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  1. - Top - End - #31
    Titan in the Playground
    Join Date
    Feb 2009
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    Male

    Default Sir Munner

    I was expecting, like, one of those preachy sermony BoED classes, but there's more than one pun to be mined here.

    Quote Originally Posted by Sir Munner
    Paladin Sir Munner

    Level Class BAB Fort Ref Will Feats Skills Class Features
    1 paladin of freedom 1 1 2 0 0 Able Learner (Races of Destiny p.150)
    From Smite to Song (champions of Valor p.29)
    perform 3, bluff 4, sense motive 2, spellcraft 1, disguise 4, umd 1, ride 1 Aura of good, detect evil, smite evil 1/day
    2 paladin of freedom 2 2 3 0 0 bluff 5, disguise 5, spellcraft 2, decipher script 1 Divine grace, lay on hands
    3 paladin of freedom 3 3 3 1 1 Serenity (Dragon Compendium p.106) bluff 6, disguise 6, sense motive 3, spellcraft 3 Aura of courage, divine health
    4 mystic fire knight paladin of freedom 4 (Champions of Valor p.45) 4 4 1 1 bluff 7, disguise 7, umd 2, decipher script 2 Bonus Spells, Improved Spellcasting
    5 Conjurer (Specialist Variant) 4 4 1 3 Augment Summoning bluff 8, disguise 8, spellcraft 4, sense motive 4 Rapid Summoning, Enhanced Summoning, Spontaneous Summoning
    6 Chameleon (Races of Destiny p.111) 4 4 1 3 Sword of the Arcane Order (Champions of Valor p.34) ride 3, umd 4, decipher script 4 Aptitude Focus 1/day (+2)

    Spoiler: Epic Feats
    Show

    Epic Feat # Feat Source Effect
    1 Battle Blessing Complete Champion p.55 You can cast most of your paladin spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.
    2 Extra Smiting Complete Warrior p.98 you gain two extra attempts to smite per day. You can take this feat multiple times, Its effects stack
    3 Heighten Spell SRD A heightened spell has a higher spell level than normal.
    4 Talfirian Song Races of Faerun p.170 Prerequisite Heighten Spell (PH) , Bardic music class feature, Tethyrian human

    By expending uses of your bardic music, you can heighten your illusion spells without using higher-level spell slots. For every daily use of your bardic music you expend during the casting of a spell, you can increase the effective level of that spell by +1. For example, you could cast rainbow pattern and expend four uses of your bardic music to make that rainbow pattern effectively an 8th-level spell (increasing the save DC by +4). You can't raise a spell above 9th level with this feat."
    5 Extra Slot Complete Arcane p.79 You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.
    6 Spell Focus (Conjuration) SRD Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
    7 Imbued Summoning Players Handbook 2 p.92 Prerequisite Augment Summoning (PH) , Spell Focus (PH) (conjuration)

    When you cast a spell from the summoning subschool, you can choose to grant the summoned creature the benefit of any spell of 3rd level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature (using a prepared spell or a spell slot) at the same time you cast your summoning spell. The creature gains the benefit of the spell when it appears. An imbued summoning spell uses up a spell slot one level higher than the spell's actual level
    8 Arcane Manipulation Lost Empires of Faerun p.6 When you prepare spells, you can break down up to three existing arcane spell slots to create a specified number of lower-level spell slots. (A 0-level spell counts as 1/2 level for this purpose, so a 1st-level spell slot could be broken into two 0-level spell slots.) The sum of the levels of all the new spell slots must equal the level of the original. The number of spell slots you can create in this manner is otherwise unlimited. Spell slots that you break down into multiple lower-level slots remain that way until the next time you prepare spells, at which time you can choose to restore your spell slots to normal or break them up again.
    9 Extra Slot Complete Arcane p.79 You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.
    10 Summon Elemental Complete Mage p.47 Prerequisite Ability to cast 4th-level spells,

    As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears.
    10 (alternative) Extra Music Complete Adventurer p.109 You can use your bardic music four extra times per day.


    Note: This build presumes the most beneficial reading of the Sword of Arcane Order, Wherein the Wizard spell stored in a Paladin slot is treated as an arcane paladin spell. Further, it is presumed that the divine focus ability of the Chameleon when used to prepare paladin spells allows for the use of wizard spells in those paladin spell slot. It is presumed that battle blessing treats Wizard spells stored in paladin spell slots as paladin spells. The worst case scenario under this understanding is that Sir Munner will need to use light armor with a focus on limiting spell failure chance.

    Race: We need to be a Telthyrian Human for access to the Talfirian Song Feat. As a Telthyrian Human, Sir Munner has a lineage that can be traced to the greatest Bards of the previous age, which allows him to join the harmonius order of Milil as a consultant. We need access to the Disguise Skill to get into Chameleon, so Silverbrow Human (Dragon Magic p.6) grants that. With that comes the dragonblood Subtype and featherfall 1/day, as well as the normal human bonus feat.

    Abilities:
    Str: 10
    Dex: 12
    Con: 12
    Int: 15
    Wis: 17 (Add level 4 plus 1 bonus here)
    Cha: 9

    Build Notes: The first Three levels are Paladin of freedom. This choice was made in order to get bluff on the class list. Able Learner can only be taken by humans at first level, which is what silverbrow humans are, and it’s a necessary feat for the chameleon prestige class. Most of our skill points are dedicated to getting the skill prerequisites for chameleon as well. Sir Munner takes Smite to Song in order to get the bardic music ability of inspire courage in return for cashing in his smite class feature. This will allow him to use Talfirian song later to heighten illusion spells above the normal spell levels available. Because you can then cast up to 5th iluusion level spells by cashing in all of your smites, (after taking extra smitings feat), when you take the extra slot feat, you gain a 4th level spell slot. This is nice because there is a 4th level paladin spell that can bring people back to life Revenance (spell compendium p.175) but also because you can cast 4th level summon monster spells. As you can see, this eats up a significant number of the epic feats to set up. Smite to song requires membership in the order of harmonious knights. There is no requirement in that order to belong exclusively to it or to take its sublevels, so Sir Munner can join them with a Patron God of Mystra and then subsequently delve deeper into the Knights of Mystic Fire. The first 3 levels are going to be tough because Sir Munner isn’t a great fighter, as he has little skill or feat support for it. With the gaining of Serenity at 3rd level, Sir Munner finally has full access to his sweet paladin abilities as all the class features that use charisma are now switched over to wisdom instead.

    At fourth level, Sir Munner joins the Swords of the Arcane Order and gains an extra spell slot as well as a caster level of 4 for his spells. In addition, he can now prepare wizard spells in his paladin slots.

    At fifth level we become a specialist conjurer using all of the substitution features of the Unearthed Arcana specialist wizard abilities. This includes a free augment summoning feat (+4 str and Con to summoned monsters) the ability to spontaneously convert prepared spell slots into summon monster spells, (so owls wisdom casted on yourself as a chameleon will grant you bonus spell slots temporarily to trade for more summon monster spells). And you can cast summon monster spells as a standard action. Further, when you have battle blessing, you can then cast those summon monster spells as a swift action. Ban Necromancy and Enchantment. I didn’t include this as an option, but if it’s OKed by your game master, taking focused specialist and banning evocation will grant you a bonus conjuration spell of any new level of spells that you gain, which is really nice on the chameleon chassis.

    At 6th level, we take a level of chameleon, Which grants access to 2nd level paladin spells, which is usually impossible with an E6 paladin. In those paladin spell slots we can prepare wizard spells. With Sword of the arcane order, our paladin casting level becomes 5 (wizard + paladin) and if your chameleon focus is arcane focus for that day, the caster level becomes 7.

    With that all taken care of, the bonus feats start pumping the casting stats into the stratosphere. Battle blessing allows for swift action summons. Extra smiting can be replaced by extra music if your DM allows you to use smite to song to count as having bardic music without using a smite, in which case you’ll have access to a 7th level illusion spell, which means that your extra slot feat will grant you a 6th-level-spell spell slot. Later, when you take arcane manipulation, you can break that down into smaller spell slots, like 2 3rd level slots. But with extra smite you can get up to a 5th level illusion spell by burning all of your smites and converting them with smite to song, and the extra slot feat will grant a 4th level spell slot. This is where that focused specialist variant will really shine.

    Talfirian Song is what we are using to heighten these spells up by burning smites as bardic music.

    What we are really going for here is imbued summoning because paladins have some awesome buffs, and applying them as part of swift action casting is fantastic. Seeing as how Munner is a paladin, chances are that he is only summoning celestial beings, and if that’s the case, they have a smite. And if they have a smite, the devastating smite spell from page 114 of Forge of war doubles smite damage. Here is a summoning handbook! http://www.giantitp.com/forums/showt...ce-D-amp-D-3-5

    Access to wizard spells makes spells like fins to feet apply to aquatic summons as they come out. Or perhaps jaws of the moray on 1d4 celestial hawks. Or invisibility on celestial lions. You name it and if you get the spell in your wizard spellbook, you can do it.

    I chose the capstone of summon elemental because it's nice to have unlimited elemental summoning abilities in an E6 campaign.

    Remember that you can use inspire courage to help out your summons too!

    And that is basically that. Sir Munner the Paladin Summoner.

  2. - Top - End - #32
    Titan in the Playground
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    Feb 2009
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    Default Smit

    With a name like Smit, I'm pretty sure he didn't have much choice but to answer the call of the path of paladinsanity.

    Quote Originally Posted by Smit
    Name :Smit
    Race : Anthropomorphic monkey (-4 strength +4 wisdom +2 dexterity -2 charisma)
    Classes :paladin 5 crusader 1 anthropomorphic monkey
    Alignment: LG
    Divinity Helm
    Spoiler: Background
    Show
    Dear diary
    I will write you for the future paladins who will want to follow my steps and my journey , hoping that reading these words will inspire them at becoming paladin like myself .
    The first thing I remember is a big tree , with a branch broken, with me on the ground and a dolor on the back of my head , there was a rock. I don't remember anything from before, probably I have lost my memory but how? I stand up and see my body there is a brown fur everywhere then I sense something back and I move that on the front, a tail... I have a tail!!!Whoa, what I am??? My hands are very similar to my feet but other than I don't know what I am. I observe the surroundings and I go on a big rock, then I see a village in a direction, I move toward it, maybe they will help me. There were not wall or other things to surround that village and there was a noblewoman, with some trait very beautiful ( I will discover later that was an elf village) who was not distant by a male with a heavy armor. She spot me and shouted very strong pointing me"SMIT ..." then she collapses but at least she said my name no? So my name is Smit a very important information. The male see me, and he take is weapon "What have you done to my mother vile creature ! My mace will smite you and your evilness!" then something strange he smitted me , but nothing happened Then another voice "Pff how many time I have to said to you. Not each creature, even if it is monstrous should be smitted if not evil" Another men, in the same armor arrive " Do you understand what we say and if yes what is your name?" I say no with the head at the time that sounds signifies nothing for me, but I heard Smit and Smite Then that man move the hand , and I go nearer, following him instinctively . We arrive in a hall with many people and that male say something then a woman touch me two time "Now you should be able to understand and to speak " Hey I have heard what she said ! I try to speak "I understand you! My name is Smit" what have she done? and then I start dialogating with that group."It's an hadozee!" one on the left say that then one on the right"Now the hadozee are in the Astral Plane, I think, it's a Vanara " then one in the center"I don't think they are at the far east and know how to speak but it's not important how have you arrived here? I explain my situation and their eyes go around whispering something, then that woman say "You cannot remain here, our people are used to different people" more beautiful maybe, she did not say that but was the impression. Then a figure in an angle speak "If you want you can come with me” All of us observe that figure he was different from the elfs, maybe a human, "You would do that???" The elf on the center , surprised by that reaction ask that “Sure why not , he needs help and a new home my order will be his new family” he said "I'm Kangros paladin of Helm and you can come with me. I nodded the head and from now my journey started. I learned the language of the human during my trip with Kangros and what is a paladin how they do good act only because they want to do them respecting the law and protecting the weakest . From these days when I started my journey with Kangros becoming a paladin have passed so many times, I have passed so many adventures, learning divine powers and the power of the souls and how I can use this power, learning new combats technique, and I have entered the order of the Vigilant Eye of Helm for the sake of the weakest because I want to protect them against whom do evil redeeming them if it is possible.


