Stacks with VoP (VoPe)
    Manufactured Weapons Fortitude Save Shatter on Hit (DC 10 + 1/5 Lvl + CON) (VoPe)
    Diplomacy +4 Exalted Bonus (VoPe)
    17th Saint Template +10(11) +9 +10 +13 - - Type Change to Outsider
    Add WIS to AC (Insight)
    Holy Power (Su): +2 to Save DC for all special attacks (including Sp, Su, Ex)
    Holy Touch (Su): +1d6 vs evil, +1d8 vs undead
    Spell-Like Abilities: At Will - Guidance, Resistance, Virtue, Bless (CL = HD, DCs based on CHA)
    Damage Reduction: - (HD1-3), 5/magic (HD4-7), 5/evil (HD8-11), 10/evil (HD12+)
    Fast Healing (Ex): HD/2 to a maximum of 10
    Immunities (Ex): Acid, Cold, Electricity, Petrification
    Keen Vision (Ex): Low-Light, 60' Darkvision
    Protective Aura (Su): 20' radius light as double-strength Magic Circle Against Evil and Lesser Globe of Invulnerability (CL HD/2)
    Resistances (Ex): Fire (10), +4 to Fortitude vs Poison (Racial)
    Tongues (Su): Continuous Tongues spell (CL 14)
    Abilities: CON +2, WIS +2, CHA +4
    - -
    18th Saint Template +10(11) +9 +10 +13 - - - - -
    19th Kensai +11(12) +10 +11 +14 Concentration 20(1), Listen 17(2cc), Spot 16(2cc), Tumble 20(2cc), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 - - N/A Exalted Strike +4, Resistance +3, Regeneration (VoP)
    20th Kensai +12(13) +10 +11 +14 Concentration 21(1), Listen 18(2cc), Spot 17(2cc), Tumble 21(2cc), Autohypnosis 8, Balance 5, Climb 5, Diplomacy 5, Ride 5, Swim 3 Extra Stunning, Llira’s Blessing (VoP) Ki Projection, Signature Weapon (Mind Arrows), +7 Equivalent (Merciful, Splitting, Seeking, Collision) N/A AC Bonus +10, Deflection +3, True Seeing, Bonus Exalted Feat (VoP)



    Spoiler: Build Write-up
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    Before this competition was posted I had been playing around with trying to make Stunning Fist more relevant (I stumbled across Emperor Tippy’s monk challenge and it got me thinking) which led to a bunch of builds trying to make Stunning Fist ranged. Turns out there’s a couple of different ways to do that. This is the version that seemed most viable in the context of this competition’s requirements.

    Spoiler: Level 5:
    Show
    Alright, let’s talk about this. These first five levels are largely foundational, hitting prereqs and setting up to be a Wisdom focused Soulbow. Unfortunately we’re going to be dropping a lot of BAB throughout, and that starts here, with a Monk dip and the two levels of Soulknife leaving us at only BAB +3 at ECL5. What were trading for is completing all of our prereqs for both Prestige classes as well as all feats, both those we’re required by the round to get and those we want to pick up for ourselves. I’m expecting hits in both Originality (Vow of Poverty) and Elegance (Flaws), but the former saves us two feats overall as well as synergizes well with the rest of the build, and the latter we can’t really avoid if we want to hit our stride before ECL20. Enough excuses; what do we actually have here? We start out our habit of taking oaths right off the bat with Sacred Vow and Vow of Poverty. We’re all pretty familiar with VoP at this point, so I’m not going to spend a whole lot of time on this, aside from stating that the bonus exalted feats mean we’re actually better off by two meaningful feats than we would have been without it (VoP gives us Vow of Nonviolence, Vow of Peace, and Intuitive Attack for free). For feats were sitting pretty with support for WIS focused melee combat where we’ll start (Weapon Focus (Longsword), Weapon Focus (Mind Blade), Intuitive Attack) and WIS Focused regular archery (Zen Archery, Rapid Shot), and the addition of Pharaoh’s Fist to make our Stunning Fist attacks 5’ radius AoEs means that the 2x attempts we have at this point might actually do something in a pinch. At this point VoP’s offensive (+1 Exalted Strike) and defensive (AC Bonus +5) is actually not too shabby, and with DEX 14, WIS 16 we have an unarmored AC of 20. Nothing particularly complex is going on here; we’re a mundane combatant either melee or ranged. Skill wise not much going on, but with Nymph’s Kiss and Sacred Vow you can do some decent Diplomacy if needed.

    Spoiler: Level 10:
    Show
    These levels are where it’s all happening. We’re transitioning into a ranged champion primarily during these levels with Soulbow, but it’s the single level of Warblade that’s really key, as it let’s us pick up Weapon Aptitude. This little gem lets us reassign the target weapon of any feat; in this case that’s going to be our sixth level feat Whirling Steel Strike, which allows us to make the Longsword be treated as a monk weapon. With Weapon Aptitude we can reassign this to Mind Arrows, and with the ninth level feat Stunning Master we can now deliver Stunning Fist (and related feats) attacks through any Monk Weapon…So now we can deliver Stunning Fist attacks at the range of a Composite Longbow. Granted we still only have 3/day, but that will change. Speaking of level nine, there’s something weird going on here with our BAB. The Soulbow has a fairly oddly worded passage when explaining the enhancement bonus of Mind Arrows achieved at Soulbow 3, wherein it states that this enhancement bonus improves the BAB of the character in addition to being an enhancement bonus. A permissive reading of this would imply that ANY enhancement bonus the Mind Arrows has increases the character’s BAB, so the VoP Exalted Strike ability would apply, but I chose to interpret it only as the Class Ability enhancement bonus, but I’ll leave final adjudication to the DM. Regardless, by level ten with Soulbow and VoP we’re toting a +2 Lucky Mind Arrow at BAB +8 using WIS to hit and damage through which we can deliver AoE stunning attacks at a DC of 19. With both Precise Shot and Rapid Shot we can now act as an archer fully. Skill wise we’ve picked up enough Tumble to be pretty happy about our chances to avoid the first AoO, Concentration can give us a much better alternative to Reflex and Will saves with our Warblade Manuevers, and we’ve started to accumulate some Listen and Spot to not be useless. The Warblade level also afforded us the Mountain Hammer Strike for unlimited lockpicking, and Hunter’s Sense gives us Scent so only those creatures with Darkstalker can sneak up on us, and we can help with tracking.

