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Just got home. It will take me a bit to format the entries. There are 11 entries, so I'm going to reserve the next 12 posts quickly (1 for a handy list of all the entries). Please avoid posting till they're up. Posts are reserved: getting up the entries, then posting the witty and/or relevant intros to meet the forum's minimum non-quote message length.
Quote:
Originally Posted by true_shinken
Is there a chance to include me in the judging board? Even if I couldn't get my entry done in time, I still want to participate.
I've added you as an alternate judge. We'll use your scores if it's close at the end (Win or Place would be decided by 4 or fewer points) or if one of the other judges is unable to complete scoring. Please feel free to judge and post as normal.
In general, I'd like to remind judges that part of the goal is constructive criticism: if you can be specific, the contestants are more likely to take something away from this that will make them better at CharOp.
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-02-2010 at 12:11 AM.
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-16-2010 at 07:14 PM.
*Power Points without bonus PP’s from Wisdom
**{Powers} indicate newly acquired powers
Divine Mind
ECL
ML
Powers Known**
5th
1
1 {Deaden Blow (1st)}
Background
Spoiler
Dolgan’s ancestors had strong ties to the plane of earth and he always found himself at home on solid ground or better yet deep within the mountain strongholds of his people. His parents were priests of Moradin and he was a devoutly religious youth. When his psionic abilities manifested he joined Moradin’s order of Divine Minds and embraced Moradin as the Father and guardian of the dwarven people. Dolgan was always intrigued by the dwarven craftsmen in his stronghold and the incredible armaments that they made out of minerals from the earth. Unfortunately he never had time in his early years to learn the craft as his psionic studies kept him very busy. He was accepted to join the War Mind’s and read from the ancient Talariic scripts kept in his mountain home at a young age. He enjoyed the physicality and mental discipline of the training.
It wasn’t until he took a break from his psionic studies to reflect on the values of Moradin that he had the time to learn a little of weaponsmithing. He was learning from the Templars of Moradin when he finally found the time to visit the forges. There he became obsessed with the heat and spark of creation in the deep forges of his home. He apprenticed with the weaponsmiths and learned much from a Battlesmith called Lucana Silverson. When Dolgan made his first dwarfencraft warhammer he promptly had Lucana enchant the weapon to strike true and draw power from the earth. He named the hammer Delvir, meaning Steel Barrier, and engraved a shield and tower on the sides of the head of the hammer.
Dolgan is a devout follower of Moradin and guardian of the dwarfen people. He spends most of his time defending the dwarven cities from attacks from both above ground and below.
At ECL 20
Spoiler
Divine Mind 5, War Mind 10, Pious Templar 4, Battlesmith 1
Earth Dwarf, Medium Humanoid (Dwarf)
Lawful Good, worshiper of Moradin Hit Dice: 5d10+5 + 10d10+10 + 4d10+4 + 1d10+1 (130 hp) Initiative: +4 Speed: 20 ft. (4 squares) Armor Class: 44 (touch: 32, flat-footed: 40) {10+8(armor)+13(monk)+4(dex)+5(deflection)+4(natur al)} Base Attack/Grapple: +18/+23 Attack: Warhammer* +33 melee (1d8 + 30 +1d6(acid) +1d6(cold) +2d6(holy))
Attack {18(base)+5(str)+1(focus)+2(aura)+5(enhancement)+2 (earthbound)=33}
Damage {7(2h str)+12(wisdom)+2(w spec)+2(aura)+5(enhancement)+2(earthbound)=30} Full Attack: Warhmmaer* +33/+28/+23/+18 (1d8 + 30 +1d6(acid) +1d6(cold) +2d6(holy)) Space/Reach: 5 ft./5 ft. Special Attacks: Psionic Powers, Sweeping Strike, One with the hammer, chain of overwhelming force, Smite 1/day Special Qualities: damage reduction 3/-, Earth Dwarf traits, psychic aura 15ft. {+2 attack/damage}, Mantle(Guardian), Divine Grace, Mettle, Chain of personal superiority +4, chain of defensive posture +4 Saves: Fort +35, Ref +30, Will +40 Abilities: Str 20, Dex 18, Con 12, Int 10, Wis 34, Cha 8 Skills: Concentration +15, Craft (weaponsmithing) +12 {+16 for metal/stone}, Knowledge (religion) +4, Knowledge (psionics) +8, Knowledge (history) +2, Listen +12, Psicraft +4, Spot +17 Feats: True Believer, Wild Talent(b), Weapon Focus (warhammer), Weapon Specialization (warhammer)(b), Serenity, Endurance, Practiced manifester (War Mind), Combat Focus(b), Combat Stability, Combat Vigor, Craft Magic Arms and Armor(b) Challenge Rating: 20
Possessions: +5 Earthbound, Holy, Corrosive, Frost Dwarvencraft Warhammer* (162,000+204), Ring of Evasion (50,000), Ring of protection +5 (50,000), Manual of Gainful Exercise +4 (110,000), Bracers of Armor +8 (64,000), Cloak of Resistance +5 (25,000), Tome of Understanding +5 (137,500), Monk’s Belt (13,000), Periapt of Wisdom +6 (32,000), Gloves of Dexterity +6, (32,000), Psychokinetic Skin of the Defender (32,000), Eyes of the Eagle (2,500), Masterwork Weaponsmithing Tool (50) {49,746 gp left over}
Pious Templar Casting: CL 4
1st (4) restoration, lesser x1, divine favor x1, cure light wounds x1, protection from evil x1
2nd (4) delay poison x1, remove paralysis x1, shield other x1, zone of truth x1
Defenses
Dolgan is a tank. Using Force Screen, Thicken Skin, and Chain of defensive posture he can reach an AC of 60 with a respectable touch AC of 36. He can increase these by 2 if needed by switching his psychic aura to defense. The monk’s belt allows him to take advantage of his wisdom score and increase his touch AC. See the options section for an armored variant.
Once per encounter when he first damages an opponent he can enter a state of combat focus, granting +4 to will saves, 4 fast healing, and +8 to resist trips/bulrushes/grapples/disarms/overrun for 13 rounds. This, combined with his racial +8 stability bonus makes moving him rather difficult to move.
Dolgan’s saves are rather high from Divine Grace and the Serenity feat from the Dragon compendium. It allows divine grace, lay on hands, and turn undead to work off wisdom instead of charisma and only requires divine grace. He also has evasion from the ring and mettle from Pious templar. He takes nothing from save for half spells and will pass most of the time.
His guardian mantle aura grants his allies DR 2/- and he can, if need be, use the guardian mantle ability to take a hit for an ally by expending his psionic focus.
Energy Adaptation can give him 30 resist vs energy types and Ubiquitous vision will stop him from getting flanked.
Offense
Dolgan hits stuff with a hammer. He tends to stick with the attack psychic aura since attack and damage is better than just ac. He adds his wisdom to attack with his dwarvencraft hammer that he crafted. Earthbound adds 2 attack and damage if Dolgan is on the ground.
Using the Prescience and Precognition, offensive powers and the chain of personal superiority he can increase his Str and Con by 4(enh), attack by 5(insight), and damage by 6(insight), for a full attack of:
+40/+35/+30/+25 (1d8 + 39 +1d6(acid) +1d6(cold) +2d6(holy) damage)
Sweeping Strike allows him to hit two targets if they are adjacent and the chain of overwhelming force is a free 10d6 damage 1/day. He can also cast divine favor from his Pious Templar casting for a +1 luck bonus to attack and damage for 1 minute.
Utility
Dolgan’s psychic aura grants his allies a +2 morale bonus to attack and damage, as well as DR 2/-. He can switch his aura to defense for +2 AC, or perception for +4 to initiative, spot and listen while outside of combat.
He also has access to the Paladins spell list from his Pious Templar levels. He generally prepares lesser restoration, divine favor, cure light wounds, remove paralysis, and shield other spells. The exact quantity depends on what he expects to face that day. He gains three bonus first and second level spells from his high wisdom score. This allows him to do some out of combat healing but he tends to stick with restoration spells instead.
Sweet Spot:
Spoiler
Dolgan is playable from all levels using heavy armor until you can afford the massive wisdom mods and monk’s belt. The key to his saves comes in at level 6 with the Serenity feat.