    Spoiler: Stats
    Show
    point buy final stats
    strength 16 (10 points) strength 12(-4 racial)
    dexterity 10 (2 points) dexterity 12(+2 racial)
    constitution 14(6 points) constitution 14
    intelligence 12 (4 points) intelligence 12
    wisdom 16(10 points) wisdom 20(+4 racial)
    charisma 8(0 points) charisma 6(-2 racial)
    The 4th level point go to strength


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Skill points for level
    1st Paladin 1 +1 +2 +0 +0
    • Knowledge religion 4
    • Heal 4
    • Sense motive4
    Intuitive Strike Aura of good, detect evil, smite evil 1/day 12((2+1 (intelligence))*4)
    2nd Paladin 2 +2 +3 +0 +0
    • Knowledge religion 5
    • Heal 5
    • Sense motive5
    - Divine Grace, Lay on hands 3 (2+ 1(intelligence))
    3rd Paladin 3 (vigilant eye of helm substitution level) +3 +3 +1 +1
    • Knowledge religion 6
    • Heal 6
    • Sense motive6
    Serenity Aura of courage, Vigilant aid 3 (2+ 1 (intelligence))
    4th Paladin 4 +4 +4 +1 +1
    • Knowledge religion 7
    • Heal 7
    • Sense motive7
    - Turn Undead 3 (2+1 (intelligence))
    5th Paladin 5 (Divine Spirit ACF) +5 +4 +1 +1
    • Knowledge religion 8
    • Heal 8
    • Sense motive8
    - Divine spirit (spirit of healing), Smite evil 2/day 3(2+1(intelligence))
    6th Crusader 1 +6 +6 +1 +1
    • Knowledge religion 9
    • Heal 9
    • Sense motive9
    Adaptative style Furious counterstrike, steely resolve 5 5(4+ 1(intelligence))
    The abilities in this format are cross classed for this level
    From the 4th level we have 2 1° level slot (because we have an high wisdom)


    Spoiler: Epic Feats
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    1° Power Attack
    2° Extra Smiting
    3° Improved buckler defense*
    4° Shape soulmeld (wormtail belt)
    5° bonus essentia
    6° azure touch
    7° improved essentia capacity
    8° Extra Granted Maneuver
    9° Protection devotion
    10° Extra turning

    * If it’s permitted to use an animated shield (and if we can afford it in the future) we will not take improved buckler defense but we will take the other feats before , and at last we will take sudden recovery to regain another of our maneuver


    Spoiler: Maneuver and stance Known
    Show
    Maneuver
    • foehammer (strike )
    • leading the attack(strike)
    • mountain hammer(strike)
    • shield's block (counter)
    • vanguard strike(strike)
    Stance
    • Iron guard's glare




    Spoiler: Tactics for Smit
    Show
    Here I will take annotations for you who read my diary maybe with my permission maybe not , or when I will lose my memory and I will need to relearn what I have forgot, I hope reading my tactics, my reason, and my adventure will put you on the way of good and law . From Smit
    The next annotations are extract from the page of Smit


    One thing must be considered it’s that he will probably use wands of paladin spell if he found them but I will not put them in the tactics because it depends on the loot as for the weapons he will use simple weapons (for intuitive strike)
    Spoiler: Level 1 and 2
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    At the start I was not so strong and I did not even know the language called common, I had an intuition how to use some simple weapons but when I have to use weapon more complicated I have problem I will admit this, but I did not surrended , seeing the other paladins enter on the Vigilant Eye but I want to become better I could not heal even a little scratch . During the training with the others novice paladin I did not dialogatued so much....(he tells about some people which trained with him for about two pages and in the last page there is this written in the center)But I will do what I can to be better and help the weaks!

    As he have written at the first level his tactics are not one of a paladin... because his charisma is so low that he cannot lay the hands for example and divine grace doesn't give any bonus so his best role is in combat using intuitive strike (it's an exalted feat so he is a super good paladin) He learn common with the first level as bonus language for the int (because it seems the anthropomorphic animal have language bonus any) We can do as tanks (because we can use heavy armor and shields )But at the next level he gain...

    Spoiler: level 3
    Show
    Serenity. This is what I reached thanks to the meditation, each of us do what he can , and not to compare himself with the other .It's good if each on do the best he can do for the goods of others . With this new mind I have chosen to enter on the Vigilant Eye of Helm , the same order of Kangros , helping each other giving advice or helping when we need to fight at the protection of the weakest

    Now there is the feat who does so much for this build that it is impossible to do without it . He learned how lay the hands and his saving throws receives a huge boost but there are more passive abilities than other things. Other than the possibility to heal 15 points (without any magic items) an immunity to fear (and a +4 for the allies against it) there is vigilant aid , which is another piece of our support role ,the CD of aid another in combat is 10 so we will pass that in automatic (unless critical fail) because we have 3(bab)+5 (from intuitive strike)=8 . An +2 on the AC or the attack rolls is not bad even if it costs us a move action (but in the engagement it will be rare to disperse so much and being near it will be good even for our aura of courage. Against the evil creature we have a very good smite (it will be bab +2* wisdom thanks to serenity and intuitive strike at this level will be a +13 ).

    Spoiler: Level 4
    Show
    My abilities as paladin are growing like the others paladin of my order, we learned how turn undead, even if some paladin have preferred to learn how put a distance between the evil and them with their smite. I have chosen to doesn’t learn it because there are so many undead in these days and we need to protect the civilian. I learned how cast some spells , and it appear that I’m better at that than the normal paladins, each of us have it’s particularity

    At this level we learn how turn undead , we are not so powerful because we turn like a cleric of first level, but it’s already something. If we have magic items who can use our turn undead probably we will use it (we have 8 turn undead, without any magic item so it’s good) . Our role doesn’t change so much from the previous level we will still help the group with aid another and lay the hands (now we can heal 20 hp without magic items who boost wisdom and it is probably that we could have something ) Against the undead it’s easier now between turn undead, lay the hands, and smite the evil (which is still a good attack with 16+d20 as attack roll without counting the weapon or other items) We have now 2 slot of spell, primarily we will boost, but we could use even some spell to heal the ability damage, or to boost ourselves with swift action spell , or use know greatest enemy to do our tank work against him.
    Spoiler: Level 5
    Show
    In these days I see many paladins with some special mounts , but as I have already said in this diary I’m not so good with creature , I’m not enough carismatic to handle them, and while if I train myself I could ride them I can’t teach any tricks. The special mounts doesn’t function very well in the crypts infested by undead, there isn’t enough space. But with my prayer I have unlocked the possibility to summon a spirit on the field , and my spirit can heal the others, if who want to be healed touch him so it’s perfect for the weakest who can heal themselves while I protect them

    At this level the most important boost is divine spirit. Because we are a level 5 paladin we can only summons the healing spirit but it is good as he will be a reserve of 50 hp (the double of our lay the hands which is 25) so we can stay on the front while we summon the spirit and the others (using a standard action ) take the heal from the spirit . It’s a good thing, it would be the same action of an healing belt (which can heal at maximum 6d8 with 3 actions)They choose how many they want to be healed, .We can only summon it one for day but should be enough when the heals are needed (if we don’t have a wand to heal for example) We gain another use of smite so when we strike we should be able to deal some damage (and we have detect evil at will so it should be enough to see against who we have to use that)

    Spoiler: Level 6
    Show
    Recently I have collaborated with a warforged named Aegis, it was strange he used some technique that I have never seen like using the shield to improve the defense of another one, or inspiring the people to fight well. He said me he was a crusader, and that I could learn his abilities taking a level in his class. Doing that would be block my paladin future so I have taken some time going in a inn to relax and control if there were problem. Here I heard some adventurer other PC not the NPC
    “Hey do you know that I’m going to take the 7th level in my awarrior class?”
    *It’s impossible we are in E6 we can take only 6 level so you will not gain other levels in your class*
    They were metagaming maybe I will say that to them, the metagame is bad, and should be avoided, but they said an interesting notion, each PC could take only 6 level here , and the crusader level would be my 6th . I could protect better the other with these technique so I have chosen to train with that to enhance my abilities for the others


    Now we have taken a crusader level why? Well first it enhance our durability with steely resolve (doing 5 damage later it’s not so bad it could save our life for example if we go at 1 than -4 so we can heal) We have a little boost to our attack with furious counterstrike but the most important feature of this level are the maneuver and the stance
    Iron guard’s glare will likely put the focus of the enemy on us because if they strike our adjacent ally they will have a -4 . Two maneuver give an attack boost to our allies, while other two permit us to ignore the damage reduction. But the preferred maneuver of Smit is shield's block , giving a boost of 7 or more to the AC of allies is good. There is a synergies with vigilant aid , we can give that a boost of AC or to the attack rolls. So now we can give up to 6+ shield to an ally’s AC(shield’s block and vigilant aid) and if the enemy is adjacent to us is a 10+ shield ( because iron guard’s glare give a -4 to the enemy’s attack roll) Adaptative Style give us an easier refresh on our maneuver (even if it’s still a round action) Our damage go up so it’s a good level this even if because we gain a second attack on the complete, and while our damage it is low it’s not a bad thing
    If we use a weapon with range (in our case a longspear because we use intuitive strike ) iron guard’s glare it’s even better because we can menace any adjacent space with our natural weapon (anthropomorphic animal have the natural weapon of their animal it there is the part who do that so in our case we have a bite attack like a monkey)
    Spoiler: Epic Feats
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    Spoiler: From 1st to 3rd
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    After I learned these maneuver I meditated and I have chosen to be able to do more damage because to protect the others I need to be able to block the enemy maybe using wood weapon to don’t kill them, so I hope my technique to deal more damage will be useful as I’m now able to smite more time my enemy