    Spoiler: Level 15
    Show
    Here’s where we hone our ranged stunning style; if this build has a sweet spot it’s probably at level fifteen, the reasons for which I will go over now. The final level of Soulbow gives us Manyshot as a bonus feat, which we actually like. One of the many issues with Stunning Fist is the severely limited uses coupled with the facts that a missed attack or a successful save completely invalidates the use. Manyshot actually helps with all of these issues. If you read the Stunning Fist feat closely you’ll notice the following statement: ‘You must declare that you are using this feat before you make your attack roll.’ Manyshot uses a single attack roll, and thus Stunning Fist should apply to all arrows fired this way (three at BAB 11+). Not sure quite how Manyshot interacts with the Lucky enchantment, but this should give a very high chance that you hit with at least one Stunning Fist attack each time you try. At level twelve we pick up another two oaths: the flavor oath to be a Kensai, and the Oath of Obedience feat (seemed appropriately timed and we’ve run out of actually useful Exalted feats to take). The Kensai class let’s us enchant our Mind Arrows without using WBL and thus getting around the VoP restriction, as well as letting us add the Merciful enchantment which will set us up for the Vow of Nonviolence at level fourteen. We’ve also picked up Paralyzing Fists so that if we succeed with more than one Stunning Fist in a turn the target has to make an additional saving throw or be paralyzed for 1d2 rounds. When we put all this together with Manyshot and the Splitting Property (which explicitly applies on-hit effects to both arrows) added at level 15, a single Stunning Fist use creates six arrows from our +3 Lucky, Merciful, Splitting Mind Arrows with to-hit of +22/+22/+22/+22/+20/+20 (+11 BAB + 11 WIS +3 Enhance +1 Weapon Focus -4 Manyshot) all using the same roll, which is a best of two d20 from Lucky, all of which are 5’ AoE as well. Stunning Fist DC at this point is 32 (10 + .5*15HD + 11 WIS + 4 VoNv), and Paralyzing Fists has DC 32 + Number of Successful Stunning Fists (2-6). With the pickup of Extra Stunning at level fifteen, we have seven attempts per day. Our regular damage is actually pretty bad, but still contributes with 1d8+3+11 (nonlethal) damage per arrow.

    Spoiler: ECL 20:
    Show
    These levels are mostly about finishing up the Ingredients, picking up the Vow of Peace at 16, and taking the Saint Template for ECL 17 and 18. With three more levels of Kensai thrown in the mix, what do we gain from these levels. Vow of Peace doesn’t really synergize with this build, but does help with our defenses pretty well, increasing our Natural Armor, Deflection Bonus, and Exalted Armor Bonus by +2 each, as well as giving a chance of shattering any manufactured weapon that hits us. Normally we’d be sad about our loot breaking, but as a VoP character we’re a-okay with it. The Calming Aura is potentially an issue, but as ranged character we can maneuver around our allies, and it gives a chance of foiling any chargers attempting to get to you, which is always appreciated. The Saint template gives us a whole bunch of goodies, of which we’re most interested in the WIS to AC, +2 to special ability DCs, and the +2 to WIS, the latter two of which conspire to increase our Stunning Fist DC by an additional 3 points, though the fact that Protective Aura’s glow overlaps and indicates the VoPe aura can come in useful for allies avoiding it. By the time we hit ECL 20 we have an AC of 61 (10 + 4 DEX + 13 WIS (Monk) + 13 WIS (Saint) + 10 Bonus (VoP) +5 Deflection (VoP + VoPe) + 4 Natural Armor (VoP + VoPe) + 2 Exalted (VoPe)) along with a host of immunities and resistances. Stunning Fist DC has increased to 38 and we have 11 uses per day. While our BAB hasn’t increased much, we’re still getting six arrows from a single Manyshot, and we’re doing it with an Epic +12 equivalent +4 Lucky (+1), Merciful (+1), Splitting (+3), Seeking (+1), Collision (+2) Mind Arrow which is considered Good Aligned.

    Spoiler: Build Options:
    Show
    There are a number of pieces of this build that could be swapped around depending on taste or DM. Of these I’m going to touch on some of the feat selections, as well as the Kensai Signature Weapon ability selections. The final two feat selections were chosen to have more uses of Stunning Fist, but if you find it to be less useful in your campaign (undead heavy for instance), then you can swap those out for other uses such as Improved Precise Shot or Woodland Archer (IPS frees up the Seeking enchantment to take a damage choice instead), or perhaps Knowledge Devotion for more damage as well (though skills would need to be rearranged). Another potentially entertaining option is taking Penetrating Shot to get AoE Stunning Fist attempts on everyone in a line. If the DM allows you to take the Explosive enchantment (+2) for your Mind Arrows, you can not take Pharaoh’s Fist, as you would now be doing damage in a 10’ radius instead, freeing up a feat slot. If you need to increase the save DC there’s always Ability Focus, as well as Sapphire Fist (A version of this build using Totemist and Manticore Belt instead of Soulbow could be interesting) or Falling Sun Attack.

    If more severe rebuilding is on the table, doing away with the Vow feats makes this build a little easier to be relevant outside of Stunning Fist attacks, and also opens up Dark Chaos Shuffling to help with the feat heavy nature of the build.