The real sweet spot is when you get mettle and One with the hammer, which is level 15 in the submitted build. You’ll have sweeping strikes, armor boosting powers, and very high saves.
Options:
Spoiler
There are quite a few options for making this character stronger. Flaws are an easy one allowing two more feats. I’d recommend going for martial maneuver and stance to pick up roots of the mountain for another +10 resist to grapples/trips/bulrushes just for kicks and giggles.
The Divine Mind class is very weak. A stronger and cheesier entry would be Psychic Warrior 2, Paladin 2, and anything else 1. Cleric would be useful to pick up turn undead (which would key off wisdom) and some utility spells. As would going any martial adept class to pick up stances. The last 3 levels of Pious Templar are also not required if you want to dip into martial adept classes, more psionics, or progress the battlesmith crafting and heavy armor bonuses. If you get 12 intelligence at the start, you can switch the order of the prestige classes to get into Pious Templar earlier for mettle and wisdom to damage…those skills are a pain.
Dolgan can also be quite powerful going with full plate armor instead of the monk’s belt, especially if you go Pious Templar 1 Battlesmith 4 instead. Going with +5 heavy plate and a +5 tower shield will work well. Just sub out the dexterity bonuses for Con and try to pick up a belt of magnificence with the belt slot open, or just a +6 str belt. If you can pick up some feats by cheesing the entry classes or using flaws you could pick shield ward/specialization and use a heavy shield to bump your touch ac. And don’t forget the armor optimization feats.
Dolgan should really pick up a periapt of health +6 but that is left off this submission since it would require a combined item with the periapt of wisdom.
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-01-2010 at 11:27 PM.
"The mountains have always been here, and in them, the bears."
- Rick Bass, The Lost Grizzlies
Quote:
Originally Posted by Esha Two Bears
Esha Two Bears is a tall and muscular barbarian with intense red hair. His personality is as subtle as his hair: Esha has a tendency to solve problems by hitting them with his magical greatsword until they cease to be problems. If they're big problems, he simply uses his psionic powers to make himself bigger too. Esha never bothers to hide his manifesting, which has made some wonder if he is even aware of the possibility inside that thick skull of his. Those who learn to know him better however learn that Esha's brain is perfectly adequate and he knows a surprising amount of trivia, even though the importance of things like washing regularly and not spitting in public continues to elude him.
Esha currently lives as a wandering adventurer. He is on a quest to see every notable place the world. While he is doing that, he accepts lesser quests to keep himself occupied and his purse full. He takes any work as long as it pays well and isn't overtly evil.
It does not generally occur to people to suspect that Esha might be hiding something. This is largely because no one has been considering the right questions. There is a bandit who swears he once dealt mortal blow to Esha only for it to be completely ineffective, but then, that particular bandit is known for for his disregard for oaths.
Spoiler
When Esha was made, the only things he remembered of his life as a human were a few vague impressions of darkness and heartbreak. He did not inquire, figuring that he was better off not knowing. After all, his former self had applied to become an Elan, a form of soft suicide for the old personality, apparently figuring the loss of skills and memories worth it for a clean start. Certainly for whatever reason, Esha's erasure had been particularly thorough. He did not even remember his original name.
It was hard for Esha to learn to read again, for he had lost that skill also. The more experienced among the Elans said this was because Esha's brain was that of an adult. He would have to work hard, but meanwhile they were prepared to teach him verbally.
Esha became a good listener, but all the elders lectured him was about psionics and what it meant to be an Elan. The subject was interesting enough from a theoretical perspective, but it seemed they wanted him to become a psion himself. Esha found that the crystals and the endless meditation sessions were not for him. He would much rather actually do something. The sun and the sky drove away the dark whispers from the corners of Esha's mind.
When Esha finally learned to read, a new world opened to him. Between his physical exercises, he spent many hours in the library of the Elan retreat reading books about history until he had read everything in the small collection.
Esha was restless and elected to leave the peace of the hidden Elan village. He joined a tribe of barbarians, learned their customs, and was eventually made a full member. Among the tribe there was an old man, far-traveled in his youth, who was proficient in a strange way of fighting none of the young warriors would understand, much to the old man's frequent chagrin. Esha was different, and realized that the old man's technique was psionical in nature, but a form of psionics that was completely unknown to the Elans in their village, a form of psionics suited to him. Esha became the old man's apprentice and mastered his fighting style. This gained him the name Two Bears among the tribe, for they said he could call upon the strengths of two different bears - rage and psionics - to reinforce him in battle.
Time passed and Esha did not grow visibly older. The tribesmen would start wondering soon, and secrecy was strictly enforced by the Elan Council. He had given much effort for learning about the wide world from passing traders and the old man in preparation for this day. He would not dare to bring the mandate of death upon the heads of his friends. Instead, Esha would leave and not think about such things. Esha was good at not thinking things like that, things that would bring the darkness back.
Build:
Spoiler
Esha Two Bears
True Neutral Elan Barbarian 4/Fighter 2/War Mind 10/Horizon Walker 4
Stat array:
16 16 15 10 10 8
Starting stats:
Str 16 (+3) Dex 10 (+0) Con 16 (+3) Int 10 (+0) Wis 15 (+2) Cha 6 (-2)
Final stats:
Str 26 Dex 10 Con 20 Int 10 Wis 15 Cha 6
This includes a Manual of Gainful Exercise +5 and a Manual of Bodily Health +4. Equipment is not included, but would definitely be there. Esha can buff himself on top of that.
(+Wis equipment not included in the calculations, although Esha probably has some on higher levels.)
Tactics level by level:
Levels 1 - 5:
Spoiler
Barbarian 2/Fighter 2/Barbarian +1
Esha starts as a simple barbarian/fighter. His Elan Resilience helps him survive in the early levels, but since he has only 2 PP, it quickly becomes too minor to matter much. On level 3 Esha becomes able to rage three times per day, keeping him more useful when there are multiple encounters per day. By level 5 Esha has a +10 modifier to Listen, which helps keep him and the party from being surprised by monsters. Thanks to his Education feat, Esha also is good at answering questions about psionics.
Esha is not the face of the party and never will be.
Levels 6 - 15:
Spoiler
Barbarian 2/Fighter 2/Barbarian +1/War Mind 10
Esha starts taking levels of War Mind, which improves his psionic powers. The War Mind buffs are all 3/day, like Esha's current rages. He can layer them on top of each other, as they stack. In addition, the Constitution increase from the Chain of Personal Superiority extends the duration of the rages, and Esha can get all those bonuses as a free action. Esha can also spread the bonuses around if it's going to be a long day with many encounters.
Given time, Esha can also buff himself further with the psionic powers he chooses from the Psychic Warrior List. The first one he picks is Expansion. Since Esha will be raging in combat and hitting things with his sword, he chooses powers that are good for pre-combat buffing or else utility. An example of the latter is Psionic Dimension Door. Esha can use it to flee from insurmountable odds or to close upon a ranged foe.
War Mind gives damage reduction. This does not stack with the damage reduction given by the Barbarian class, so it doesn't matter that Esha doesn't stay in Barbarian long enough to get it.
War Mind's Sweeping Strike synergises well with Esha's Expansion-increased size, which means he threatens more squares and has more opportunity to use Sweeping Strike, then ideally followed by Cleave to hit a third enemy.
It is unclear if the Chain of Overwhelming Force can be used while raging. Esha could use it to good effect in his fights, but then, the ability is only 1/day. Also, even if the ability cannot be used while raging, it can be applied to any attack at all, not just Esha's greatsword. Esha could use it win bar fights or to make the backup bow deal non-trivial damage 1/day. It's like a 1/day sneak attack that works against anything, anytime, as long as it hits, and as for the hitting part, touch attacks count too and Esha has good BAB.
Due to the poor skill selection of the War Mind prestige class, every skill Esha takes on this level is Knowledge (Something). Esha becomes very useful when the players need to learn something about psionics, history, or geography.