    Now after so much time we gain power attack we qualify for with the 4th level point and because we will probably use a longspear (preferably with an animated shield) which use two hands so it’s better. Extra Smite is giving us two more smite attempts, so we will smite the evildoers more time using power attack to do more damage (and maybe if we can use a maneuver with smite even ignoring damage reduction)
    Now we use power attack with a long spear, but we want to use our shield even only to give a better AC to our allies with shield block, but we use a two weapon so how we will do ? We will use an animated shield or we have to use a buckler with improved buckler defense. In each case we can still use a shield and his capacity so it’s a gain. If an animated shield is permitted we will not take improved buckler defense, but we will take sudden recovery to use more time one of our maneuver (especially shield's block)
    Spoiler: From 3th to 6th
    Show
    I discovered another type of magic, the magic of soul, and with the help one of my friend, he calls his class soulborn, I don’t know what is it, each born have a soul no, I learned a bit of that, it’s fantastic thanks to this my healing it’s more powerful , I’m sure that will help many people, so I hope this magic will be not used by anyone who do evil because that would be terrible

    These feats are concentrated on gain essentia points for azure touch which is useful between lay the hands, and divine spirit . Shape soulmeld is taken to gain more essentia points with bonus essentia, while improved capacity is taken to invest all our essentia points in azure touch (so we will have lay the hands like a paladin of 8th level so considering a +2 wisdom item we will heal 48 with lay the hand and 96 with divine spirit

    Spoiler: 7th and 8th
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    Now after I had many adventures I need to be more able with the maneuver, so I trained again with Aegis who have showed me how can one be prepared to have more maneuver and how regain one of that easily, I think these maneuver will help many people not only me .

    These two feats help our selection of maneuver gaining another maneuver readied with the crusader (So now when will be determined which maneuver we have we will cover more than half of our maneuver) and sudden recovery it’s good with many maneuvers even if it’s better with shield’s block because we have basically the same maneuvers two time ,foehammer and mountain strike have the same effect, like vanguard strike and leading the attack

    Spoiler: 9th and 10th
    Show
    I love to protect the other people and the weakest this is what the vigilant eye of Helm do , and what have done Krangros with me at the start of my journey , so I will do this with the other inspiring their defense to block the evil act, and the murder of innocents

    Well protection devotion it’s the final capstone of this build, for the support side, and it is a union of many things he does, boosting the AC using the turn undead attempts , and it is the reason of life of Smit so it is a good feat to take (even only for role but it’s effect is good). As we have only 8 turn undead attempts now we take extra turning as final feats to go to 12 so it will be around 4 encounters which is good (and can cover a good portion of encounter during a day) Probably we will have even items to have other attempts, so we will use protection devotion at least 3 time for day


    Spoiler: Number on this build
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    hp =10+12(2*6)+5d10= 49.5 average
    lay the hands healing(without items)= 8(5 paladin +3 azure touch) *5(wisdom)=40
    divine spirit healing=lay the hands healing*2 = 80
    Saving throws
    Fortitude=6+2 (constitution)+5(divine grace wisdom)=13
    Reflex=1+1(dexterity)+5 (divine grace wisdom)=7
    Will =1+5(wisdom)+5(divine grace wisdom)= 11
    Smite the evil attack roll with a simple weapon= 6(bab)+5( wisdom for intuitive strike)+5 (wisdom for serenity)=16
    Turn undead attempts =12(3+ wisdom+4 extra turning)
    Essentia points =3 (2 from bonus essentia +1 from azure touch) all invested in azure touch
    Maximum boost to AC for one adjacent ally= 2(vigilant aid move action)+3 (protection domain used)+(4+ shield AC)(shield’s block) =9+ shield’s AC If the enemy who strike is menaced by us he will have a -4 to attack roll so if we consider that a bonus to AC we will give around 13 +shield AC to one ally ( to use shield’s block and a longspear in the same time probably we will need an animated shield to give a better bonus)
    Maximum boost to attack rolls for one allies =2(vigilant aid )+4 (maneuver like leading the attack)
    General bonus to allies (not maxed for anyone)
    +4 vs fear effect+ 3 AC (protection devotion)+4 to attack rolls against one enemy (maneuver like leading the attack)


    Spoiler: Preferred equipment
    Show
    If we don’t have this equipment the build can function but it will be not so good but still usable
    If we can afford an animated shield it will be good, but if we cannot we could use a buckler to boost somehow our AC and the AC of our allies with shield's block
    Each item who give us a boost to wisdom is very good we have many of our things on wisdom: the attack roll, the healing , the spells , the turning attempts , and sense motive and heal check , and divine grace
    If we have a long spear it is optimal , if not we can still use any simple weapons (or our bite if we want do to economy) with intuitive strike
    Each item who can give a boost to constitution is good even if between wisdom and constitution I think it’s preferably choose wisdom for this build .


    Spoiler: Source List
    Show

    Anthropomorphic animal : Savage species pages 214-216
    Paladin : Player's Handbook pages 42-45
    Vigilant Eye of the helm substitution level: Champions of valor page 51
    Divine Spirit ACF: Dungeonscape page 11
    Crusader: Tome of Battle pages 8-14
    Maneuvers and stance :Tome of Battle
    Adaptative style: Tome of Battle page 28
    Extra Granted Maneuver : Tome of Batle page 30
    Sudden Recovery: Tome of Battle pag 33
    Intuitive strike : Book of Exalted Deeds page 44
    Serenity : Dragon magazine Compendium page
    Divine Justice: Players' Handbook II page 88
    Extra Turning: Player's Handbook page 94
    Extra Smite: Complete Warrior page 98
    Shape Soulmeld: Magic of Incarnum page 40
    Bonus essentia: Magic of Incarnum page 35
    Azure Touch: Magic of Incarnum page 35
    Improved Essentia Capacity: Magic of Incarnum page 38
    Protection Devotion: Complete Champion page 61
    Wormtail belt :Magic of Incarnum page 94
    Improved buckler defense: Complete Warrior page 100
    [

  3. - Top - End - #33
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Smity McSmiterson

    Trying to think of what alignment you have to be to smite an ordinary cat. What's the opposite of "internet" on the alignment grid?

    Quote Originally Posted by Smity McSmiterson
    Lesser Aasimar
    Paladin 4 / Ordained Champion 2

    Smity loved smiting. That's why they called him Smity. I mean, everyone in the McSmiterson household liked smiting, it was in their blood. But Smity was on another level. When he was just 6 years old, he smote the family cat.

    Str: 16
    Dex: 12
    Con: 14
    Int: 10
    Wis: 12 = 10 base +2 racial
    Cha: 18 = 15 base +2 racial +1 level

    Level Class (ACFs) Feats Special
    1 Paladin Power Attack Aura of Good, Detect Evil, Smite Evil
    2 Paladin Divine Grace, Lay on Hands
    3 Paladin Weapon Focus (longsword) Aura of Courage, Divine Health
    4 Paladin Turn Undead
    5 Ordained Champion Continued Advancement
    6 Ordained Champion Awesome Smite, Diehard (bonus) Smite

    Epic Feats: Extra Turning x10

    Skill Point Expenditure
    Level Diplomacy Knowledge (Religion) Knowledge (The Planes)
    1 4 4 -
    2 1 1 -
    3 1 1 -
    4 1 1 -
    5 - - 2
    6 - - 2

    Sources
    Aasimar: Monster Manual, p209
    Awesome Smite: Complete Champion, p55
    Lesser Planetouched: Player's Guide to Faerun, p191
    Ordained Champion: Complete Champion, p90
    Paladin: Player's Handbook, p42
    Power Attack: Player's Handbook, p98
    Weapon Focus: Player's Handbook, p102

  4. - Top - End - #34
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Vitarri Pyhitetty Paranemiseen

    Can I just call you Vita?

    Quote Originally Posted by Vitarri Pyhitetty Paranemiseen
    ]
    Spoiler: Vitarri Pyhitetty Paranemiseen
    Show
    How do you deal with being born a literal force for law and good when your mother is a high cleric of the Shining One and your father is a favored soul of Pelor? You rebel, of course, and follow the exmaple for your paternal great-grandfather, the silver dragon, and your maternal great-grandmother, the ghaele eladrin.

    You go out and punch evil in the face.

    "Honestly, how could I not take up mace and shield and follow their examples? I can feel Pelor's light shining in me; I can *show* you Pelor's light shining in me. The monastic life is not for me. I do not have all the answers, but this I know: there are evils in the world that must be confronted and defeated. I'm the one does that.

    “Not all evils can be confronted this way. You cannot smite greed. You cannot turn poverty. You cannot heal differences of opinion. I have infinite respect for my colleagues who battle these evils, and I will offer my help whenever it is needed. I am simply not the best tool to deal with these ills.

    “Neither do I ferret out corruption, duplicity, and sin. Not for me the stealth and judgement of the shadowbane inquisitor or shadowbane stalker; not for me the shadow and crusade of the shadowstriker and shadowspy; not for me the moral ambiguity of the grey guard. I also have infinite respect for those colleagues who take on these tasks, and I will offer whatever service I can when it is needed. I am simply not the best tool to deal with these ills, either

    These are not my primary duties to the Shining One. I am the blunt object brought to bear against the enemies of this world. I smite the undead. I battle evil outsiders. I heal the sick. I mediate between those of good heart. I serve as an example of what a person *can* be, and I serve as a reminder of will happen when those people are threatened.

    “If you wish to talk, I will talk. If you need help, I will help. But if you intend evil, there will be consequences.

    “Me.”

    Vitarri stands a muscular 6' 2", weighing in at 232#. He moves well, but solidly, neither graceful nor flexible. He has silver hair, green eyes, and a kind, helpful face. But Vitarri's most noticeable feature is his sheer, utter calm.