    Anywhoo, that’s it! Hope you enjoyed!



  25. - Top - End - #25
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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Ser Willem, The Gentle

    CG Silverbrow Human Psion (Kineticist/Psychokinesis) 5/Pyro 1/Saint 2/ Pyro +3/Wonderworker 3/Pyro +6
    Spoiler: A Beginning
    Show

    As a boy, I was most fortunate to go on a Pilgrimage to Lunia, in Celestia. We were met upon our arrival by a host of what my papa called Hound Archons. Into their midst arrived the great Lord Barachiel, and my heart swelled with hope at his arrival. As his gaze flew across our humble group, I thought for a moment that it lingered for just the briefest moment upon me.

    Many years later when I was a grown man, I felt that presence again, and it forever changed the course of my life. I had just sworn my sword and soul to the Legion di Vigilae when I received a message in my mind. I was to continue my path, to be a Warrior of Peace. I would meet a teacher to instruct me in the ways of the Gentle Flame. One of the fabled Fey.

    With this in my arsenal, I would hunt evil wherever it may tread. However, even those with the blackest souls could reach redemption, so capture was preferred over death. To this end I made a series of Vow’s which helped to further shape my future.

    In time, my deed’s again brought the attention of the celestial upon me and my order. I was granted the Gift, and attained a level of divinity I thought not possible in this life. Eventually, I learned how to emulate in my own way, Lord Barachiel’s way. And here, my story begins anew.

    http://img15.deviantart.net/14c6/i/2...thesamurai.jpg

    Spoiler: Details
    Show

    This build makes heavy use of the psionics-magic transparency.


    Silverbrow (Dragon Magic 6): featherfall 1/day +1 for every 5 hd total (4x at 18), bonus feat at 1, dragonblood subtype)

    Point Buy:
    S 12, D 10, C 12, I 14, W 14, C 16
    Saint:
    S 12, D 10, C 14, I 14, W 16, C 20
    4 – STR, 10/14/18 – CHA

    5d4+5+10d8+3d6+26 HPs

    Psion (Kineticist/Psychokinesis) XPH 21, D4 HD, 2+INT skills, 3 1st lvl powers at lvl 1
    at lvls 1,5,10,15,20 gain a bonus feat, any psionic/metapsionic/psionic item creation feat
    Add Autohypnosis, Balance, Heal to skill list

    Pyrokineticist: XPH 153: Req-chaotic, Conc 8, Craft – Alch 1, Know – Psionics 2
    D8, 2+INT

    Saint requires: 6th lvl, 3 exalted feats, no elemental or outsider type
    Type becomes Outsider, WIS to AC (Insight bonus) CON/WIS +2, CHA +4
    Gains Holy Power (Su) save dc’s of any special attack, Su/Ex/SLA increase by +2
    Holy Touch (Su) all melee attacks deal an additional 1d6 holy against evil, and 1d8 against evil outsiders/undead. Any evil creature that strikes saint w/ a nat weapon takes damage as if hit by saint’s attack.
    SLA’s/will: Guidance (+1 comp bonus to any attack/save/skill for 1 min or til used), Resistance (+1 to saves for 1 min), Virtue (1 min, gain 1 temp HP), Bless (50ft radius, 1min/lvl, +1 morale bonus to attack, and saves vs fear, counter and dispels Bane) CL=HD, saves CHA based
    DR by HD(Ex): 4-7= 5/magic, 8-11= 5/evil, 12+=10/evil
    Fast Healing (Ex): half HD/round (max 10)
    Immunities (Ex): acid/cold/electricity/petrification
    Keen Vision (Ex): lowlight and Darkvision 60ft
    Protective Aura (Su): free action nimbus of light 20ft, as double strength magic circle against evil, and lesser globe of invulnerability as Cleric CL = HD
    Resistances (Ex): fire 10, +4 on FORT vs Poison
    Tongues (Su): speak w/ anything that has a language, always active
    LA+2

    Vow of Peace:
    REQ: Sacred Vow, Vow of non-Violence
    SV: +2 sacred on Diplomacy
    VoNV: REQ SV: increase DC’s of spells or special abilities against humanoid/monstrous targets by +4

    Calming aura 20ft, creatures within aura WILL DC 10+half Char Level+CHA or as Calm Emotions.
    +2 NA, +2 deflection to AC, +2 Exalted to AC, any manufactured weapon hitting you requires attacker make FORT DC 10+half char lvl+CON or weapon shatters and you take no damage.
    +4 exalted to Diplomacy

    Wonderworker (BoED 83): REQ: Base WILL +5, 1 exalted Feat, Servant/Heavens, Manifest 3rd lvl powers.
    D6, 4+INT
    gain a bonus exalted feat at every level. With Psion entry, add Class and Psion levels together and divide by 2 for bonus PP/day. (34 PP/day total)