Round 1:
Free action: Chain of personal superiority
Free action: Chain of defensive posture
Free action: Rage
Apply greatsword to enemies
If the fight goes badly, Esha can stop his rage and use Psionic Dimension Door to escape. He uses his Elan Resilience as a last resort to stop blows that would otherwise be lethal. He uses his Elan Resistance when he has to make a save to resist enemy spell. (Or if the DM judges his racial abilities require too much concentration to use while raging, then he doesn't.)
Levels 16 - 20:
Spoiler
Barbarian 2/Fighter 2/Barbarian +1/War Mind 10/Barbarian +1/Horizon Walker 4
Now that Esha has finished his War Mind prestige class his psionic progressions stalls. He does take the Expanded Knowledge feat to learn Psionic Fly, but that's about it. Esha continues much as in the previous segment, just higher level.
Esha takes one level of Barbarian for one more daily rage, after which he goes into Horizon Walker. Esha's Terrain Mastery: Desert gives him on level 17 all the benefits of the straight barbarian's level 17 class feature Tireless Rage and more. On level 18 Esha gains darkvision. Levels 19 and 20 give Esha extra bonuses to Listen and Spot.
The War Mind's skill list behind him, Esha starts pumping his lapsed Listen skill up again. He also starts investing in Spot, which is a Horizon Walker's class skill, to make his noticing more well rounded.
Sources:
Spoiler
SRD
Complete Warrior
Eberron Campaign Setting
Races of Stone
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-01-2010 at 11:31 PM.
In choosing maneuvers and stances I went for the ones that are more likely to have better party application and stay relevant in later levels. This is why I chose Foehammer over Mountain Hammer, Stone Dragon maneuvers only work if you're standing on the ground.
Maneuvers:
Level 1
Vanguard Strike
Charging Minotaur
Stone Bones
Douse the Flames
Leading the Attack
Level 2 (Crusader 3)
Foehammer
Stances
Level 1
Iron Guard's Glare
Bolstering Voice
Level 3 (From feat)
Thicket of Blades
War Mind Powers
Spoiler
(by War Mind level taken)
1 Force Screen
2 Precognition, Offensive
4 Power Weapon
6 Expansion (augmented to 2 size categories brings damage up to 8d8 per punch)
8 Vampiric Weapon
10 Psionic Dimension Door
Base Scores (32 point buy):
STR: 10
DEX: 16
CON: 10
INT: 10
WIS: 18
CHA: 8
Add 3 stat advances to WIS, 2 to DEX.
Important Items:
Monk's Belt
Gloves of Dexterity +6
Periapt of Wisdom +6
Manual of Dex +4
Tome of Wisdom +5
Vest of Natural Armor +5
Ring of Protection +5
Highlights:
- Zealous Surge deals with that nasty natural 1 on the fort save, high natural saves should take care of most other things.
- Sweeping Strike allows one Stunning Fist use to apply to two targets. Stunned targets opens up a golden opportunity to unleash the Chain of Overwhelming Force.
- The Spiritual Focus ability from Atavist 5 and the expansion power both increase natural reach, increasing the potential number of valid secondary targets for sweeping strike.
- Being in the Thicket of Blades stance with the Defensive Sweep mean that every enemy in your threatened area will provoke an AoO if they move, and provoke if they don't.
- 6 attacks with one hand.
- 4d8 damage per punch at level 20, 8d8 when double expanded.
- The Chain of Defensive Posture and availability of Psychic Warrior powers means a huge AC while wearing no armor. Khalanatari's AC should be about 64 at level 20:
10 +
Dex 9
Wis 11
Armor 10 (Quori Embedded Shards)
Shield 7 (Augmented Force Screen)
Deflection 5
Insight 4
Monk 3
Natural 5
Where is this stuff from?
Crusader - Tome of Battle
Atavist - Races of Eberron
Versatile Unarmed Strike - PHBII/Secrets of Sarlona
Monastic Training - ECS
Tashalatora - Secrets of Sarlona
Practiced Manifester - Comp Psionics
Martial Stance - Tome of Battle
Defensive Sweep - PHBII
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-01-2010 at 11:33 PM.
(1) Power points and WILL save listed do not include the +2 WIS item which Daken should have by this point.
Sources used (excluding gear):
Spoiler
1. SRD (System Resource Document - Half-Orc Paragon, Wild Talent feat, War Mind, Psionic Powers); 2. MoI (Magic of Incarnum - Totemist, Totem Rager, Soulmelds, Open Lesser Chakra feat); 3. LoM (Lords of Madness - Aberrant Blood, Inhuman Reach, and Deepspawn feats); 4. ECS (Eberron Campaign Setting - Education feat; general fluff)
Daken's Dossier:
Spoiler
"Tower spit! This one's alive, Lorsar! Can't be more than seven or eight years old, though. Look at the mark on his forehead. What is that?"
Lorsar ambled across the smoking ruin of the half-orc encampment, looked where his shieldbearer was pointing on the fallen half-orc's cragged forehead, and spat in disdain.
"It singles him out as special among his kin. Probably some witch doctor saw a great future for him when he was pupped. I bet nobody expected 'special' to mean 'the one that survived the razing,'" Lorsar laughed briefly as he finished speaking, but there was little humor in his tone. "Shackle him up. We might be able to train him for the pits. We'll call him 'Daken'."
"I don't speak that mongrel tongue of theirs, Lorsar. What does Daken mean?"
Lorsar gave another humorless grunt of laughter. "It means 'bastard'."
* * *
Daken's life became cages: caged to sleep, caged to train, caged to fight and travel. His entire existence was rigidly regimented, and the regimentation and conflict became all to him, other than the smatterings of teachings he got about the various strengths and weaknesses of his opponents. He fought brutally and well, harnessing the raw power of his heritage, channeled into a focused fury at the foe in front of him. He was not always victorious, though.
One particularly brutal beating he took in the gladiator cage, at the hands of a gnoll nearly twice his size, knocked him to death's door. When he was revived, powers that had lain dormant within him flared to life. He instinctively began to harness the incarnum around him, manifesting claws, extra limbs, and tremendous leaping ability. He became noted for the unusual grappling style he used after leaping on his opponents - a style not taught by any of his trainers. The instinctive rages he'd entered before soon became suffused with the power of his harnessed incarnum, making him even more fearsome in fights.
At the same time, a spark of raw psionic power inside him ignited, and he began to demand more instruction from Lorsar on the nature of psionics. Daken's new appearance and abilities scared Lorsar enough that he complied, even obtaining the services of another psionically gifted fighter to further Daken's education.
Daken's new psionic trainer taught him well, and soon Daken became able to manifest psionic powers as well as the incarnum he could draw upon since his near-death experience, as what the trainer called a 'War Mind'. He learned to double in size with his new powers, negating the advantage the gnoll and others had previously had over him in the arena, and to further augment his own fury-driven strength and stamina. Not long after, he began to incorporate those teachings into his defenses, as well.
As he grew as a cage-fighter, it became clear that he had even more latent abilities. He began to display almost preturnatural flexibility, and a reach that exceeded the expectations of even his psionically-enhanced size. Eventually, tentacles sprouted from his waist, joining the girallon arms his harnessed incarnum gave him, making him among the most feared grapplers in all Khorvaire.
LEVEL HIGHLIGHTS, INCLUDING RELEVANT GEAR: 1st LEVEL:
Spoiler
Daken is little more than a typical grunt fighter at this point. Ranks in Intimidate, Survival, and the Education feat give him some minor utility outside of combat. Monstrous Mein works with his ranks in Intimidate to more than offset his CHA penalty. He rocks out with a halberd, a light hammer he keeps mostly for throwing, and spiked leather armor.