    Spoiler: Class Progression (NOTE: Ability modifiers not included, divine grace included.)
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Paladin 1 +1 +2 +0 +0 (Skill ranks, 8/1st level paladin)
    Diplomacy/1, Heal/4, Knowledge (religion)/2, Sense Motive/1
    True Believer Aura of good, detect evil, smite evil 1/day, Lightbringer affiliation 2
    2nd Paladin 2 +2 +6 +3 +3 (Skill ranks, 2/level paladin)
    Diplomacy/1, Heal/5, Knowledge (religion)/3, Sense Motive/1
    - Divine grace, lay on hands, Lightbringer affiliation 3
    3rd Paladin 3 +3 +8 +6 +6 (Skill ranks, 2/level paladin)
    Diplomacy/1, Heal/5, Knowledge (religion)/3, Sense Motive/1, Skill Trick: Healing Hands
    Serenity Aura of courage, Pelor's Blessing ACF, Lightbringer affiliation 4
    4th Paladin 4 +4 +9 +6 +6 (Skill ranks, 2/level paladin)
    Diplomacy/1, Heal/5, Knowledge (religion)/3, Knowledge (the planes)/1(cc), Sense Motive/1, Skill Trick: Healing Hands
    Extra Smite (bonus) Turn undead, holy warrior ACF, Lightbringer affiliation 4, True Holy Symbol
    5th Paladin 5 +5 +9 +6 +6 (Skill ranks, 2/level paladin)
    Diplomacy/1, Heal/5, Knowledge (arcana)/1(cc), Knowledge (religion)/3, Knowledge (the planes)/1(cc), Sense Motive/1, Skill Trick: Healing Hands
    Least Legacy (bonus) Smite evil 4/day, divine spirit ACF, Lightbringer affiliation 5, Lightbringer (WoL)
    6th Paladin 6 +6/+1 +10 +7 +7 (Skill ranks, 2/level paladin)
    Diplomacy/1, Heal/5, Knowledge (arcana)/1(cc), Knowledge (religion)/5, Knowledge (the planes)/1(cc), Sense Motive/1, Skill Trick: Healing Hands
    Scalding Faith of the Sun Curse breaker ACF 1/week, Lightbringer affiliation 6, Lesser Dawnstar (Relic), -4 hit points (WoL)


    Spoiler: Character Stats
    Show
    Male Lesser Aasimar Paladin 6
    LG Medium humanoid (planetouched)
    S-14 (+1 at 4th level)
    D-10
    C-13
    I-10
    W-20 (+2 at 1st level)
    Ch-16 (+2 at 1st level)

    HP: 40 (10 + 28 (5 levels*5.5) + 6 (+1 Con) -4 (WoL))
    AC: 20 (10 + 10 (+1 full plate)), touch 11 (+1 full plate), flat footed 11 (+1 full plate)
    Init: +0 (+0 Dex)
    Damage: 1d6+4 (two-handed +1 heavy mace)
    1d6+7 Avenging Strike (two-handed +1 heavy mace + 3 Cha)
    1d6+9 Smite Evil (two-handed +1 heavy mace + 5 Wis)
    1d6+10 Sapphire Smite Evil (two-handed +1 heavy mace + 5 Wis + 1)
    1d6+12 Avenging Strike Smite Evil (two-handed +1 heavy mace + 3 Cha + 5 Wis)
    1d6+13 Avenging Strike Sapphire Smite Evil (two-handed +1 heavy mace + 3 Cha + 5 Wis + 1)

    BAB: +6/+1 base
    +11/+6 with simple and natural weapons (Intuitive Strike)
    +12/+7 with Lesser Dawnstar (+1 heavy mace and Intuitive Strike))
    +15/+10 with Lesser Dawnstar (+1 heavy mace, Avenging Strike, and Intuitive Strike))
    +17/+12 with Lesser Dawnstar (+1 heavy mace, Smite Evil, and Intuitive Strike))
    +17/+12 with Lesser Dawnstar (+1 heavy mace, Sapphire Smite Evil, and Intuitive Strike))
    +20/+15 with Lesser Dawnstar (+1 heavy mace, Avenging Strike, Smite Evil, and Intuitive Strike))
    +20/+15 with Lesser Dawnstar (+1 heavy mace, Avenging Strike, Sapphire Smite Evil, and Intuitive Strike))

    Fort: +11 (5 +1 Con +5 Wis (Serenity))
    Refl: +7 (2 +0 Dex +5 Wis (Serenity))
    Will: +12 (2 +5 Wis +5 Wis (Serenity))

    Skills: (Skill points, ability bonuses, feat bonuses, and racial bonuses)
    Diplomacy/4, Heal/10, Knowledge (arcana)/1(cc), Knowledge (religion)/5, Knowledge (the planes)/1(cc), Listen/7, Sense Motive/6, Spot/7

    Skill Tricks: Healing Hands (CS)

    Special Qualities: Lesser aasimar; Darkvision 60'; Paladin abilities and ACFs; Lightbringer affiliation 6, Rank 1; Lightbringer WoL ability and -4 hit points; True Believer relic; Turn undead 12/day (3 + 5 Wis +4 Extra Turning); Turning check bonus +9 (+5 Wis +2 Knowledge (religion) +2 true holy symbol); Turning damage 2d6 + 11 (+5 (Wisdom) + 6 (paladin level)); Daylight 1/day, CL 6, DC 13 (10 + 3 Cha), essentia pool 1, Smite evil 5/day (2 + 2 Extra Smite + 1 Sapphire Smite)

    Languages: Common, Celestial.


    Spoiler: Character Level and Bonus Feats
    Show
    True Believer [General]
    Your deity rewards your unquestioning faith and dedication.
    Prerequisite: Must choose a single deity to worship. Must be within one step of that god’s alignment.
    Benefit: Once per day when you are about to make a saving throw you may declare that you are using this feat to gain a +2 insight bonus on that saving throw. This feat also allows you to use a relic of the deity you worship.
    Source: CD

    Serenity [General]
    Your wisdom, inner calm, and sagacity fuels your class abilities rather than your force of personality or will.
    Prerequisite: Divine grace.
    Benefit: Use your Wisdom bonus in place of your Charisma bonus for purposes of divine grace, lay on hands, smite evil, and turn undead.
    Normal: The abilities use your Charisma bonus.
    Source: DragComp

    Extra Smiting [General]
    You can make more smite attacks.
    Prerequisite: Smite ability, BAB +4
    Benefit: When you take this feat, you gain two extra attempts to smite per day. Use whatever smite ability you have (the paladin's smite evil ability or the hunter of the dead's ability to smite undead, for example.)
    Special: You may take this feat multiple times. Its effects stack.
    Source: CW

    Least Legacy [Legacy]
    You awaken the basic abilities of a specific item of legacy.
    Prerequisites: Character level 5th, learn and perform the associated least legacy ritual of the chosen item.
    Benefit: Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any
    of the item’s least legacy abilities that are available to a character of your level.
    Source: WoL

    Scalding Faith of the Sun [General]
    The power and grace of the Sun Lord has enhanced your ability to turn undead.
    Prerequisite: Patron deity Pelor, divine grace, turn undead.
    Benefit: You turn undead as a cleric of your class level.
    Normal: A paladin turns undead as a cleric three levels lower would.
    Source: DragComp


    Spoiler: Epic Feats
    Show
    Disciple of the Sun [Divine]
    You can destroy undead instead of merely turning them.
    Prerequisite: Ability to turn undead, good alignment.
    Benefit: You may spend two turn attempts when you turn undead instead of one. If you do then you get to destroy the undead instead of turning them.
    Source: CD

    Extra Turning [General]
    You can turn or rebuke creatures more often than normal.
    Prerequisite: Ability to turn or rebuke creatures.
    Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature (such as a good-aligned cleric with access to the Fire domain, who can turn undead and water creatures and can also rebuke fire creatures), each of your turning or rebuking abilities gains four additional uses per day.
    Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
    Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
    Source: (PH)

    Divine Vigor [Divine]
    You can channel energy to increase your speed and durability.
    Prerequisites: Turn or rebuke undead ability.
    Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.
    Source: CW

    Spurn Death's Touch [Divine]
    You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures.
    Prerequisite: Ability to turn undead.
    Benefit: As a standard action that does not provoke attacks of opportunity, you can spend one of your turning attempts for the day to touch an ally to heal 1d4 points of ability damage, remove a paralysis effect, or remove a negative level. You can only use this effect to heal ability damage dealt by an undead creature or remove effects caused by an undead creature.
    Source: LM

    Avenging Strike [General]
    Your strength of will and strong sense of justice allow you to smite your foes.
    Prerequisite: Any good alignment.
    Benefit: As a swift action, you can channel the power of your faith and energy to enhance a single attack you make. You gain a bonus equal to your Charisma bonus (if any) on the attack roll and damage roll for the next melee attack you make against an outsider with the evil subtype. You can use this ability a number of times per day equal to your Charisma bonus (minimum 1).
    Source: ToB

    Divine Censure [Divine]
    You can channel divine energy to instill fear in evil outsiders.
    Prerequisite: Ability to turn undead, good alignment.
    Benefit: You can spend one of your turn undead attempts as a standard action to channel your god's outrage, condemning all evil outsiders within 30 feet. Such creatures must make a Will save (DC 10 + 1/2 your character level + your Cha modifier) or become shaken for a number of rounds equal to your Charisma modifier (minimum 1 round).
    Source: FC2

    Good Devotion [Domain]
    The power of good shields you and your allies.
    Benefit: Once per day as an immediate action, you can surround yourself with an aura of good that grants you and each of your allies within 30 feet damage reduction that can be overcome only by evil-aligned weapons. The numeric value of this damage reduction is 1 + l/five character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies' natural and weapon attacks are good-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute.
    Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
    Source: CC

    Healing Devotion [Domain]
    You can heal damage faster than normal.
    Benefit: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed).
    Special: As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability. You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
    Source: CC

    Sapphire Smite [Incarnum]
    You can channel incarnum to enhance your ability to deliver mighty blows. When you do so, your eyes glisten as if they had become brilliant blue gemstones.
    Prerequisite: CON 13, ability to smite (smite evil class feature, smite domain power, or similar ability).
    Benefit: At the beginning of the day, you can invest essentia into this feat. You gain additional uses of your smite ability for the day equal to the invested essentia. In addition, you gain a +1 bonus on damage dealt by your smite for every point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.
    Source: MoI

    Intuitive Strike [Exalted]
    You fight more by faith than brute strength.
    Prerequisite: BAB +1.
    Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.
    Normal: Attack rolls user your Strength modifier.
    Specia: A fighter may select Intuitive Attack as one of his fighter bonus feats.
    Source: BoED


    Spoiler: Tactics
    Show
    Sometimes, you just want to play a straight up hero...

    First Level: You're a paladin of light and virtue. (I always wanted to use that line.) Your job is to fight the forces of evil. You're primarily a melee combatant, so get the heaviest armor you can. Use that heavy mace two-handed, always. Get a two-handed ranged weapon; shooting evil in the face is as acceptable as punching it in the face. You get one smite; make sure it counts. You can heal in a pinch and serve some social duties, so don't be afraid to talk before smiting. Look into getting a phylactery of faithfulness as soon as possible. Join your local Lightbringer's chapter; it will pay off later.

    Second Level: Some fun paladin abilities come online. Lay on hand provides dependable healing, while divine grace means your saves get a well needed boost. Combat advice remains unchanged.

    Third Level: Serenity is the key to everything that follows. Because it affects turn undead, every divine feat that uses Cha now uses Wis. Divine grace boosts your saves even more now. Watch your combat location to provide aura of courage support to your teammates. Your Lightbringer affiliation pays off in Pelor's blessing; your smite hurts them even more. I chose this ACF to emphasize the character's connection with Pelor. The Healing Hand skill trick allows healing and stabilization without depleting your supernatural healing abilities. Combat advice remains unchanged, though you should be maximizing your armor and heavy mace.