    Spoiler: Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Psion +0 +0 +0 +2 Balance 1, Conc 4, Craft Alchemy 1, Heal 4, Know Arc 4, Know Psion 2 Sacred Vow, (B)Vow of Nonviolence, (B)Twin Power Discipline, Powers
    2nd Psion 2 +1 +0 +0 +3 Balance 2, Conc 5, Heal 5, Know Arc 5 - -
    3rd Psion 3 +1 +1 +1 +3 Balance 3, Conc 6, cc-Diplo 1 Nonlethal Substitution -Fire -
    4th Psion 4 +2 +1 +1 +4 Balance 4, Conc 7, cc-Diplo 2 - -
    5th Psion 5 +2 +1 +1 +4 Balance 5, Conc 8, cc-Diplo 3 (B)Privileged Energy - Fire -
    6th Pyrokineticist +2 +3 +3 +4 Conc 9, Craft 2, cc-Diplo 4 Vow of Peace Fire Lash
    7th Saint Outsider type, CON/WIS+2, CHA +4, Holy Power, Holy Touch, SLA's/will, DR/HD, Fast Healing, Acid/Cold/Electricity/Petrification immunities, Lowlight and Darkvision 60ft, Protective Aura, Fire resist 10, +4 saves/poison, Tongues
    8th Saint
    9th Pyro 2 +3 +4 +4 +4 Conc 10, Craft 3, cc-Diplo 5 Fire Adaptation, Hand Afire
    10th Pyro 3 +4 +4 +4 +5 Conc 11, Craft 4, cc-Heal 6 Bolt of Fire
    11th Pyro 4 +5 +5 +5 +5 Conc 12, Craft 5, cc-Heal 7 Servant of the Heavens Weapon Afire
    12th Wonderworker +5 +5 +5 +7 Conc 13, Craft 6, Diplo 7, Heal 8, Sense 1 (B)Defender of the Homeland Bonus PP/day
    13th Wonderworker 2 +6 +5 +5 +8 Conc 13, Craft 7, Diplo 8, Heal 9, Sense 3, Swift Concentration (B)Nymph's Kiss -
    14th Wonderworker 3 +6 +6 +6 +8 Conc 15, Craft 8, Diplo 9, Heal 10, Sense 5 Power Attack, (B)Vow of Obedience -
    15th Pyro 5 +6 +6 +6 +8 cc-Diplo 10, cc-Heal 11, Psicraft 1 - Nimbus
    16th Pyro 6 +7 +7 +7 +9 cc-Diplo 11, cc-Heal 12, Psicraft 2 - Firewalk
    17th Pyro 7 +8 +7 +7 +9 cc-Sense 7, Psicraft 3 Ability Focus - Psionics Fear no Fire
    18th Pyro 8 +9 +8 +8 +9 cc-Diplo 12, cc-Sense 8, Psicraft 4 - Greater Weapon Afire
    19th Pyro 9 +9 +8 +8 +10 cc-Sense 10, Psicraft 5 - Heat Death
    20th Pyro 10 +10 +9 +9 +10 cc-Diplo 13, cc-Heal 13, Psicraft 6 Bonus Mode – Mind Blast Conflagration


    Spoiler: Feats/Powers
    Show

    1-Sacred Vow - +2 Diplomacy
    1 VoNV – increase DC’s of spells (psionics) or special abilities/humanoid or monstrous H’s by +4
    1-Twin Power – fire 2 powers off
    3- Nonlethal Substitution – Fire: any fire effect does non-lethal damage instead
    5-(B) Privileged Energy – Fire – add 1/die in damage to fire effects
    6-VoPe – 20ft calm emotions aura, +6 AC, +4 Diplo
    11-Servant of the Heavens - +1 luck bonus to 1 roll/day
    14-Power Attack – minus to hit, plus to damage
    12- (B) Defender of the Homeland - +1 sacred to AC and immunity to fear
    13- (B) Nymph’s Kiss - +2 CHA checks and 1 skill pt/lvl
    14- (B) Vow of Obedience - +4 perfection bonus to WILL vs compulsions
    17-Ability Focus – Psionics - +2 to DC’s of psionics/PLA’s
    20-Bonus Mode – Mind Blast – 60ft cone of stun

    Spoiler: Powers:
    Show

    (+1 more somewhere)
    1-Attraction, Channel the Psychic Dragon, Control Flames, Energy Ray
    2-Control Sound, Detect Hostile Intent, Mass Missive, Energy Missile
    3-Dispel Psionics, Time Hop


    Spoiler: Etc
    Show

    Ways to do non-lethal damage:
    -you can do non-lethal damage instead of lethal w/ any melee weapon at -4 to hit.

    -There is a +1 weapon enhancement in the DMG p225: Merciful – deal 1d6 extra damage, and all damage is non-lethal, ranged weapons bestow this on their ammunition.

    -BoED p34 lists several non-lethal weapons that can be used w/o the -4 to hit

    Psionic Combat: Bonus Mode: Mind Blast (9pp WILL DC D20+CHA+X)
    X depends on the defenses of the target: A psionic character would get anything between -3 to +4, a non psionic creature gets +4, and anyone flat footed or out of PP gets +8.

    Attacking non-psionic creatures with a psionic attack: instead of ability damage, you stun them for a number of rounds on a 1 for 1 ratio. Mind Blast however stuns in a 60ft cone for 3d4 rounds. A stunned creature drops everything they hold, can’t take actions, gets -2 to AC, and loses DEX to AC. Since we can’t make it easier for our party to kill them, some judiciously placed Manacles could be handed out instead.

    Psionic Combat Modes are 3.0 Material, but weren’t included in 3.5, which means they weren’t updated, which makes them legal. Further, Bonus Mode is broken because it doesn’t require you to know anything prior to taking it in the first place, it just grants you the ability flat out.

    Mind Blast:
    60 ft cone, instantaneous duration, Will negates, PR=no, PP=9. 1d4 temporary CHA, or 3d4 rounds stunned (VoNV means we can’t do ability damage, so would never use this on a psionic foe)

    near misses:

    Song and Silence: Multicultural Feat: as long as you speak a language (Tongues) you get +4 to CHA to influence someone of that race, but only ONE race :(

    Bloodhound could be a good 3 level substitution for Wonderworker, but requires 2 more bad feats and so would further restrict this build.

    Spoiler: Levels
    Show

    ***5***
    All Psion, all setting up for the meat of the build. Sacred Vow, Vow of Nonviolence and Twin Power all at 1st level, followed by Nonlethal Substitution and Privileged Energy by 5th. Now, all fire effects do non-lethal damage, and all do an extra damage per die. With 30 pp to spend on up to 3rd level powers, it’s looking pretty decent so far. All psionic DC’s are increased by +4 against humanoid/monstrous humanoids.