6th LEVEL:
Spoiler
Who needs a halberd? Girallon Arms and Landshark Boots add to Climb, Jump, and Grapple checks and out of combat utility, with the Boots totem-bound and combining with the Krenshar Mask to give at least a reasonable chance at a decent pounce attack. The Mask has the added bonus of helping him stay quiet, so he can watch the back of the party's scout without giving away position. Rage Claws let him keep fighting longer than his opponents expect. He's enhanced the light hammer - still his ranged weapon of choice - by this point, as well as his studded leather armor. The wild empathy bonus he gets against ankhegs and +4 bonus against magical beasts' (Su) abilities are nice cookies, if rarely used. His variety of small investments in Knowledge skills continue to add to his role in the party
11th LEVEL:
Spoiler
Daken's getting scary now. Expansion and Flexible Limbs increase is abilities in a grapple as well as the obvious Reach and STR benefits, with Offensive Precognition and Totem Rage more than offsetting the associated penalties to attack. The specific form of Extra Rage that Totem Ragers get is slightly more limited than that granted by the general feat, but it still improves his fighting abilities considerably, especially considering Daken can use Chain of Personal Superiority for an alternative bonus to-hit/damage source should there be three fights in the day. Chain of Defensive Posture and Enduring Body are obviously useful against attackers. By continuing to focus on Jump, Daken improves his chances of getting off his pounce attack, while Intimidate and Survival keep him relevant to the party when he's not cracking skulls. He's enhanced his spiked armor with the Soulbound quality both as armor and as a weapon, and gotten the Returning quality for his hammer for the increasingly rare instances where he has to use it. As noted above, Daken has, or will soon have, a WIS-boosting item to improve both power point production and WILL saves, as well as Survival checks.
16th LEVEL:(Sweet Spot)
Spoiler
Inhuman Reach and Sweeping Strike make Daken able to perform as a battlefield controller as well as a grappler/charger. He no longer has to take out enemies one at a time, though he can do so with great efficiency. Binding a Pegasus Cloak makes him less reliant on the party's spellcasters should he fall or even need to fly (though he'd need to prepare for this in advance); binding the Girallon Arms to the arms chakra gives him a rend attack as well as pounce. Painful Strike makes each of his attacks average another 2.5 damage. Claws of the Vampire gives him the ability to heal himself with each attack, while the Totem Rager's DR explicitly stacks with Enduring Body's DR. The nature of most of Daken's chosen powers means he's unlikely to run out of power points unless he and the party are forced into some type of time-constrained gauntlet match. His gear at this level should include a +4 Con boost item.
20th LEVEL:
Spoiler
Chain of Personal Superiority +4 makes it exactly emulate a standard rage's bonus to hit and damage, so the 3rd fight is no longer at a relative penalty to the first two. Psychofeedback either gives him a 4th strong combat per day, or further enhances him for a particularly grueling fight. Inertial Barrier combines with his other sources of DR/- for a hefty DR 9/-. As a grappler with prodigious bonuses by this point, Daken uses Chain of Overwhelming Force in conjunction with a successful pin, to take out any opponent he's engaged who survived the initial pounce/rend routine.
IF ONLY: (options opened up by Flaws)
Spoiler
Daken doesn't much care about AC or ranged attacks, so with Flaws available he'd take Vulnerable and Shaky. This would allow him to drop Wild Talent in favor if Hidden Talent (which specifies 1st level only), and add Power Attack and, later, Leap Attack. For a more flavorful, less immediately powerful option, Darkstalker (LoM 179, rather than Leap Attack) closely replicates the pheromone manipulation his Marvel namesake uses to hide his scent.
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-01-2010 at 11:37 PM.
“And where two waging fires meet together
They do consume the thing that feeds their fury.
Though little fire grows great with little wind,
Yet extreme gusts will blow out fire and all.”
-William Shakespeare
Quote:
Originally Posted by Xepher Lod
Xepher Lod, Harbinger of Consumption
Who will be eaten first? Introduction
Spoiler
Xepher Lod was born on the ouskirts of a small regional centre. His early years were somewhat unremarkable. He suffered no great tragedies nor did he come under the tutelage of a powerful mentor. Had his heritage not manifested, he likely would become a fisherman and seasonal worker like many of his peers. He would have led a simple, uneventful life.
Perhaps there was something in the local water supply. Perhaps his ancestry included one of the Gith. He could even have been the unwitting subject of experimentation. Whatever the cause, the adolescant Xepher began to experience a strange craving. A craving for knowledge, for power and something...else.
Xepher dedicated himself to satiating these needs. Borrowing or stealing tomes of ancient knowledge, pestering sages and bards for scraps of esoterica, spending countless hours in reflection and philospohical rumination. It was not enough. His craving was more than an avid curiosity. It was a visceral, physiological compulsion that could not be ignored.
Xepher eventually left his home in search of more. His friends and family believed he was off in search of adventure and to find himself. Secretly, they were glad of his departure. There was something unnatural about Xepher, though none could say what it was.
Years passed before Xepher's nature was made manifest. During a frantic combat with bandits, writhing tentacles burst from his mouth and burrowed into his assailants skull. Xepher's shock at this transformation was quickly lost as he realised that, for the briefest of moments, his unnaturral craving had been quelled. He embraced the change and resolved to nurture his transformation. With a greater undestanding of his heritage, Xepher began to seek out conflict. His appetite for knowledge was now matched by another, darker appetite for violence.
Build Synopsis
Spoiler
Before I explain this build, allow me state what this build is not. It is not a King of Smack clone. Nor is it a Batman caster or Gish. It begins as a typical grapplemancer, but moves beyond the scope of that build. Xepher is a defender. His function is to peel multiple foes away from his allies and inhibit their ability to act. By the end of his progression, he is capable of executing a crippling lockdown on a number of opponents while simultaneously engaging in melee combat, casting spells and/or using psionics. This type of build may have been optimized before, but not to my knowledge. I hope you enjoy reading my entry as much as I enjoyed creating it.
The 'sweet spot' for this build is Level 12. Xepher has a decent array of grappling options and minor buffs at that point. The main focus of this build functions optimally at that point in his career. Beyond that level, the options available in and out of combat take him beyond a simple melee brute.
Pros: Reliable method of engaging multiple opponents in melee. Reduces enemy action economy. Provides party with minor spellcasting & psionic support.
Cons: Vastly reduced effectiveness against colossal opponents, swarms, incorporeal foes and Freedom of Movement. Auras and retributive effects are going to hurt. MAD, stat distribution required for feat prerequisites requires a 32 point build. Not highly versatile in skill use, very little social proficiency.
Attributes. 32 point buy.
Base
Strength 16 Dexterity 15 Constitution 12 Intelligence 14 Wisdom 12 Charisma 8
All attribute gains go to strength.
Classes, Alternate Class Features, Feats, Spells and Powers. (Complete Psionic, Expanded Psionics Handbook, Players Handbook, Monster Manual, Unearthed Arcana, Complete Mage, Complete Warrior, Savage Species, Stormwrack, Spell Compendium)
Spoiler
Psychic Warrior
Spoiler
No ACFs. The bonus feats are used to aquire the Illithid Heritage chain, which are considered to be Psionic feats.
Powers Powers Known
Level
1st
Base PP
1st
1
0
2nd
1
0
3rd
1
0
4th
1
0
5th
2
1
6th+
no progression
1
Psionic Notes
(XPH) Grip of Iron: An immediate enchancement bonus to grappling. Usually held in reserve for tough opponents.
(XPH) Burst: Xehper prefers to draws foes to him. A swift speed boost can be handy to close into melee or for withdrawal.
Warblade
Spoiler
No adaptations or ACF's.
IL and Manuevers(Includes EPM) Initiator Level and Maneuvers
Level
Initiator Level
Maneuvers Known
Readied
Stances
1st
1
-
-
-
2nd
1
-
-
-
3rd
2
3
3
1
4th
2
3
3
1
5th
3
4
3
1
6th
4
4
3
1
7th
4
4
3
1
8th
5
4
3
1
9th
5
4
3
1
10th
6
4
3
1
11th
6
4
3
1
12th
7
4
3
1
13th
8
5
3
1
14th
8
5
3
1
15th
9
5
4
1
16th
10
5
4
1
17th
11
5
4
1
18th
11
5
4
1
19th
12
5
4
1
20th
13
6
4
2
Manuever Details (Includes EPM)
Maneuvers and Sweeping Strike. Maneuvers do not function with abilities that grant extra attacks. Sweeping strike does not grant extra attacks, per se, rather it allows melee attacks to apply to multiple targets in 2 squares. Awesome.
(Stance 1) Punishing Stance. Extra damage on all melee.
(Strike 1) Steel Wind. 2 melee attacks.
(Strike 1) Sapphire Nightmare Blade. Chance to deal bonus damage.