    Fourth Level: Turn undead comes online. You're a weak turner, but this will be an important source of power and versatility later. I choose the holy warrior to emphasize the paladin as holy warrior and to snag an extra feat; spell casting just didn't seem right for the concept. Extra Smite means your signature combat move can be used 3/day. Get those enemies in melee range, introduce them to your mace, and remember: smite early, smite often! Get that True Holy Symbol from the church; you're a champion of the church now, and this support will only help their cause. Additional knowledge skills give some hope of IDing extraplanar enemies.

    Fifth Level: Another smite evil; it's the hurt that keeps on hurting! The divine spirit ACF lets you heal yourself or others without interrupting your actions. I chose this to replace special mount to emphasize the connection with the deity and because I wanted to focus on the character, not the sidekick. Least Legacy represents achieving the potential of your grandmother's armor. You're a paladin; know you look the part. Melee is still your most effective combat route. Additional knowledge skills give some hope of IDing other arcane enemies.

    Sixth Level: Turn undead comes to full power: your feat makes you a cleric for turning and an increase in Knowledge (religion) helps your turning check. You suffer the cost of your legacy armor, but True Faith pays off with the ability to wield a custom relic. With a mace of disruption, you are now a fully operational paladin. Melee the hell out of bad guys. I choose the curse breaker ACF because it's likely you or your teammates will be facing curses on a regular basis now.

    Epic Levels: Your epic feats are all about options. They expand your paladin abilities, making and your teammates more effective. Let's break it down:
    Disciple of the Sun, Extra Turning, Divine Vigor, Spurn Death's Touch: More turn attempts that make you more effective against undead, help your combat mobility/survivability, and give you the option to heal some status conditions
    Avenging Strike, Divine Censure: You're now a specific threat to outsiders, as well as undead and evil.
    Good Devotion, Healing Devotion: You can share your power with your teammates: DR, good-aligned weapons, fast healing. Everybody stays in the fight longer.
    Sapphire Smite: The very souls of the universe help! One more smite/day, and each smite is more effective.
    Intuitive Strike: Finally, you exalt! Wait; wrong game. Wis bonus to BAB is the final upgrade to your melee ability. While this feat would have been more useful earlier, an exalted feat didn't seem appropriate until the very last feat.


    Spoiler: Lesser Aasimar Racial Traits
    Show
    Lesser Aasimar
    +2 Wisdom, +2 Charisma: Aasimars inherit a measure of the insight and presence of their celestial forebears.
    Humanoid (planetouched): Lesser aasimars are humanoids (not outsiders) with the planetouched subtype. They are susceptible to spells and effects that specifically target both humanoids and outsiders. Charm person works against them, and so does banishment.
    Medium: As Medium creatures, aasimars have no special bonuses or penalties due to size.
    Aasimar base land speed is 30 feet.
    Darkvision: Aasimars can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and aasimars can function just fine with no light at all.
    Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of her class level, whichever is higher.
    Resistance to acid 5, cold 5, and electricity 5: Aasimars gain a slight resistance to acid, cold, and electricity from their celestial blood.
    +2 racial bonus on Listen and Spot checks: Aasimars have keen senses.
    Automatic Languages: Common and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Aasimars enjoy learning languages that enable them to communicate with good creatures.
    Favored Class: Paladin. The paladin class levels of an aasimar who becomes an ex-paladin class do not count when determining whether she takes an experience point penalty for multiclassing.


    Spoiler: Alternate Class Features, Skill Tricks, and Organizational Affinities
    Show
    Lightbringer Affiliation
    A guild member gains access to alternative class abilities associated with the guild (Pelor's Blessing). The guild does not require that the member take any alternative abilities; it merely offers the option.
    (NOTE: Lightbringer does not list how an affiliation score is reached for this guild. Since it is often sponsored by the Pelorite church, The Shining Light of Pelor scoring from CC is used. Score used: +1/2 character level, rounded up, +1 paladin, +1 Heal/5, +1 Knowledge (religion)/5. Rank becomes 1, based on examples.)

    Pelor's Blessing ACF
    A lightbringer paladin excels at slaying the undead. When he channels energy to smite his foes, the power he summons proves doubly effective against the living dead.
    Level: 3rd.
    Replaces: Divine health.
    Benefit: A lightbringer paladin who uses his smite evil ability against undead gains an additional +2 bonus to the attack roll and deals an extra 1 point of damage per two paladin levels. For example, a 13th-level lightbringer paladin armed with a longsword would deal 1d8+19 points of damage when using her smite evil ability against an undead, plus any additional bonuses for high Strength or magical effects that would normally apply. This is an extraordinary ability.

    Healing Hands [Manipulation Skill Trick]
    You can bring someone back from the brink of death.
    Prerequisite: Heal 5 ranks.
    Benefit: If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage.

    Holy Warrior ACF
    By giving up your spellcasting ability, you gain access to bonus feats much as a fighter does. This choice does not, however, close you off from divine influence - in fact, several of these feats actually increase your divine power.
    Level: 4th.
    Replaces: To select this class feature, you must sacrifice your spellcasting ability.
    Benefit: You no longer gain spells as a paladin, but you can now select a bonus feat at 4th, 8th, 11th, and 14th levels. You can select any feat from the following list for which you meet the prerequisites: any divine feat, Cleave, Extra Smiting, Extra Turning, Great Cleave, Improved Smiting, Mounted Combat, Mounted Archery, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, and Trample. This is an extraordinary ability.
    Special: A paladin who selects this path can no longer use scrolls, wands, or other magic items that require access to a spell list, unless she has another spellcasting class that grants access to the appropriate spells.

    Divine Spirit ACF
    Most paladins form a special relationship with a celestial mount that aids them in battle. You, however, spend most of your time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, you have forged a bond with celestial spirits whose aid you can call upon when needed.
    Level: 5th.
    Replaces: If you select this alternative class feature, you do not gain the special mount ability.
    Benefit: Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.
    Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.
    The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.
    A spirit occupies a 5-foot square on the battle map.
    When summoned, a spirit appears on the battlefield within 30 feet of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
    All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
    A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
    If you lose line of sight to a spirit, it disappears immediately.
    Each spirit available to you can be summoned once per day.
    A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit's description are met.
    Spirit of Healing: This spirit increases your ability to heal damage dealt to you or your allies. When summoned, it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability.
    To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit has used all its healing ability, it dissipates.

    Curse Breaker ACF
    Most paladins use their divinely granted powers to combat diseases that plague their allies. Paladins with an interest in the arcane - particularly those who battle necromancers - sometimes prefer to learn to counteract the effects of magical curses.
    Level: 6th.
    Special Requirement: Knowledge (arcana) 1 rank.
    Replaces: You do not gain the remove disease spell-like ability or any later improvement of that ability.
    Benefit: At 6th level, you can produce a remove curse effect, as the spell, once per week.
    These are spell-like abilities.


    Spoiler: Weapon of Legacy and Relics
    Show
    True Holy Symbol - Planar Handbook
    Appearing in all other ways to be merely a holy symbol, this item in fact comes from the home plane of the deity the symbol represents-and carries a modicum of the deity's power. Attempts to turn undead using the true holy symbol provide a +2 sacred bonus on the character's turning check.

    Tumma-bane - Armor of Legacy
    +1 mithral full plate (Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
    Omen: The full plate always appears clean, as if it had just been polished. This effect never negates the wearer's attempts at stealth.
    Founding Ritual: Rebirth of Light: Spend 24 hours in a desecrated shrine of Pelor, reconsecrating it in the Shining One's service. Cost: 2000gp.
    Cost Progression: 5th Level -
    6th Level -4 hit points
    Legacy Abilities:
    5th Level Lightbringer (Su): You can use dancing lights, flare, or light at will as the spells, using a different command word for each effect. The save DC is 10, or 10 + your Charisma modifier, whichever is higher.
    6th Level -
    (Design Notes: Custom item based of the instructions in WoL, with one ability from Menu A.)

    Lesser Dawnstar - Pelorite Relic
    +1 heavy mace, if user is lawful good, neutral good, or neutral.
    Relic Power: If you have established the proper divine connection, a Lesser Dawnstar gains the disruption property (Disruption: A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.) Price +2 bonus.)
    To use the relic power, you must worship Pelor and either sacrifice a 3rd-level divine spell slot or have the True Believer feat and be at least 6 HD.
    (Design Notes: Basically the same as the dawnstar relic (CD, MIC), with an property half as powerful and no special abilities beyond that. I figure that about halves the True Believer requirements.)


    Spoiler: Variations on the Theme
    Show
    Want to focus on the mentioned draconic heritage? Take Dragontouched, Dragonfire Channeling, Armor of Scales, and Words of Draconic power (all DragMag). A new AoE for turn undead, extra senses, and ceremonies that can assist the group.

    Want to be an archer? Take Zen Archer (CD), Exalted Smite, Ranged Smite, Subduing Strike, and Holy Subdual (all BoED). Wis to ranged weapons, ranged smite, and nonlethal damage at range without a penalty.

    Really want to concentrate on fighting undead? Light of Aurifar (SS), Exalted Turning (BoED), Quicken and Empower Turning (CD), and Heighten Turning (LM). You are now a turning monster.

    Want to focus on your core competencies? Improved Smiting (CD), Expanded Aura of Courage (HoB), Heavy Armor Optimization (RoS), Shield Optimization (PH2). Better use of armor and shield and more bang for your smite.

    Want to use those turn attempts for super powers? Divine and domain feats make you a utility god, a team hero, and a one-paladin adventuring machine:
    Divine Accuracy (LM)
    Divine Armor (PH2)
    Divine Cleansing (CW)
    Divine Justice (FC2)
    Divine Might (CW)
    Divine Resistance (CW)
    Divine Spellshield (RoS)
    Glorious Weapons (CD)
    Knowledge Devotion (CC)
    Protection Devotion (CC)
    Sacred Healing (CD)
    Sacred Vitality (LM)
    Spurn Death's Touch (LM)
    Sun Devotion (CC)

  5. - Top - End - #35
    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    The above six builds are the ones that have actually entered the contest. The following build is, sadly, illegal, so it is not part of the actual scoring. It's still nifty enough to be worth sharing, though.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  6. - Top - End - #36
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    Default Toy Soldier (SEPARATE)

    NOTE: This build is not actually legal for the competition (you can't just use LA and mitigate it down to a net of 0; it's gotta be 0 start to finish) and is presented separately for interest only.

    JUDGES: You are not required to score this build. If you choose to score it anyway, it will not be entered into the final running and will not be eligible to medal.


    Even so, it's a neat trick in a neat package, so enjoy! The fact that it's disqualified from placing doesn't mean that I'm making a value judgment about how cool it is or isn't. It's quite clever! Just perhaps a bit too clever for its own good.

    Quote Originally Posted by Toy Soldier
    This started as a joke build. I don't know how it went uphill from that pit. And oh boy, was that pit deep.
    Well, this is it:

    TOY SOLDIER, DRAGON KINDERGARTEN'S PEACEKEEPER
    Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier(Tiny Animated Construct) Totemist 1/Dragonborn Paladin of Freedom 5

    Spoiler: Fluff
    Show

    A toy soldier, a mere child's toy. An intricate and beautiful one, made of precious metals, a prized possession amidst a great Dragon's hoard, not a cheap thing, for sure, but still a mere toy. Under the pressure of the constant flow of dead souls, given rise by the Dragon's experimentations, it gained a soul of his own, although no more than a fragment.