    ***10***
    3 ranks of Pyro and 2 spent on Saint. Now up to +6 to Diplomacy, and +6 to psionic/psi-like DC’s. pick up +6 to AC and a further +3 to AC from our WIS modifier. At Fast Healing 4 and DR 5/evil. Pyro gives us Fire Lash and Bolt of Fire as primary attack modes. Lash of fire (1d8+1) can be used 2h’d for a little bonus damage, and Hand Afire (2d6+2) allows you to let go w/ your offhand and use that for AoO’s. Bolt of Fire will do 1d6/pyro level, so at 10th, 3d6+3 nonlethal. Holy Touch adds 1d6 or 1d8 vs evil, and can be applied to fire lash, but also might clash with vow of non-violence meaning it would have to be handwaved.

    ****15****
    2 more ranks in Pyro, 3 in wonderworker. Picking up a slew of exalted feats, and fear immunity, as well as Power Attack and Bonus PP. Power Attack applies to Fire Lash, so now you can dump your entire bonus for lots of extra damage since it acts like a ranged touch attack. Weapon Afire can be added onto the Fire Lash, so now that’s doing 1d8+2d6+3+power attack. Nimbus can be used 1/day for 5 minutes which boosts your CHA by +4, and gives you that same 2d6+2 as a touch attack. Bolt of Fire now does 5d6+5, at Fast Healing 6 and DR 10/evil.

    ***20***
    Finishing off w/ pure pyro gets you up to 34 rounds of flying/day with Firewalk, a big bonus to saves vs fire effects, Doubles your Weapon Afire and Nimbus damage to 4d6+4 each. This class was clearly never meant to do nonlethal damage, and as such you’d have to have a chat with your DM about the 9th level ability, Heat Death. Simply by taking a full attack action and expending your psionic focus, you can force a DC 14+CHA FORT save or the target dies outright. Succeeding on this save still does 4d8+4 fire (non-lethal) damage for this build. Conflagration at 20th is a 1/day 15d6+15 30ft radius burst fire (nonlethal) attack with REF DC 15+CHA for half. Failing the REF also forces a FORT check at same DC or die outright from the heat. So, since you’re doing non-lethal instead of fire damage, maybe that could be ruled as they fall unconscious instead. Ability Focus brings DC’s up to +8, and Bonus Mode is a little funsies that also ties back into Barachiel by stunning the wicked. If you don’t like 3.0 material, you could try Thickened Skin in it’s place to bump your DR up another 2/x instead or Practiced Manifester to boost that another +4). Bolt of Fire now does 6d10+10, and Fire Lash/Greater Afire combine for 1d8+4d6+5+power attack. Fast Healing 9.

    level 12 and 14 are a great sweet spot.


    Spoiler: Sources
    Show

    Book of Exalted Deeds: Nonlethal Substitution p44, Nymph’s Kiss p44, Sacred Vow p45, Saint p29/145, Servant of the Heavens p46, Vow of Nonviolence p47, Vow of Obedience p48, Vow of Peace p48, Wonderworker p82
    Complete Scoundrel: Swift Concentration p90
    Complete Psionic: Privileged Energy p57
    Dragon Magic: Silverbrow Human p6
    Expanded Psionics Handbook: Psion 19, Pyro 151, Twin Power 51
    Monster Manual: Ability Focus p303 (and 299-300)
    Psionics Handbook (3.0): Mind Blast


    http://www.d20srd.org/srd/feats.htm#powerAttack
    http://archive.wizards.com/default.a.../pse/20030207a Bonus Mode

  26. - Top - End - #26
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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    Spoiler: Xx the Lawful Good Kalashtar Monk 2/Ardent 13/Fighter 1/Psychic Warrior 2
    Show

    Stat Base Ability Score Improvements Final
    Strength 12 12 13
    Dexterity 14 18
    Constitution 14 18
    Intelligence 14 14
    Wisdom 16 4, 8, 16 27
    Charisma 8 12