(Counter 1) Moment of Perfect Mind.
(Strike 2) Emerald Razor. Resolve attack as touch attack.
(Strike 3) Death Mark. Creates a fireball centred on foe. This becomes excessive when combined with Sweeping Strike.
(Strike 7) Inferno Blade. Decent full-attack option.
(Stance 6) Fiery Assault. Not much better than Punishing Stance, but options were limited.
Wizard.
Spoiler
(PHB) Specialist Transmuter. Loses access to two schools for the ability to prepare an additional Transmutation spell for each level known. Prohibited Schools are Enchantment and Evocation.
(UA) War Wizard variant. Exchange scribe scroll for a fighter bonus feat.
(CM) Focused Speciaist. Xepher loses an additional school and one spell prepared of each level. He can prepare two additional spells of his speciality per spell level. The additional prohibited school is Illusion.
(SW) Octopus Familliar. Goes by the name "Crazy Eight." Grants Xepher +3 to grapple checks. A small creature with improved grab and multiple natural attacks. Can't join a grapple with large creatures, but typically benefits from Xepher's personal buffs, so can at the very least, distract an opponent it can't attempt to pin. Typically rides on Xepher's back until the figthing starts. Despite his name and Xepher's assurances he can breakdance, Crazy Eight is quite subdued in personality.
Spell table Base spells per day (Transmutation)
Level
0lvl
1st
2nd
3rd
4th
5th
1st
-
-
-
-
-
-
2nd
2(5)
0(3)
-
-
-
-
3rd
2(5)
0(3)
-
-
-
-
4th
2(5)
0(3)
-
-
-
-
5th
2(5)
0(3)
-
-
-
-
6th
2(5)
0(3)
-
-
-
-
7th
2(5)
0(3)
-
-
-
-
8th
2(5)
0(3)
-
-
-
-
9th
2(5)
0(3)
-
-
-
-
10th
2(5)
0(3)
-
-
-
-
11th
3(6)
1(4)
-
-
-
-
12th
3(6)
1(4)
0(3)
-
-
-
13th
3(6)
1(4)
0(3)
-
-
-
14th
3(6)
2(5)
1(4)
-
-
-
15th
3(6)
2(5)
1(4)
0(3)
-
-
16th
3(6)
2(5)
2(5)
1(4)
-
-
17th
3(6)
3(6)
2(5)
1(4)
0(3)
-
18th
3(6)
3(6)
2(5)
2(5)
1(4)
-
19th
3(6)
3(6)
3(6)
2(5)
1(4)
0(3)
20th
3(6)
3(6)
3(6)
2(5)
2(5)
1(4)
Spell notes.
You may notice a theme here. If psionics had more tentacles, Xepher would have more psionics. I will not go over every spell, just those important for optimization.
(BoVD) 1. Tongue Tendrils. Spit ranged, grappling tentacles.
(SC) 2. Fearsome Grapple. + 4 bonus to grapple as an immediate. + 8 at CL 9.
(SC) 2. Extend Tentacles. Extra 5' reach
(SC) 2. Heroics. Broadens combat repetoir for encounters where grappling will fail. Can be used to aquire Martial Mauevers. Martial manuevers synergise well with Sweeping Strike.
(PHB) 3. Dispel Magic. Mainly to prevent FoM or to debuff foes. Xepher has a few spells from the dispel line. This eventually becomes Swift to cast.
(PHB2) 3. Evard's Menacing Tentacles. Thematic. The bonus attacks are independant and should benefit from Extended Reach and Extend Tentacles. Extra AoO.
(PHB) 4. Evard's Black Tentacles. Thematic. Also a great spell for Xepher to centre on himself.
(CM) 5. Flaying Tendrils. 4 Mind Flayer tentacles that function as the monsters attack. Wording suggests they can be used in a full attack with the Illithid Grapple feat as a secondary attack, but not in addition to a weapon attack. Synegises well with most components of this build.
Arbjurant Champion (Complete Mage)
Spoiler
I will not go into great detail here. Spellcasting and attack boost is increased. Defences and minor defbuffs gain a small boost in duration at first, then are extended greatly late in the build. Low level arbjurations become swift, which help with action economy. Caster level eventually becomes equal to BAB.
Jade Pheonix Mage (Tome of Battle)
Spoiler
I decided to go with the Ebon Pheonix Mage adaptation. Xepher makes a decent harbinger of some tentacled, Lovecraftian, Elder Evil. The manuevers gained synergise well with Sweeping Strike. Slightly more casting is good for the build also. To save space, IL and manuever progression is tabled with Warblade.
Warmind.
Spoiler
Chain of Personal Superiority (ex) Insight bonuses to Strength and Constitution are great, not least for the potential to stack from other sources. This helps put opponents down and survive any retaliation. The short duration is still long enough to make a difference in the average encounter. There is no cooldown period after use, so Xepher can re-activate it in an attrition match, skirmish or seige should he have uses remaining. Chain of Defensive Posture (ex) The strong attack. The weak defend. Could be useful should an opponent be grapple resistant. Best saved for challenging encounters. Another insight bonus, which is great for stacking. Enduring Body (ex) Flat damage reduction comes in handy. It is more useful against numbers of weak opponents than a single strong opponent. Xepher prefers to engage numerous foes simultaneously, so this ability will come in handy over the course of his career. Sweeping Strike (ex) Forget that other power, this is the freaking capstone. "Select two squares within reach....Attacks apply to creatures in those two squares equally" You will note that it does not say "Two Creatures." It says "Creatures in Two Squares." Improved Grab allows Xepher to pull multiple creatures into his space... Powers List Powers Known
Level
0lvl
1st
2nd
Base PP
6th
1
-
3
7th
1
-
6
8th
2
-
10
9th
2
-
15
10th
2
1
21
11th+
no progression
21
Powers Notes.
(XPH) Vigor: Useful, especially combined with Illithid extraction and Enduring Body.
(XPH) Exapansion: A short boost, but handy to have.
(XPH) Strength of my enemy: Not bad, synergises well with grappling and Sweeping Strike.
Feats
Spoiler
Some of these need some explaination
(CP) Illithid Heritage: Opens the chain and grants a new class skill. Also provides a saving throw bonus VS spells and powers. As a feat, its benefits should carry over to alternate forms.
(CP) Illithid Grapple: Bestows a tentacle attack. This attack has Improved grab. This synergises well with Sweeping Strike, but once a hold has been established the text on Improved Grab suggests that the appendage used is required to maintain the grapple, if multigrab options are being used.
(CP) Illithid Extraction: Similar to the ability of a Mind Flayer. Gaining a hold on a target with all 4 tentacles inflicts intelligence damage and grants temporary power points.
(SS) Extended Reach: The additional reach provided would seem to benefit only Xephers tentacle attacks. It would apply to additional appendages aquired by a new form, provided the size requirement (minimum small) was met.
(SS) Multigrab and Greater Multigrab: Negates the penalties for grappling multiple creatures. Allows Xepher to grapple without being considered to be grappling and take other actions while maintaining a hold on a creature.
(PHB) Combat Casting. Only taken to qualify for a PrC. Wasted feat that should be retrained (PHB2), Psychic Reformed (XPH) or Dark Chaos shuffled (FC1) out prior to level 11, but after Abjurant Champion has been qualified for. Refer to spellcasting and services (PHB). PsyRef would cost 530gp and 50xp...Cheaper than Raise Dead. Extended Reach is a suitable replacement.
(CW) Arcane Strike: Sacrifice spells as a free action for scaling bonus to hit and bonus damage dice for a round. The attack bonus will not stack, but the bonus damage dice will. Great synergy with Sweeping Strike.
(PHB) Combat Reflexes: Needs no explaination. Just a reminder of how freaking awesome Sweeping Strike is. Also, moving out of Xephers space while he is not considered to be grappling provokes an attack of oppotunity, which further negates some of the disadvantages of grappling multiple creatures
Suggested Gear (DMG, MIC, SS, Underdark).
Spoiler
Priorities. An approximate WBL distribution is incorperated into the sample build, but in a game, the following items would be a priority.
(DMG) Stat boosting Tomes and Manuals. Strength, obviously. A slight boost to other attributes would not hurt.