    The amused dragon, powerful beyond belief, strengthened by feasting on the energy of the living, found this walking toy soldier oh so interesting. The Wyrm gave it-him a more complete soul, made him alive, aware of the suffering that is life. It told him to go on and live the rest of his days on this plane of nightmares, and released him amidst the wilderness, fraught with treacherous beasts.

    He suffered, but he survived. He learned how to hunt, and how to fight among beasts. He learned how to embody the beasts, empowered by his artificial soul. He learned to hate the Dragon, who made him suffer such fate.

    A single tiny being, insignificant in the great scope of reality, but a single God took pity on him.

    Bahamut showed him a revelation. "Become one of my chosen", he said. The Platinum Dragon wished to have him see the good in Dragonkind, learn that not all dragons are evil and heartless. He gave the Toy Soldier a new life, as a chosen of his, his Champion.

    The little soldier made an oath to deliver swift retribution on those who would abuse their powers to play with others' lives. A plaything he may have been, but even toys have feelings.

    Though he is small, still he fights for the liberty of all beings, free from the tyrannical dragons. After all, size doesn't matter, now does it?


    Spoiler: Rules Clarification
    Show

    There's two issues I have to clarify before I proceed. First of all, according to the DMG:

    Spoiler: DMG on Weapon Sizes
    Show
    Because Tiny, Diminutive, and Fine creatures have no natural reach, they do not normally get attacks of opportunity. Specific creatures may be exceptions, and some may carry reach weapons that do threaten adjacent squares.


    This means that Tiny reach weapons, like, say, a Lance, do have reach. They just threaten like a Small creature instead of doubling reach. This is so we don't keep taking attacks of opportunity until we don't take AoOs every single time we charge.

    Now, on the LA mess:

    Spoiler: Savage Species page 115
    Show
    In cases when a template makes an otherwise unplayable creature into a viable character (such as the incarnate construct template), this book gives level adjustments for the templated version of the creature.


    So Incarnate Construct explicitly pointed out as allowing a creature to be playable, even if it wasn't before. This is the whole basis of my Toy Soldier.

    Spoiler: Toy Soldier Race
    Show

    This here is the order the Toy Soldier's templates are applied.

    Creature Str Dex Con Int Wis Cha LA
    Tiny Animated Construct 8 14 - - 1 1 -
    Soulfused Construct 8 16 10 3 1 5 -(+1)
    Incarnate Construct 8 16 10 3 3 5 0(-1)
    Dragonborn 8 14 12 3 3 5 0(-1)
    Stone Warrior 10 14 16 1 1 3 0


    These stats then get changed into modifiers for the point-bought stats:

    Str Dex Con Int Wis Cha
    Race Mod 0 +4 +6 -10 -10 -8
    Point Buy 15 10 14 14 14 12
    Final score 15 14 20 4 4 4
    Level 4 16 14 20 4 4 4

    The Race features end up as:

    Tiny Humanoid(Dragonblood,Earth): +2 bonus to AC and Attack
    Speed: 20ft, Burrow 10
    Earth Strike: 1/day make an attack against a foe standing on earth and add +Con to hit.
    DR: 8/Adamantine.
    Darkvision 60ft.
    Draconic Heart: Every 1d4 rounds breathe in a 5ft/level line, for 1d8+1d8 every 3 levels. DC 10+1/2 level+Con.
    Immunity to Frightful Presence.

    Spoiler: Felldrake Mount
    Show

    This is the Toy Soldier's mount: a Stone Warrior Crested Felldrake. It has CR2(which is 3 less than the level 5 which grants Special Mount), can carry the Toy Soldier as a mount, and has a Neutral Good alignment. According to DMG page 204, that's enough to qualify as an alternate Paladin mount. These statistics already reflect the Stone Warrior and Special Mount modifications.

    Spoiler: Stat Block
    Show

    Stone Warrior Crested Felldrake
    Small Dragon
    Hit Die: 2d12+2d8+20(42 HP)
    Initiative: +0
    Speed: 40ft, Burrow 20ft
    AC: 26 (+1 Size, +4 Masterwork Chain, +11 Natural)
    Attacks: Bite +6 Melee
    Damage: Bite 1d8+2
    Space/Reach: 5ft/5ft
    Special Attacks: Earth Strike.
    Special Qualities: Dragon Traits, Scent, Darkvision 60ft, DR 8/Adamantine.
    Saves: Fort +11, Ref +6, Will +3.
    Abilities: Str 14 Dex 10 Con 20 Int 6 Wis 10 Cha 7.
    Feats: Alertness, Armor Proficiency(Light).
    Skills: Hide +8, Jump +6, Listen +8, Spot +8


    Spoiler: Levels
    Show

    Spoiler: Pre-Epic
    Show

    ACFs: Dragonborn Paladin, Dragonscale Husk, Holy Warrior

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Essentia Class Features
    1st Totemist +0 +2 +2 +0 Ride 4 Shape Soulmeld(Airstep Sandals) 1 Wild Empathy, Illiteracy
    2nd Dragonborn Paladin +1 +4 +2 +0 Ride 5 1 Aura of good, detect dragonblood, smite evil 1/day, Dragonscale Husk(+6)
    3rd Paladin of Freedom +2 +5 +2 +0 Ride 6 Power Attack 1 Divine grace, lay on hands
    4th Paladin of Freedom +3 +5 +3 +1 Ride 7 1 Aura of Resolve, Divine Health, Dragonscale Husk(+7)
    5th Dragonborn Paladin +4 +6 +3 +1 Ride 8 Extra SmitingB 1 Bahamut's blessing, Bonus Feat
    6th Paladin of Freedom +5 +6 +3 +1 Ride 9 Bonus Essentia 3 Special mount, smite evil 2/day, Dragonscale Husk(+7, Resist Acid, Fire, Cold, Eletricity 5)

    Spoiler: Epic
    Show

    Epic
    Level
    Feats
    1st Share Soulmeld
    2nd Mounted Combat
    3rd Ride-by Attack
    4th Spirited Charge
    5th Improved Bull Rush
    6th Shock Trooper
    7th Martial Study(Leading the Attack)
    8th Martial Study(Battle Leader's Charge)
    9th Martial Stance(Leading the Charge)
    10th Weapon Focus(Lance)


    Spoiler: Build Explanation
    Show

    Okay, so the build doesn't really need a complex structure of 16 separate breakpoints for you to know how it works. The basic gist is: Ubercharge all... Except with a toothpick(Tiny Lance, deals 1d4+1.5xStr). Now, if that were all there is to it, it would be pretty weak. Well, it isn't.

    The build really gets its momentum a bit late, but I'm basically stacking bonuses to mounted charge:

    • With just Power Attack you get 2 x (1d4+4+10).
    • With the above and Smite to a Dragon you get 2 x (1d4+4+10+8).
    • With the above and Spirited Charge, you get 3 x (1d4+4+10+8).
    • With the above and Battle Leader's Charge, you get 3 x (1d4+4+10+8+10).
    • With the above and Leading the Charge, you get 3 x (1d4+4+10+8+10+3).


    This all works because flat bonuses all get multiplied together with the base damage.

    Since Toy Soldier is Tiny, it gets a free +2 to Attack. Bahamut's Blessing gives us another +2. Shock Trooper removes the -4 penalty to attacks on charge by reducing AC, and we do have DR 8/Adamantine. Weapon Focus gives us an additional +1 as a cherry on top. And once per day, on the strongest monster, we can use Earth Strike for a +5 to hit.

    The final damage comes to 106-109 Piercing damage before magic weapon modifiers. With a +1 Collision Lance it would rise to 124-127 Piercing. We'd be able to use this four times per day, and once per encounter. After that, It would drop to 52-55(70-73 w/ Collision Lance) without Smite or Battle Leader's Charge, but that's still quite a lot. If we wanted to get real sketchy, we could instead go for a Valorous Lance, maybe even a Valorous Lance of Collision, but I think that can of worms is better left unopened.

    If the target doesn't die, there's Leading the Attack to finish it off, plus the drake's attack.

    Additionally, since the Toy Soldier is a Paladin of Freedom, he can freely sneak and charge straight from hiding, and both him and his mount have quite decent hiding modifiers, especially adding the soulmelds(more below).

    As an extra, he also has a decently powerful breath attack, which deals 3d8 untyped damage on a 30ft line, with a save DC of 18. The Felldrake itself can also deal some damage, and tank incredibly well. Consider giving Mithral Plate to the drake for even more survivability.

    The favored soulmelds for daily use are Kruthik Claws and Blink Shirt. Using those, plus Airstep Sandals, we have quite a bit of mobility, plus hiding potential, and it all transfers to the Felldrake as well, giving us a nice hiding mechanism.

    Spoiler: Ingredients
    Show

    Complete Champion: Holy Warrior
    Complete Warrior: Extra Turning, Shock Trooper
    Dragon Magic: Dragonscale Husk
    Dungeon Master's Guide: Unusual Mounts
    Magic Item Compendium: Collision
    Magic of Incarnum: Totemist, Soulfused Construct, feats
    Monster Manual II: Crested Felldrake
    Races of the Dragon: Dragonborn, Dragonborn Paladin
    Savage Species: Incarnate Construct
    Tome of Battle: Martial Study
    Web: Update Booklet
    Web: Mineral Warrior
    Last edited by Zaq; 2019-07-12 at 12:03 AM.

  7. - Top - End - #37
    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Anyway! Six plus one builds for you to enjoy. Pretty darn close to the perfect size for the contest, if you ask me. You're all champs. Not the ironic, slightly condescending kind of champs, either. You're true rockstars. Including you. Yeah, you. Love ya.

    I've gotta get back to frantically packing and maybe also sleeping. Anyone feel like putting together a table for me?

    Just because I haven't said it enough, I will be out of the country for approximately three weeks starting on Saturday. While I might have internet access now and then, I cannot and do not promise to spend as much time as I usually do babysitting this contest. In fact, I promise not to.

    This means a few things! First, my ability to post disputes and respond to queries is going to be delayed. Accordingly, please all be responsible adults and only dispute if it's absolutely necessary. And by absolutely necessary, I mean really blatant. Flagrantly ignoring RAW, blatantly discriminating by judging two builds wildly differently for the exact same thing, etc. I hope that none of our judges will behave in such a manner at all, of course.

    Second, I won't be able to reliably bump the thread, so I'm counting on each and every one of you to keep the interest going and to make sure that we've got a judge or three!

    I'm not saying that I'll have total radio silence for the rest of July or anything, but I haven't been to Japan in twelve years, so I'm really not planning on spending a lot of time on a website that I can (and do) spend way too much time on at home. Least I'm honest.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  8. - Top - End - #38
    Barbarian in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Thanks Zaq! Also, hope you have a good time!