    Spoiler: Stub
    Show

    Level
    Class
    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Skills
    Feats
    Class Features
    1st Passive Way Kalashtar Monk +0 +2 +2 +2 Concentration +4, Diplomacy +4, Autohypnosis +4, Sense Motive +4, Spot +4, Profession (Priest) +4 Combat Expertise(B), Sacred Vow, Improved Unarmed Strike(B) Unarmored Defense, Unarmed Strike, Psychic Insight
    2nd Ardent +0 +2 +2 +4 Concentration +5, Diplomacy +5, Autohypnosis +4, Psicraft +1, Sense Motive +4, Spot +4, Profession (Priest) +5 Guardian Mantle, Life Mantle
    3rd Ardent +1 +2 +2 +5 Concentration +6, Diplomacy +6, Autohypnosis +4, Psicraft +2, Sense Motive +4, Spot +4, Profession (Priest) +6 Vow of Poverty Mental Power Mantle, +5 Exalted AC, Endure Elements
    4th Ardent +2 +3 +3 +5 Concentration +7, Diplomacy +7, Autohypnosis +4, Psicraft +3, Sense Motive +4, Spot +4, Profession (Priest) +7 Vow of Nonviolence(B) Exalted Strike +1
    5th Ardent +3 +3 +3 +6 Concentration +8, Diplomacy +8, Autohypnosis +4, Psicraft +4, Sense Motive +4, Spot +4, Profession (Priest) +8 Sustenance
    6th Ardent +3 +3 +3 +6 Concentration +9, Diplomacy +9, Autohypnosis +4, Psicraft +5, Sense Motive +9, Spot +4, Profession (Priest) +9 Monastic Training: Ardent, Vow of Peace(B) Repose Mantle, +8 Exalted AC, +3 Deflection bonus to AC, +2 Natural Armor
    7th Kalashtar Monk +4 +4 +4 +7 Concentration +10, Diplomacy +10, Autohypnosis +5, Psicraft +5, Sense Motive +5, Spot +5, Profession (Priest) +10 Practiced Manifester: Ardent(B) Evasion, +1 to all saves, +2 wisdom
    8th Ardent +5 +5 +5 +8 Concentration +11, Diplomacy +11, Autohypnosis +5, Psicraft +6, Sense Motive +5, Spot +5, Profession (Priest) +11 Touch of Golden Ice(B) +3 Natural Armor, Mind Shielding
    9th Ardent +6 +5 +5 +8 Concentration +12, Diplomacy +12, Autohypnosis +5, Psicraft +7, Sense Motive +5, Spot +5, Profession (Priest) +12 Tashalatora: Ardent +9 Exalted AC, Unarmored Defense +1, Unarmed Attack (1d10)
    10th Ardent +7 +5 +5 +9 Concentration +13, Diplomacy +13, Autohypnosis +5, Psicraft +8, Sense Motive +5, Spot +5, Profession (Priest) +13 Intuitive Attack(B) Exalted Strike +2 (Good), DR 5/Magic, Unarmored Defense +2,
    11th Ardent +7 +6 +6 +9 Concentration +14, Diplomacy +14, Autohypnosis +5, Psicraft +9, Sense Motive +5, Spot +5, Profession (Priest) +14 +2 Wisdom(+4), +2 Dexterity
    12th Ardent +8 +6 +6 +10 Concentration +15, Diplomacy +15, Autohypnosis +5, Psicraft +10, Sense Motive +5, Spot +5, Profession (Priest) +15 Nimbus of Light(B), Eagle Claw Attack Destruction Mantle, +10 Exalted AC, +4 Deflection bonus to AC, Greater Sustenance, Unarmed Attack (2d6)
    13th Ardent +9 +6 +6 +10 Concentration +16, Diplomacy +16, Autohypnosis +5, Psicraft +11, Sense Motive +5, Spot +5, Profession (Priest) +10, Knowledge (Architecture and Engineering) +1 +1 to all saves(+2), Resistance to Acid, Cold, Electricity, Fire, and Sonic 5
    14th Fighter +10 +8 +6 +10 Concentration +17, Diplomacy +16, Autohypnosis +5, Psicraft +12, Sense Motive +5, Spot +5, Profession (Priest) +10, Knowledge (Architecture and Engineering) +1 Improved Disarm(B), Favored of the Companions(B) Exalted Strike +3, Freedom of Movement
    15th Psychic Warrior +10 +10 +6 +10 Concentration +18, Diplomacy +16, Autohypnosis +5, Psicraft +13, Sense Motive +5, Spot +5, Profession (Priest) +12, Knowledge (Architecture and Engineering) +1 Bind Vestige: Aym, Combat Reflexes(B) +11 Exalted AC, +2 Wisdom(+6), +2 Dexterity(+4), +2 Constitution, DR 5/Evil, Ruinous Attack
    16th Psychic Warrior +11 +11 +6 +10 Concentration +19, Diplomacy +16, Autohypnosis +5, Psicraft +14, Sense Motive +5, Spot +5, Profession (Priest) +14, Knowledge (Architecture and Engineering) +1 Deflect Arrows(B), Knight of the Stars(B) +4 Natural Armor
    17th Ardent +12 +12 +7 +11 Concentration +20, Diplomacy +17, Autohypnosis +5, Psicraft +15, Sense Motive +5, Spot +5, Profession (Priest) +15, Knowledge (Architecture and Engineering) +1 +1 to all saves(+3), Regeneration (17/hour)
    18th Ardent +12 +12 +7 +11 Concentration +21, Diplomacy +18, Autohypnosis +5, Psicraft +16, Sense Motive +5, Spot +5, Profession (Priest) +16, Knowledge (Architecture and Engineering) +1 Grappling Block, Defender of the Homeland(B) +12 Exalted AC, +5 Deflection bonus to AC, True Seeing, Unarmored Defense +3
    19th Saint Type becomes Outsider, +Wis mod to Insight bonus to AC, Holy Power, Holy Touch, Spell Like Abilities
    20th Saint DR 10/evil, Fast Healing 9, Immunities, Keen Vision, Protective Aura, Resistances, Tongues, +2 con, +2 Wis, +4 Cha
    Spoiler: Powers and Points
    Show

    Powers Known:
    1: -
    2: Touch of Health, Deaden Blow
    3: Thicken Skin
    4: Mental Disruption
    5: Id Insinuation
    6: Body Purification
    7: -
    8: Serenity
    9: Psionic Revivify
    10: Steadfast Perception
    11: Mend Wounds
    12: Psionic Disintegrate
    13: Personal Mind Blank
    14: -
    15: Inertial Armor
    16: Force Screen
    17: Hypercognition
    18: Dissipating Touch