(Underdark) Tentacle Extensions. Extra reach on tentacles would be great.
(SS) Necklace of Natural attacks. Even benefiting a couple of tentacles, this item is a godsend. A +1, spellstoring version is inexpensive by mid-game. Other minor effects would be a boon, most noteably, the Binding quality.
(MIC) Gauntlets of Titans Grasp. Decent benefit for a few combats, does not stack with Grip of Iron though. Depending on how consumable items are recharged, an augmented Dorje may be more economical.
(MIC) Belt of Magnificence. To soothe Xepher's ego and MAD.
(DMG) Pearl of Power. Far more economical than a ring of Wizardry. Level 2 spells include most of Xepher's buffs.
(Various) Weapons, Clothing and Armour. Nothing specific. Retributive effects would be nice though. Enhancement bonuses on weapons can be replaced by the Magic Weapon spell, making effects more desirable.
(various) Charged items. Scrolls, Wands, Psionics Tatoos, Martial Scripts, etc. No reason not to have a small cache. Gets more milage out of IL, CL and ML than the few spells and powers known. Contributes to versatility within a party.
Alternative Options (unused)
Spoiler
Templates. If LA Buyoff is being used, then the Voidmind (MM3) is a thematic choice. Helps with MAD and provides a few immunities. It's Sentient Tentacle (ex) synergises well with Xepher's tactics. Spell/Power research. Helps contribute to versatility greatly. Variant classes. A spell to power Erudite would be more fitting than Wizard. Unfortunately, judges have slammed power and spell research in the past, which invalidates this otherwise suitable choice as an option for competition.
Sample Build, Level 20.
Spoiler
Xepher Lod, Harbinger of Consumption.
Human Male (humanoid, psionic) Neutral Evil Initiative +5 Speed 30 Languages: Common, Undercommon, Draconic AC 27 (+10 Armour, +2 Natural, +5 Dex) HP 176 (2d8+1d4+2d12+10d10+5d6+80) Fort +19 Ref +12 Will +14; +2 vs Fear and Death, +3 vs Spells, Powers and Spell/Psi like abilities. Space/Reach: 5foot/5foot(10 foot reach 2 tentacles, 15foot reach 2 tentacles) Melee: Lifedrinker +29/24/19/14 (1d12 +16 and 1d6 fire damage and 2 negative levels, 20/x3) and 4 +1 Spellstoring, Binding tentacles +24 (1d4+11 or 1d6 +11 and 1d6 fire damage) Ranged +23 Base Attack +18 Grapple +31 Attack Options:Illithid Grapple, Illithid Extraction, Arcane Strike, Arcane Wrath, Empowering Strike, Sweeping Strike Special Actions: Mystic Pheonix Stance, Chain of Personal Superiority, Chain of Defensive Posture, Arcane Boost, Combat Reflexes Readied Maneuvers: 4; Active Stance: Fiery Assault. Spells Prepared CL 18; 6/8/7/6/6/5; Save DC 15 + spell level. Manifester Level 5 or 2 Power Points 28 Abilities Str 26(30) Dex 16(20) Con 14(18) Int 16(20) Wis 12(16) Cha 8(12) Special Qualities: Rite of Waking, Weapon Aptitude, Enduring Body, Swift Abjuration, Abjurant Armour, Extended Abjuration, Battle Clarity, Uncanny Dodge, Familliar, Illithid Heritage, +5 inherant bonus to Strength, +3 dex, +2 Int and Con. Feats: Illithid Heritage, Illithid Grapple x 4, Illithid Extraction, Combat Reflexes, Multigrab, Greater Multigrab, Extended Reach, Arcane Strike Skills: Autohypnosis +15, Climb +12, Concentration +29, Jump +13, Intimidate +9, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +8, Knowledge (History) +13, Knowledge (Local) +8, Knowledge (Psionics) +18, Knowledge (Religion) +9, Martial Lore +11, Psicraft +10, Ride, Search +9, Sense Motive +6, Spellcraft +11, Swim +18, Tumble +10 Combat Gear: Crazy Eight, Belt of Magnificence +4, Amulet of Natural Attacks (4 +1 Spellstoring, Binding), 2 tentacle extensions, Gauntlets of Titans Grasp, Greatreach Bracers, Cloak of Thorns, Boots of Tremorsense, Lifedrinker (+1, +5 Mithril Breastplate. Ring of Negative Protection, Pearls of Power. Over 200k gold in consumable items and assorted swag. Spellbook: 0: All available; 1: Shield (PHB), Lesser Deflection (PHB2), Tongue Tendrils (BoVD), Nerveskitter (SpC), Fist of Stone (Spc), Karmic Aura (CM); 2: WraithStrike (SpC), Fearsome Grapple (SpC), Extend Tentacles (SpC), Heroics (SpC); 3: Greater Magic Weapon (PHB), Fly (PHB), Evards Menacing Tentacles (PHB2), Dispel Magic (PBH); 4: Evards Black Tentacles (PHB), Polymorph (PHB), Celerity (PHB2), Forceward (SpC); 5: Flaying Tendrils (CM), Fiendform (SpC), Teleport (PHB), Recyprocal Gyre (SpC) Powers Known: Vigor, Expansion, Burst, Grip of Iron, Strength of my Enemy
High Level Build Tactics
Spoiler
I could go on at length. I will provide a few of Xepher's solutions to a few simple scenarios.
Single Opponent? Melee full attack and attempt to establish seperate holds with tentacles. Gauntlets, CoPS and Fearsome Grapple raise check to +48 (medium size) without hinderance. While foe is grappled, full attack or use manuevers until conflict is resolved. If intelligent and possessing a brain, it become a target for extraction. Some creatures are immune to this death effect, fewer are immune to the intelligence damage it inflicts. Polymorph + expansion can raise size to huge if they stack, otherwise an augmented Psionic Tattoo of Expansion will be required to take on gargantuan foes. As a huge Ulitharid (for example), Xepher could have up to 14 tentacle attacks with Improved Grab, a +53 modifier to grapple checks and still be capable of attacking with a weapon or casting spells.
Multiple opponents? As above, but actions may be required for more buffs. Xepher can grapple 4 creatures of the same size, one for each tentacle. Grappled opponents are pulled into Xephers space and a Sweeping Strike full attack increases combat efficiency. If facing great numbers, Wraithstrike coupled with Death Mark and Sweeping Strike should get the party started. If opponents refuse to cluster together, expansion + extend tentacles will grant an overwhelming reach, it then just becomes a matter of continually using improved grab to pull them in range of a sweeping full attack. If Xepher has time to buff, stacking retributive and defensive effects would be a good idea. CoPD can be raised as a free action, many Abjurant spells can be cast as a swift action by Xepher.
Can't Grapple Opponent? Some opponents refuse to cooperate. Polymorph could assist against colossal opponents, if only to provide an excessive number of natural attacks for Arcane Strike. Strength of my Enemy might make strong foes easier to manage. Dispel Magic via Spellstoring Tentacles could debuff a foe with freedom of movement. Area spell scrolls and retributive spells could be effective against swarms. Incorporeal foes require spamming Force based spells from a scroll or similar device. At the very least, Xepher can contribute while his party does their thing.
Caster or Ranged? Close to melee ASAP. If they have already started casting, it is probably Game Over. Arcane Boost and CoPD may help with survival here. Attempting to Counterspell is at best only delaying the inevitable against a dedicaster spellcaster, so commit to a dedicated offense or Teleport out of there if it becomes apparent that melee is not going to happen. Just remember to take party members with you if you decide to bail...
Noncombat? Try not to get in the way of you allies. If research is on the table, pick up a few utilities in order to relieve the burden on the party caster(s).
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-01-2010 at 11:42 PM.
Moment of Perfect Mind; Leading the Attack; Sudden Leap;
3
Bolstering Voice
3
2
+Saphire Nightmare Blade
3
-
4
3
+Douse the Flames
3
-
5
4
Retrain Sudden Leap to Steel Wind
4
Punishing Stance;
6
5
-
-
7
5
-
-
8
6
-
-
9
6
-
-
10
7
-
-
11
7
-
-
12
8
-
-
13
8
-
-
14
9
-
-
15
9
-
-
16
10
-
-
16
10
-
-
17
11
-
-
18
11
-
-
19
12
-
-
20
12
-
-
Starter Course...