    I plan to judge (all 7; even if you can't medal it's nice to have feedback). Hopefully it won't take too long, (and if it's over 3 weeks something will have gone horribly wrong) but I'm not in a position to make any firm promises.

    I will of course abuse not abuse the discouragement of disputes.
    Last edited by MinimanMidget; 2019-07-12 at 01:42 AM.

  9. - Top - End - #39
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    BlackDragon

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Is it too late to submit a build?

  10. - Top - End - #40
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Quote Originally Posted by Empyreal Dragon
    Is it too late to submit a build?
    Yes it is too late because the dish reveal is already done
    I hope for you Zaq that the trip in Japan will be good

    There are only good paladin now that i think about it

  11. - Top - End - #41
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Quote Originally Posted by Empyreal Dragon View Post
    Is it too late to submit a build?
    it is pretty common in all these competitions to discuss " the coulda, woulda, shoulda " after the reveal. so you can post it yourself and it can be part of the discussion, but it won't be judged along with the others this time
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  12. - Top - End - #42
    Barbarian in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Thanks Quentinas for making the table.

    Name Alignment/Race Stub
    Chargy McChargerson CG/Lesser Aasimar Paladin of Freedom 5/Crafty Hunter Barbarian 1
    Grisindr LG/Silverbrow Human Paladin 6
    Sir Munner CG/Silverbrow Human Paladin of Freedom 4/ Conjurer 1/Chameleon 1
    Smit LG/Anthropomorphic monkey Paladin 5/Crusader 1
    Smity McSmiterson LG/Lesser Aasimar Paladin 4/Ordained Champion 2
    Vitarri Pyhitetty Paranemiseen LG/Lesser Aasimar Paladin 6

    Name Alignment/Race Stub
    Toy Soldier CG/Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier Totemist 1/Paladin of Freedom 5

  13. - Top - End - #43
    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    How goes the judging, ladies/gents/others?
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  14. - Top - End - #44
    Barbarian in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Slowly but steadily, for me. Can't say when I'll be done, though - this is a tough round to judge (at least for me).

  15. - Top - End - #45
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Quote Originally Posted by MinimanMidget View Post
    Slowly but steadily, for me. Can't say when I'll be done, though - this is a tough round to judge (at least for me).
    paladin is just one of those classess i don't know what to do w/. i've only ever even attempted to play one once, and that lasted like 3 levels before i gave up on it. i didn't even attempt to think about a build this go around. take your time :)
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  16. - Top - End - #46
    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    I’ll be back from Japan within the next 24 hours. Any progress on the judgments?
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  17. - Top - End - #47
    Orc in the Playground
     
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    If needed i can retract my build and try to judge, it would be my first time

  18. - Top - End - #48
    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Miniman has confirmed their intent to judge, and I trust them. We’ll wait a little longer before we start asking contestants to pick up judging hats.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  19. - Top - End - #49
    Orc in the Playground
     
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Ok no problem i will wait

  20. - Top - End - #50
    Barbarian in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Okay, I'm going to call this done. Sorry everyone, it's been a mess. And after all that, you didn't exactly get high-quality judging out of it anyway.

    One quick note: Paladin of Freedom, Holy Warrior and Divine Spirit are all not worth a bonus or a penalty for Originality.

    Spoiler: Chargy McChargerson
    Show

    Spoiler: Originality
    Show

    Lesser Aasimar is a pretty obvious choice for a Paladin, and half the entries in the contest chose it. (-0.5)

    Chargy, as his name suggests, is an ubercharger. The Paladin adds some smiting elements to it, but Power Attack, Shock Trooper, Leap Attack, and a Barbarian dip for Pounce are very much standard. (-0.5)

    Overall: 2

    Spoiler: Power
    Show

    You're a very typical ubercharger, with all the strengths and weaknesses that implies. (+0.5)

    In terms of defenses, you have a solid hp pool, a great Fort save, and mediocre Ref and Will. Assuming you wear heavy armour, you'll have decent AC, except of course you'll be dumping it with Shock Trooper. (-0.25)

    Outside of combat, you have Detect Evil and a pretty good Diplomacy score. You'll have something to do in social situations, but beyond that you'll often find yourself just standing around. (-0.5)

    Overall: 2.75

    Spoiler: Elegance
    Show

    So, technically, you can't take Travel Devotion using Holy Warrior - it's a Domain feat, not a Divine feat. (-0.25)

    You didn't list the source for Leap Attack, not a big deal. Also, you left out your other 9 epic feats. I don't feel the need to penalise you for it, since you could have used 9 feats to get a higher Power score. (+0)

    Overall: 2.75

    Spoiler: Use of the Secret Ingredient
    Show

    You're a Paladin with a dip. (+0.5)

    You're really more about charging than being a Paladin. You've added smites to charging, but other than that any full BAB class would look the same. (-0.5)

    Overall: 3

    Total: 10.5


    Spoiler: Grisindr
    Show

    Spoiler: Originality
    Show

    Silverbrow Human isn't tailored to Paladin like Lesser Aasimar is, but it's still a fairly usual choice for optimization contests. (-0.25)

    I was expecting to see some Inspire Courage builds, so no surprises there. Using feats to get access to some soulmelding is pretty common in this contest, where feats are plentiful and levels are tight. With that said, while you're mostly using pretty common elements, the resulting combination still feels quite fresh. (+0.5)

    Overall: 3.25

    Spoiler: Power
    Show

    In combat, you have an impressive attack lineup, and you're quite good at supporting your allies, too. Flight helps with some of the weaknesses of a dedicated melee combatant, although poor maneuverability is harder to deal with than a lot of people realise. (+0.75)

    In terms of defenses, you have a solid hp pool, good Fort, mediocre Ref and Will, and really, really terrible AC, thanks to Snowflake Wardance. Your Drakkensteed is tankier than most mounts, although you don't have Mounted Combat to help it out. (-0.5)

    Outside of combat, you have Inspire Competence and a solid Diplomacy score. You can't afford to use Inspire Competence often, though, since you only have six music uses, and you're relying on it in combat. (-0.5)

    Overall: 2.75

    Spoiler: Elegance
    Show

    So, technically, Perform is only a class skill for you at levels 1 and 6 - substitution levels only apply at the levels that you take them. It's a nitpick, but, yanno, that's my job here. (-0.25)

    As you say, Dragonfire Inspiration, Song of the Heart, Snowflake Wardance, and Song of the White Raven all require the Bardic Music feature, and you don't have it - only Inspire Courage and Inspire Competence. (-0.5)

    You've mixed Eberron (Song of the Heart) and Faerun (Harmonious Knight) material. I'm not going to penalise for it, but I feel I have to at least point it out. (-0)

    You didn't list sources! Except for your ACFs, for some reason. Although Harmonious Knight is from the CoV web supplement, not CoV itself. (-0.5)

    Overall: 1.75

    Spoiler: Use of the Secret Ingredient
    Show

    All six levels in Paladin. (+1)

    For the most part, this is a Dragonfire Inspiration build, but you did get Inspire Courage from Paladin, so it still counts as UotSI. You have got meldshaping and martial adept stuff in there, though. (+0.5)

    Overall: 4.5

    Total: 12.25


    Spoiler: Sir Munner
    Show

    Spoiler: Originality
    Show

    Silverbrow Human isn't tailored to Paladin like Lesser Aasimar is, but it's still a fairly usual choice for optimization contests. (-0.25)

    Turning the Paladin into a summoner is an unexpected move, as is turning smites into metamagic. That's not even mentioning putting Chameleon on to the Paladin. (+1.5)

    Overall: 4.25

    Spoiler: Power
    Show

    Assuming everything worked as described (more on this topic in Elegance), you'd be a pretty good summoner within the limits of an E6 enivronment. Access to both Paladin and Wizard spells gives you some unusual tricks, too. It's hard to be sure whether you can cast your Wizard spells as a swift action, though. Either way, you'll find yourself running out of slots pretty quickly - Imbued Summoning + Battle Blessing lets you cast 3 spells per turn, which is cool, but not something you can actually do often. (+0.75)

    In terms of defenses, your hp pool is..okay. You have a solid Fort save, mediocre Ref, and good Will saving throws. Your AC is...well, it's hard to tell, because "how does Sword of the Arcane Order actually work" is just as confusing to me as it is to you. As a dedicated summoner, your defenses aren't as important as most people (especially Paladins) anyway. (+0)

    Outside of combat, you have a bunch of different skills, but the numbers on them are unimpressive. Unlimited elementals is (famously) useful and versatile, as is Wizard spellcasting. And you have Detect Evil, of course. (+0.75)

    Overall: 4.5

    Spoiler: Elegance
    Show

    I don't love the Milil/Mystra thing, but not to the point of giving a penalty. Especially since you gave a pretty good justification for it. Although it would have been better with a backstory, obviously. (-0)

    Talfirian Song requires the Bardic Music class feature, and you don't have it. (-0.25)

    The interaction between Talfirian Song and Extra Slot is...well, it's something. I don't have the time or energy to argue both sides of the issue and try and prove unquestionably that it works or doesn't work, but I think we can all agree that it's dodgy either way. (-0.5)

    Overall: 2.25

    Spoiler: Use of the Secret Ingredient
    Show

    Four levels in Paladin, so you're still primarily a Paladin with some dips. (+0)

    Well, you're not exactly a stereotypical Paladin, but for the most part your abilities are actually coming from your Paladin levels. (+0.5)

    Overall: 3.5

    Total: 13.5


    Spoiler: Smit
    Show

    Spoiler: Originality
    Show

    Well, I certainly didn't see Anthropomorphic Monkey coming. (+0.5)

    At last! So there are something like a hundred (exaggeration, I know) different Paladin substitution levels, mostly from CoV, of which people use, like, ten. I was really hoping to see some of the less common ones. I'm a little disappointed you only took one level of three, though. (+0.5)

    Using feats to get access to some soulmelding is pretty common in this contest, where feats are plentiful and levels are tight. A Crusader dip isn't exactly unique either. (-0.25)

    Overall: 3.75

    Spoiler: Power
    Show

    Your attack bonuses are solid (although you forgot the -1 from a buckler), so you'll probably land hits, but they do barely any damage unless you Power Attack. Foehammer and Mountain Hammer will help with that when they're up, but still, you're going to have to tradeoff some accuracy if you want to hurt people. Of course, that's not your primary focus. Your ability to heal and protect your allies is, and it's a lot more impressive. You can buff their attack rolls a bit, too. You'll definitely be useful to a party, although fellow melee fighters will benefit a lot more. (+0.5)

    In terms of defenses, your hp pool is solid (and, of course, you can heal yourself quite a bit). You've got good Fort and Will (the important ones), and an average Ref save. Your AC is great - you should really have listed it in your numbers section, 26 AC (assuming full plate and Protection Devotion) is the kind of score you want to advertise. (+0.5)

    Outside of combat, you've got a good Sense Motive score, and Detect Evil. In social situations, you can stand near the party face and be passively useful, but you'll generally just be standing around. (-0.75)