    Power Points per level
    1: 1 Race = 1
    2: 2 Race + 2 Ardent + 1 Wis Mod = 5
    3: 3 Race + 6 Ardent + 4 Wis Mod = 13
    4: 4 Race + 11 Ardent + 6 Wis Mod = 21
    5: 5 Race + 17 Ardent + 8 Wis Mod = 30
    6: 6 Race + 25 Ardent + 10 Wis Mod = 41
    7: 7 Race + 25 Ardent + 12 Wis Mod = 44
    8: 8 Race + 35 Ardent + 18 Wis Mod = 61
    9: 9 Race + 43 Ardent + 21 Wis Mod = 73
    10: 10 Race + 58 Ardent + 24 Wis Mod = 92
    11: 11 Race + 72 Ardent + 31 Wis Mod = 114
    12: 12 Race + 88 Ardent + 35 Wis Mod = 135
    13: 13 Race + 106 Ardent + 38 Wis Mod = 157
    14: 14 Race + 106 Ardent + 38 Wis Mod = 158
    15: 15 Race + 106 Ardent + 44 Wis Mod + 0 Psychic Warrior + 3 Wis Mod = 168
    16: 16 Race + 106 Ardent + 44 Wis Mod + 1 Psychic Warrior + 7 Wis Mod = 174
    17: 17 Race + 126 Ardent + 48 Wis Mod + 1 Psychic Warrior + 7 Wis Mod = 199
    18: 18 Race + 147 Ardent + 52 Wis Mod + 1 Psychic Warrior + 7 Wis Mod = 225
    20: 18 Race + 147 Ardent + 58 Wis Mod + 1 Psychic Warrior + 8 Wis Mod = 232



    Spoiler: Xx
    Show


    Xx
    Size/Type: Medium Outsider [Augmented Humanoid, Psionic]
    Hit Dice: 3d8 +13d6 + 1d10 + 72 (148 hp)
    Initiative: +4
    Speed:30 ft. (6 squares)
    Armor Class: 63 (+1 Sacred +11 Unarmored Defense +12 Exalted + 5 Deflection + 8 Insight + 4 Inertial Armor + 4 Force Screen + 4 Dexterity +4 Natural), touch 39, flat-footed 59
    Base Attack/Grapple: +12/+13 (Freedom of Movement)
    Attack: Unarmed Strike +23 (2d6+4) OR Ruinous Attack (2d6+12)x2
    Full Attack: +23/+18/+13 (2d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ruinous Attack, Exalted Strike +3 (Good), Grappling Block, Improved Disarm, Improved Sunder, Psionics, Holy Power, Holy Touch, Spell-Like Abilities, Psi-Like Abilities, Touch of Golden Ice
    Special Qualities: Unarmored Defense, Fast Healing 9, Regeneration, DR 10/evil, Immunities, Keen Vision, Resistances, Protective Aura, Tongues, True Seeing, Freedom of Movement, Greater Sustenance, Mind Shielding, Evasion
    Saves: Fort +19, Ref +14, Will +22
    Abilities: Str 13, Dex 18, Con 18, Int 14, Wis 27, Cha 12
    Skills: Concentration +25, Diplomacy +27, Autohypnosis +13, Psicraft +18, Sense Motive +15, Spot +13, Profession (Priest) +24, Knowledge (Architecture and Engineering) +3
    Feats: Combat Expertise(B), Improved Unarmed Strike(B), Vow of Nonviolence(B), Vow of Peace(B), Practiced Manifester: Ardent(B), Touch of Golden Ice(B), Intuitive Attack(B), Nimbus of Light(B), Improved Disarm(B), Favored of the Companions(B), Combat Reflexes(B), Deflect Arrows(B), Knight of the Stars(B), Defender of the Homeland(B), Sacred Vow, Vow of Poverty, Monastic Training: Ardent, Tashalatora: Ardent, Eagle Claw Attack, Bind Vestige: Aym, Grappling Block

    Ruinous Attack (Ex): Your melee attacks deal double damage to objects.

    Grappling Block (Ex): You must have both hands free or be holding weapons designed to catch other weapons (such as the sai or jitte) to use this feat. Once per round when you would normally be hit by a melee weapon, you may make a special disarm attempt against your opponent. This attempt counts against your allowed attacks of opportunity this round. You make an opposed attack roll (with your unarmed strike, sai, or jitte) against the attack roll that hit you. The opponent's attack roll is not modified by the size of the weapon. If you succeed, you grab the weapon away from your opponent (if you are unarmed) or knock the weapon to the ground (if you are armed). You may only use this feat against weapons up to two sizes larger than you.

    Psionics (Ps): Psionic Powers: Xx manifests powers as an Ardent of 17th level and as a Psychic Warrior of 2nd level. The save DCs are Wisdom-Based. Ardent Powers Known (power points 232, save DC 20 + power level): 1st—Touch of Health* (DC 21), Deaden Blow* (DC 21), Thicken Skin*, Inertial Armor (PsW), Force Screen (PsW), Dissipating Touch* (DC 21); 2nd—mental disruption* (DC 22), Id Insinuation* (DC 22), Body Purification (NOTE: The Ardent Power listed in the Life Mantle states that it is used to heal 1d12 hit points, however the description of the power everywhere else restores stat damage. Either Way the power would be taken at this level.), Serenity* (DC 22); 4th—Steadfast Perception; 5th—Psionic Revivify; 6th—Mend Wounds* (DC 26), Psionic Disintegrate* (DC 26); 7th—Personal Mind Blank; 8th—Hypercognition
    *Power can be augmented.

    Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2. (Note: Psionics are classified as a Special Attack, and also considered Spell Like Abilities on how they work. It’s weird, but they count.)

    Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

    Spell-Like Abilities: At will—guidance, resistance, virtue, and bless. Caster Level 18.
    Psi-Like Abilities: 1/day Mind Link: Manifester Level 9.

    Touch of Golden Ice (Ex): Any evil creature you touch with your bare hand, fist, or natural weapon is ravaged by golden ice: This crystalline substance is cold to the touch, though it doesn't melt except at infernally high temperatures. Evil creatures subjected to it feel its cold spreading throughout their bodies. Contact DC 16 Primary/Secondary 1d6 Dex/2d6 Dex.

    Immunities: A saint is immune to acid, cold, electricity, and petrification attacks.

    Keen Vision: Saints have low-light vision and 60-foot darkvision.

    Resistances: Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison. Xx is also possesses Resistance to Sonic 5.

    Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric of level 18.

    Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

    True Seeing (Ex): Xx sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, Xx can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.