Background:
Spoiler
Tanis is part of an jungle barbarian tribe, who hunt by throwing spears at the tough beasts of the wilds. Relatively civilised, they merely chose to exist apart from urban societies - but they knew of and interacted with the outside world. Tanis learnt to climb like the apes, throw with strength and power, and then invoke his inner strength to strike the killing blow.
The tribal knowledge was suprisingly deep; Tanis learnt a little of the locals but mostly learnt the history of the world. It was then that his tribal leader, Mendal, spoke to him of the ways of the Nine Swords. Tanis sook out a master to teach him this; he was joined by a urban human who sook mastery also.
So they adventured together. Tanis found his prodigal strength and skills useful in negotiating the mountain trails and temperate forests; He slew a multitude of enemies, and find a Martial adept they did. It was a Warmind by the name of Alashtar, an elven martial adept who had mastered the texts vital to becoming a Warmind.
At 1st level Tanis is quite capable of pulling his weight. With high HP and combat ability, he can hold his own in combat. He can also serve as a party "Adventurer", getting into hard to reach places with climbing and jumping; establishing the way for the rest of the party to get across obstacles.
Should combat go against Tanis and his party, he can climb up and throw javelins at the enemy; But with his Brutal Throw and Whirling Frenzy it's likely they'll win combats most of the time anyway.
He also has a little intimidation to assist in those difficult to negotiate situations.
First Course, 7th level.
Background:
Spoiler
So Tanis and his companion are taught some techniques of the Martial Manouvres, ways to use martial skills that elevate their ability to a level higher than any other warrior of their tribe or army respectively. They are then told to seek a teacher of psionics to release that psychic spark inside them.
A trail of defeated champions and herioc deeds is left in their wake as they make their way to this Psion. It is the next step on the way to becoming Warminds.
Tanis now masters the art of throwing weapons with incredible power: He brings down a raging dire bear with a single, powerful throw.
Tanis has now got the benefit of manoeuvres and stances, as well as warblade abilities to play with. He's got high HP and good tricks - certainly he can hold his own at the frontline. Of all maneouvers we want the ones that increase his versatility; A few strikes will help when he gets Martial Throw at 7th level.
We've bumped into the first and only retrain, retraining Brutal Throw to power attack. This adds a large ammount of damage to Tanis' attacks, letting him capatilise on manoeuvres like Saphire Nightmare Blade and Wolf Fang Strike.
It's worth noting that Tanis has got real good at the adventuring skills; He's still the partys lead in those orienteering situations. Intimidate has gone up more and he's aquired a bit of knowledge to represent his study.
Main Course, 12th level
Background
Spoiler
Returning triumphant, Tanis and his friend are taught by the master, studying the Talariic Codex in all its glory. They begin to manifest powers and gain the abilities of a Warmind; It is at this point that Tanis is on the highway to the Paragon of Martial championship.
Sweeping Strike. Tanis is incredible now; He can deliver Manoeuvres to two targets as one, invoke a whirling frenzy and devastate his opponents in one round. Using his Chains, he buffs himself to high levels, attaining a very high strength score through use of the Chain, Animal Affinity and Rage. Due to his manoeuvres, he can achieve more than a simple melee character; It's the reason I picked Bloodstorm blade over Whisperknife or Master Thrower. The martial throw ability is a boon already, but when combined with the Warmind class features becomes truly awesome.
Tanis is still the party tanker; It's just now he's got DR and higher AC to tank even better. Sweeping Strike's requirement of less movement is no problem with Bloodstorm blade, and now he can reach out and touch enemies like no other Warmind.
I also picked up quicken so he can play more with actions; Nothing like being able to buff yourself and sieze the initiative.
He continues to advance his skills; As always he's at the forefront, climbing, swimming, doing all that adventury stuff while controlling the battlefield and serving most roles on demand.
The Dessert, 20th level
Background:
Spoiler
Tanis leaves the master as a fully fledged Warmind. He challenges Orcus, demon prince to a fight and wins. It is at this point that he makes an enemy of some very powerful demons.
Soon, Tanis' old tribe found itself in dire straits. The beasts of the forest were now demonic in nature, and it came down to Tanis and his friend to defend them and save the tribe.
It is said he was a meteor of destruction, plowing into the enemy ranks, enemies who had fallen already, clutching their throats as they were cut down in sweeping strikes. As Tanis raged more and more, he got stronger, and stronger till none could match him.
The battle was a forgone conlusion. They won.
This is the big one. Tanis is everything he was and more. With his new Ricochet abilities, he's combining them with sweeping strike to devastate any enemy.
With his manifesting, he can buff himself and attack; He's dealing the damage, taking the hits and can do a fairly large ammount of things in between. Due to his ranged power he serves a formidable battle controller, a devoted bulwark for the party to fight around.
Special mention to steel wind; As a standard action, Tanis gets to attack two adjacent opponents; Twice. Very handy.
Items required: Essentials:
Spoiler
level
Items Needed
1
Javelins
2
-
3
-
4
-
5
-
6
-
7
-
8
-
9
Periapt of Wisdom +2;
10
-
11
-
12
-
13
-
14
-
15
-
16
-
17
-
18
-
19
-
20
-
While Tanis has no flight ability, he relies on the rest of the party to grant him that kind of ability. Otherwise, Tanis will simply buy potions of those spells - but its likely that he'll be in a party that can at least spare a fly spell for him. It's not like Mass Fly has an added cost for 4 people now, is it?
Source List
Spoiler
Players' Handbook: Barbarian Base Class and Skills, Point blank shot feat and Power attack feat.
Unearthed Arcana: Ape Totem Barbarian; Whirling Frenzy Variant;
Expanded Psionics Handbook: Warmind PrC, Quicken power feat, Practised Manfester Feat, Psychic Warrior(warmind) powers, Wild talent feat, Knowledge: Psionics Skill.
Eberon Campaign Setting: Education feat.
Tome of Battle: Warblade Class, Bloodstorm blade Prestige class, throw anything feat, Manoeuvres and Stances;
Complete Adventurer: Extra Rage feat, Brutal Throw feat.
Dungeon Master's Guide: Periapt of Wisdom +2;
Thanks!
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-01-2010 at 11:44 PM.
“Because we focused on the snake, we missed the scorpion”
Egyptian Proverb
Quote:
Originally Posted by Violet Rose
Violet Rose, the Savant Scorpion, Female Half-Giant Swashbuckler 3/Swordsage 5 (6*)/Psychic Warrior 1/War Mind 10 Starting ability scores (32 pt. buy): Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 8 Racially modified ability scores: Str 14, Dex 14, Con 16, Int 14, Wis 14, Cha 8
Tactics
Violet Rose is built upon the concept of tripping and unusual ways to deal damage. Usually, her favored method of combat implies Expansion (for size increase, usually to two size categories to take advantage of reach and increased damage), Animal Affinity to enhance her Strength (and if possible, her Intelligence as well), and either Island of Blades or Step of the Wind depending on the terrain (she usually seeks to fight in difficult terrain so that she may take advantage of Step of the Wind, but she may use Island of Blades to support her allies with the unusual reach and flanking positions she may achieve. Thicken Skin is done early during the entry of a dungeon in order to reinforce her Armor Class.
Maneuver-wise, the idea is that Violet Rose can combine the sweeping strike maneuver (when possible) with either Sapphire Nightmare Blade or Insightful Strike to deal increased damage to two creatures, Burning Blade to use a full attack on two adjacent creatures, and Clinging Shadow Strike to impose a penalty to damage on two adjacent creatures. However, the key tactic of Violet Rose is to combine the incredible reach she gains with Expansion, the spiked chain (or drow scorpion chain), her size, her incredible Strength and her bonuses to trip two opponents that may be quite distant.
Damage-wise, Violet Rose depends mostly on her Strength and Intelligence, combining Insightful Strike and Chain of Personal Superiority along with her size modifiers to deal as much damage as possible. Another helping factor is Knowledge Devotion, which essentially allows her to gain an insight bonus on several creatures (if not to say all of them, given her insane amount of ranks in several Knowledge skills) and ensure she lands a hit.