    Overall: 3.25

    Spoiler: Elegance
    Show

    Cross-class experience penalties, boo. (-0.25)

    Overall: 2.75

    Spoiler: Use of the Secret Ingredient
    Show

    You're a Paladin with a dip. (+0.5)

    With the exception of your martial adept stuff, all your abilities either come from the Paladin or enhance the Paladin kit. Even the martial adept stuff primarily helps you with your very Paladin-ish goal of protecting your allies. (+0.75)

    Overall: 4.25

    Total: 14


    Spoiler: Smity McSmiterson
    Show

    Spoiler: Originality
    Show

    Lesser Aasimar is a pretty obvious choice for a Paladin, and half the entries in the contest chose it. (-0.5)

    Ordained Champion isn't exactly an unusual choice for a Paladin, but prestige classes in E6 are uncommon enough to be worth a bonus. (+0.5)

    Your single-minded focus on smiting is...well, it's different. And I certainly didn't see it coming. (+0.5)

    Overall: 3.5

    Spoiler: Power
    Show

    Smiting and Power Attack gives you nice damage numbers, although a lot of the time you're probably going to have to trade some of that Power Attack in for a bit more accuracy. The real problem is the swift action required to use Awesome Smite - you'll get one great attack every round, and one that's a lot less effective. (+0)

    In terms of defenses, you have a pretty good hp pool. Your Fort is great, your Will is good, and your Ref is mediocre. Your AC should be pretty good too. (+0.25)

    Outside of combat, you have a decent Diplomacy score, and Detect Evil. You'll have something to do in social situations, but beyond that you'll often find yourself just standing around. (-0.5)
    Overall: 2.75

    Spoiler: Elegance
    Show


    Overall: 3

    Spoiler: Use of the Secret Ingredient
    Show

    You have four levels in Paladin, but then Ordained Champion is very much a Paladin prestige class, which to my mind is worth more in UotSI than levels in other base classes. (+0.75)

    The aforementioned single-minded focus on smiting makes it very easy to judge this category. Smiting is a core (somewhat unique) Paladin feature, and it's the only thing you care about or have done anything with. (+0.75)

    Overall: 4.5

    Total: 13.75


    Spoiler: Vitarri Pyhitetty Paranemiseen
    Show

    Spoiler: Originality
    Show

    Lesser Aasimar is a pretty obvious choice for a Paladin, and half the entries in the contest chose it. (-0.5)

    Using feats to get access to some soulmelding is pretty common in this contest, where feats are plentiful and levels are tight. That said, you've got some unusual feats in there, even before Least Legacy. (+0.5)

    Lightbringer Paladin is a hard one to find! (+0.25)

    Overall: 3.25

    Spoiler: Power
    Show

    I really struggled to come up with a way to judge this fairly. Normally, I would always try to judge an entry on face value, then penalise anything that doesn't work under Elegance. In this case, though, that would be unfair to every other entry, since they get judged without magic items or even WBL assumptions. Anyway, I've been staring at this entry on and off for a week, and it's time to just get it done. So I'm going to explain why I'm judging as if you had no magic items, then do it.

    First thing first: True Believer gives you the ability to use relics of your deity. It does not give you a relic for free. Even if it did, I would still at least penalise you for designing your own magic item rather than using a published one, since the contest by its nature does not allow homebrew.

    Next thing: Least Legacy allows you to create a legacy item, and that's fine, but you have to have the item in question to turn it into a legacy item. Even if the contest assumed everyone had basic WBL to spend however they pleased, +1 mithral fullplate would use basically all of it. Designing your own item is much less sketchy here, obviously.

    True Holy Symbol - you've listed this as a class feature you gained at level 4. I have no idea why.

    You've listed some very impressive numbers for your melee attacks. I have to point out, though, that you only have 5 smites, and 3 Avenging Strikes (and those can only be used against evil outsiders). The numbers on your smite-less attacks are a lot less impressive. Your next focus is your turning, which you're great at, and much less likely to run out of. Obviously, this makes you somewhat specialised as an anti-undead (and to a lesser extent anti-evil outsider) character. That's not something I'm going to penalise you for, though, since this is a character who's clearly designed for an undead-themed campaign (and affiliation with the Lightbringers will lead that way anyway). Beyond that, you have some healing and buffing abilities, although both Divine and Devotion feats will eat into your turning pool. (+0.25)

    In terms of defenses, you have decent AC, but you don't exactly have hp to spare. You have good Fort and Will, and decent Ref. You also have quite a few miscellaneous defensive abilities. (+0)

    Outside of combat, you're mostly the party radar, although your modifiers are a little lower than I'd be comfortable relying on. Your Diplomacy is too low to be the party face, but you can act as a backup. You can attempt some of the best Knowledge skill checks, even if you'll fail a lot of them. (+0)

    Overall: 3.25

    Spoiler: Elegance
    Show

    Your stats come to 36 points, not 32. (-0.5)

    Overall: 2.5

    Spoiler: Use of the Secret Ingredient
    Show

    All six levels in Paladin. (+1)

    All of your abilities either come from Paladin or enhance your Paladin stuff. (+0.75)

    Overall: 4.75

    Total: 13.75


    And finally my unofficial score for the illegal build:

    Spoiler: Toy Soldier
    Show

    Spoiler: Originality
    Show

    I can honestly say that Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct is not just a race I wasn't expecting, but one I've quite literally never even seen before. (+1)

    Ubercharging is pretty tired at this point, and the mounted version is one of the most obvious choices for Paladins. That said, this isn't exactly a regular ubercharger (obviously). I also enjoy the incrongruity of instantly murdering monsters by stabbing them once with a toothpick. (+0.25)

    Overall: 4.25

    Spoiler: Power
    Show

    You're an ubercharger, with all the strengths and weaknesses that implies. Ride-By Attack will help with some of the weaknesses, although less so for you than most characters, since your mount is barely faster than an average PC. As you'd expect, your damage numbers are very nice. (+0.5)

    In terms of defenses, you have a very impressive hp pool, and pretty good AC to go with it. You've got good Fort, mediocre Ref, and...wait. -2 to Will? Yikes. This might be the character most in need of Steadfast Determination I've ever seen. Aura of Resolve will help a lot, but still. Anyway, you also have some nice DR and energy resistance, which is cool. (+0.25)

    Outside of combat, well, you have a good Hide score, but no Move Silently. Your mount at least makes a decent scout, and both of you can abuse your burrow speeds, which is something. (+0)

    Overall: 3.75

    Spoiler: Elegance
    Show

    It's hard to put a number on the penalty for Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier. But for comparison's sake...(-1)

    Inventing your own mount is a little on the iffy side. (-0.25)

    Overall: 1.75

    Spoiler: Use of the Secret Ingredient
    Show

    You're a Paladin with a dip. (+0.5)

    This character is a Paladin at the core. Although he has a lot of miscellaneous abilities, his primary strategy (charging on a mount) is pure Paladin. (+0.5)

    Overall: 4

    Total: 13.75

  21. - Top - End - #51
    Troll in the Playground
     
    RogueGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    No disputes. Thank you judge

  22. - Top - End - #52
    Ogre in the Playground
     
    Maat Mons's Avatar

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    I'll refrain from disputing if everybody else does.

  23. - Top - End - #53
    Orc in the Playground
     
    Beholder

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Well thanks for the judging MinimanMidget, i have no dispute , this round is good for me as judging (maybe i will do some consideration on my build after the premiation but it's not a dispute)
    Finally my computer is without any problem!
    Spoiler: Iron Chef Optimization Challenge: E6 Appetizer Edition Medals
    Show
    Silver medal as Xin in Round XVII
    Gold Medal as Smit in Round XVIII
    Silver Medal as Hit Me In Round XIX
    Gold Medal as The Exiled in Round XIX
    Silver Medal as Elec Tri in Round XX
    Gold Medal as Tawamios in round XXI

  24. - Top - End - #54
    Ogre in the Playground
     
    Beholder

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Updated Tables:

    Name Alignment/Race Stub Miniman Score Position
    Smit LG/Anthropomorphic monkey Paladin 5/Crusader 1 14 First
    Smity McSmiterson LG/Lesser Aasimar Paladin 4/Ordained Champion 2 13.75 Second
    Vitarri Pyhitetty Paranemiseen LG/Lesser Aasimar Paladin 6 13.75 Second
    Sir Munner CG/Silverbrow Human Paladin of Freedom 4/ Conjurer 1/Chameleon 1 13.5 Fourth
    Grisindr LG/Silverbrow Human Paladin 6 12.25 Fifth
    Chargy McChargerson CG/Lesser Aasimar Paladin of Freedom 5/Crafty Hunter Barbarian 1 10.5 Sixth

    Name Alignment/Race Stub Miniman Score Position
    Toy Soldier CG/Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier Totemist 1/Paladin of Freedom 5 13.75 Disqualified




    Nothing here either
    Last edited by MisterKaws; 2019-08-04 at 10:13 AM.
    Quote Originally Posted by noob View Post
    Honestly the fastest way to make a paladin fall is to cast the grease spell or to trip the paladin.

  25. - Top - End - #55
    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    No disputes.

  26. - Top - End - #56
    Ogre in the Playground
     
    ElfPirate

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    I'll throw in my hat for Toy Soldier as Honorable Mention.
    Quote Originally Posted by Darths & Droids
    When you combine the two most devious, sneaky, manipulative, underhanded, cunning, and diabolical forces in the known universe, the consequences can be world-shattering. Those forces are, of course, players and GMs.
    Optimization Trophies

    Looking for a finished webcomic to read, or want to recommend one to others? Check out my Completed Webcomics You'd Recommend II thread!

    Or perhaps you want something Halloweeny for the season? Halloween Webcomics II

  27. - Top - End - #57
    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Life is going in very weird directions for me right now. All else being equal, I’d like to try to start the next round tomorrow. If that doesn’t happen, it’ll likely be another week. I’ll do my best.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  28. - Top - End - #58
    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Quote Originally Posted by Zaq View Post
    Life is going in very weird directions for me right now. All else being equal, I’d like to try to start the next round tomorrow. If that doesn’t happen, it’ll likely be another week. I’ll do my best.
    No worries. This is a volunteer position after all; take your time.

  29. - Top - End - #59
    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    Thank you to our judge, and congratulations to our victor!

    Monkey paladin...that's just *awesome*...

  30. - Top - End - #60
    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)

    No promises about moving on for the next few days, though I might have some unexpected downtime.

    In the meantime, feel free to discuss the next ingredient, if you like. Got one I’m leaning towards, but as usual, I listen to the needs of my participants whenever I can, so I might be willing to be nudged in a direction or two.

    Of course, as always, I’m holding off on the really hard classes like sohei, shadowcaster, soulborn, sbattle sdancer, and so on until I get proactive “I will 100% definitely cook with that” interest from at least 2-3 people per super-hard class. No, working on those in advance is not cheating, if you really want to. But unless/until I get that proactive affirmation, I can tell you that the next round isn’t any of those crazy hard ones.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

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