    Freedom of Movement (Ex): This allows Xx to move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. Xx automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
    Xx may also move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

    Greater Sustenance (Ex): Xx doesn't need to eat, drink, or breathe.

    Mind Shielding (Ex): Xx is immune to detect thoughts, discern lies, and any attempt to discern his alignment.


    Spoiler: Tactics
    Show

    Xx has the Vow of Peace. So this means we don’t hurt living creatures. (heyyyy I think that’s like the theme!) Some common tactics:
    Stealing is illegal. Sheathing a weapon is a free action. Disarm your opponent, manifest Deaden Blow on their weapon (which now gets no saving throw since its in your possession) and then sheathe their weapon in their hilt. Or just hand the weapon back to them. At level 17 we gain Regeneration, causing us to be immune to the nonlethal damage that the enemy will be doing with their weapon. Regardless of that, it is a good power to have to help the party abide by your vow.

    When we perform a sunder we deal 2x damage thanks to Ruinous Attack from binding Aym. Continuing with that we have Improved Sunder from the Destruction Domain, and Eagle Claw Attack to add our wisdom modifier (8) to damage against objects. This means a normal sunder does unarmed damage +8 x 2 against objects. This gets very strong when we add in the power Dissipating Touch, which deals 1d6 damage per power point invested (up to 17d6) to any one creature, or object that we hit with the touch attack. Fort for half. So now we can manifest Dissipating Touch with 17 power points, perform an unarmed strike against an object and deal: 2(19d6+12) or an average of 157 points of damage to a single object. To put that into perspective 1 inch of solid adamantine has 40 HP. So a single punch is enough to destroy a 5’x5’x3” section of adamantine. A +5 Colossal Adamantine Goliath Greathammer (one of the most durable weapons in the game) has Hardness 30, 897 HP. That is on average 6 hits, with as few as 4 hits to destroy. Even a normal punch without Dissipating Touch deals on average 38 points of damage, which is enough to break any medium creature’s nonmagical weapon, shield, or other item. It is 2 points shy of destroying an inch of steel on an average roll (through the hardness).

    Against constructs and undead without power resistance we have psionic disintegrate the normal Go-To for destroying them (since they both have low fort saves and no con to boost their already low fort saves) and we’re allowed to hurt nonliving creatures (like constructs and undead).

    This is all measuring the combat abilities of a person that is so against combat that they have vowed never to hurt another living creature. Xx is focused on being good at ending a combat nonviolently. Powers such as Serenity, Mental Disruption, Id Insinuation are all chosen specifically to end a combat, allow you to talk it out, or make Subdual an option. Taking a wizard’s spellbook and destroying their component pouch may not put them into submission, but will definitely cause them to be much more willing to talk things out. Ripping a barbarian’s greataxe from them and handing it back to them won’t end their rage, but it will definitely give the barbarian pause.


    Spoiler: Story time?
    Show

    Nope!

    But no seriously Xx was a disciple at a Psionic Monastery. He grew up at this monastery, learning their ways. When he came of age he decided to be initiated into the priesthood, where they taught him the ways of the Ardent. He continued as a priest there for many years in peace. He took his oaths seriously. After a time the kingdom that his monastery was a part of went to war. He was drafted into their military as a healer. He served his time, and learned how to defend himself if need be. But he always stood by his oath of not injuring another. He would help prepare the fortifications, and go out only to save the dying, friend or foe it didn’t matter.

    Xx’s defining moment was when his abbey was under attack. He told his disciples to flee for their lives, as he stood in front of the enemy. He showed them that he was no easy kill, with just a thought disintegrating the leader’s weapon. He took them on, with no help, no hope to win unless he abandoned his oaths. Yet still he did not abandon them. His disciples were able to flee due to his actions. He held them at bay for hours it is said. As the story spreads it is said that the enemy had an army at their back and he kept the whole army at bay single-handedly with an arm tied behind his back, or while holding a tea kettle. The true story is lost to time now.

    It is said that if you go to the abbey you can still find Xx, however he should long since be dead.

    Spoiler: Sources
    Show

    Sorry, running out of time to submit, incredibly busy and needing to sleep.
    All sources should be spread out amongst: Book of Exalted Deeds, Complete Psion, Expanded Psionic Handbook, Races of Eberron, Eberron Campaign Setting, Secrets of Sarlona, Oriental Adventures, Complete Warrior, Tome of Magic. Ya… thats a lot of books, I’ll see about sending Macabaret an updated source list after the entries are posted if I get time.



  27. - Top - End - #27
    Dwarf in the Playground
     
    Macabaret's Avatar

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    And that's them.

    Two people upthread have mentioned an interest in judging. If you're one of those people and interest/time is still on your side, know that the judging deadline in the OP did not get adjusted when the cooking time was extended. Use it more as a guideline than a rule.

    If you haven't expressed intent to judge but would still like to, please do feel free to do so. Dive in and have a go!

  28. - Top - End - #28
    Bugbear in the Playground
     
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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    I like these builds. They're definitely more interesting than saint 2/beguiler 18, which is what I'd gotten stuck on. It played fairly well with the beguiler's strengths, but it just wasn't particularly interesting as a build.
    Jasnah avatar by Zea Mays

  29. - Top - End - #29
    Ogre in the Playground
     
    Sian's Avatar

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    If it wasn’t because i only noticed this last Friday, I’d probably have looked into some sort of Paladin/Monk/Argent Fist

  30. - Top - End - #30
    Orc in the Playground
     
    NinjaGuy

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    Default Re: Junkyard Wars XXIV: VoPe + S - DC

    I had another build I was working on with Force Missile Mage, Fell Frighten, and Dread Witch for a fear escalation build (Vow of Peace says nothing about being terrifying), but it ended up basically just being a wizard so I let it go.

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