Trip-wise, she has several factors that help her. One is the fact that she is built for trip, but the other is essentially that her Improved Trip bonus attack also applies with sweeping strike, which allows her to strike a creature when she makes a trip attempt (which she can do around three if she remains relatively still and using her full attack for trip attempts). Another strong tactic is using Devastating Throw, which is built for driving opponents away from her allies by launching them away. Usually, this move requires foregoing sweeping strike, so it is, much like Burning Brand to gain extra reach, a desperate measure (say, a panic button) for her.
*: Since the Half-Giant has Level Adjustment of +1, the 20th level character progression is only accessible if Violet bought off her level adjustment. Note: Because the character gains Int 16 at 8th level, Violet gains an extra skill point per level from that moment onward. In case the extra skill point cannot be added at 8th level, remove 1 rank from Concentration.
Skills at 20th level
Concentration +25 (26**), Knowledge (arcana) +19 (20**), Knowledge (dungeoneering) +19 (20**), Knowledge (history) +5, Knowledge (local) +21*, Knowledge (nature) +20*, Knowledge (psionics) +18 (20**), Knowledge (religion) +18 (20**), Knowledge (the Planes) +18 (20**), Psicraft +7
*: Education feat bonus to skills
**: Since Violet has a Level Adjustment of +1, the following skills have two numbers; the one in parenthesis indicate the skills with the added class level of Swordsage.
Tactics
At 20th level, Violet Rose has incorporated a few more levels of Swordsage to take advantage of multiple new tricks, both psionically and martially.
The first is essentially replacing Devastating Throw for Ballista Throw and use her opponent as a weapon. The other is getting Ruby Nightmare Blade, which allows her to combine her size, her Intelligence, her Strength, her expansion attack, and other bonuses to deal twice the amount of damage to two adjacent creatures, taking good advantage of sweeping strike (and potentially going nova with Chain of Overwhelming Force, even worse if considering that she may use a boost alongside it). The third is basically using Greater Insightful Strike for a huge static amount of damage to two opponents by using sweeping strike.
However, the biggest benefit is in the powers, which resolve part of the problems she may face in combat. Power Weapon allows her to attack incorporeal creatures, as well as gaining the properties of force even if only once per round. Psychokinetic Weapon allows her to use both her spiked chain and her drow scorpion chain in succession, in a way similar to Spiritual Weapon, but also allowing her to strike flying creatures using the weapon's reach. However, the biggest and baddest trick is Perfect Riposte, which is essentially a poor man's Karmic Strike/Robilar's Gambit, causing creatures that miss her to fall victim to her trip attempt, thus potentially unlocking an extra attack and taking advantage of sweeping strike.
Defensively, her combination of Combat Expertise, Shifting Defense and tripping allow her to keep a reasonably strong control over the field, while her bonus to AC by means of Wisdom, her swift blur tactic, her Cloak of Deception allows her a swift escape from trouble or a tactical strike to take an enemy unaware, and her Chain of Defensive Posture reinforces even more her defenses.
Finally, despite quite late, Adaptive Style exists to shift her tactics from offense to defense in about 6 seconds, making her quite strong.
Devastating Throw->Ballista Throw*, Avalanche of Blades*
*: Readied maneuver
Character Level
PP Per Day
Manifester Level
Powers Learned
1st-7th
2
-
-
8th
2 (+1)
1st (PP)
Adrenaline Boost
9th
4 (+1)
1st (WM)
Expansion
10th
7 (+2)
2nd
Thicken Skin
11th
11 (+3)
3rd
-
12th
16 (+4)
8th
Animal Affinity
13th
22 (+5)
9th
-
14th
30 (+6)
10th
Power Weapon
15th
39 (+7)
11th
-
16th
49 (+8)
12th
Psychokinetic Weapon
17th
60 (+9)
13th
-
18th-20th
72 (+10)
14th
Perfect Riposte
Note: Points in parenthesis indicate bonus power points based on Wisdom modifier.
Half-Giant Racial Traits
+2 Strength, +2 Constitution, -2 Dexterity
Giant type
Medium size
Base land speed is 30 feet.
Low-Light Vision
Fire Acclimated (+2 racial bonus on saving throws against all fire spells and effects)
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level.
Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
Background
Violet Rose is a woman with an estranged past. Once believing to be a Riedran Edgewalker, the contact with an artifact of the giants at Xen'drik revealed the truth about her past. The "daughter" of a human scholar and a group of adventurers (a half-elf cunning swordsman and minstrel from the Lhazaar principalities, a drow tracker from Xen'drik and master of the scorpion chain, and an Adaran human warrior whom eventually became her master in the Sublime Way), she lived for most of her life in the mountain range of Kosthra Amn, a group of mountains within the land of Adar in Sarlona where the legendary Reshar built his Temple of the Nine Swords before its destruction. After being captured and brainwashed by the people of Riedra, a chance encounter within Xen'drik returned her memories, and with them, an oath of revenge. She is known as "the Scorpion Savant", as translated in Common from the original dialect of the Drow, for her skill with the scorpion chain and for the several topics of knowledge in which she is versed, specifically on the anatomy of virtually every living creature in the world.
Material used
Expanded Psionics Handbook: information on Half-Giants, Psychic Warrior and War Mind; Extend Power feat (also on SRD)
Player's Handbook: information on Combat Expertise, Improved Trip, Weapon Finesse (also on SRD)
Complete Warrior: information on Swashbuckler (page 12)
Complete Mage: information on Arcane Stunt (page 32)
Tome of Battle: The Book of Nine Swords: information on Swordsage (page 16), Adaptive Style (page ), maneuvers and stances (page 48-51; 52, 62-65, 70-85).
Complete Psionic: information on powers Power Weapon, Psychokinetic Weapon, Perfect Riposte (pages 93, 95, 96); Practiced Manifester (page 57)
Eberron Campaign Setting: information on Education feat (page 52)
Complete Champion: information on Knowledge Devotion (page 60)
Secrets of Sarlona: information about Adar, Riedra, and other background information
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-01-2010 at 11:51 PM.
Though we have heard of stupid haste in war, cleverness has never been seen associated with long delays.
-Sun Tzu, the Art of War
Quote:
Originally Posted by Krelb the Canny
I am Krelb. In my youth, I ventured forth among the many and varied races of the land. I learned the craft of the blade at the hands of some of the finest masters of the nine paths. I took up the devotion of the mind arts and forged mantles of my beliefs. And then I returned to my people, bringing with me what I had learned, and many books and treasures and great things. I settled down, had a family, and lived my life well and fully. I did not miss the adventurers life, for it is hard and lacks in time to contemplate.
Leading and building the Tribe took more time than I thought. I had little time to myself until I retired from that life as well. Then, I found the great book - the Talariic Codex. I devoted many days to the study of that book, and the paths of war it led me to. My devotion to the ways of war became indellibly grained into my thoughts and my very being. I grew old reading those teachings and imprinting them upon my very soul.
My time upon this accursed plane is nearly done, but that means nothing. Strife and war haunt my every thought, they pervade my mind as nothing else does. War should be a youngling's game, not an old wyrm's obsession, yet still it is what haunts me in my dottage.
I am a true Wyrm of War. My mind has turned to the fighting arts and will not deviate from them. I think upon the great mass of pink-skinned mammals who descend inevitably into our warrens and pits, plundering the depths of the dungeons we built in ages past to protect us. But now they venture too close, and half a century past my prime I must take up arms against them once more.
Though I have descendents beyond counting, it is not enough. Though my ten-times-great grandchildren lead clans of their own spawn, it is not enough. I go forth to champion my people, my mind honed through study of the ancient ways and the powers of the mind. I bring with me all of the tools I have accrued over the many decades of my life, strange and wonderous weapons of power, each with its purpose and place in the art that is war. But though I have many useful and powerful weapons in my arsenal, my mind is my greatest weapon by far.
Build:
Spoiler
Krelb the Canny
Race: Venerable Dragonwrought Kobold Wyrm of War
Str 12 Dex 12 Con 14 Int 12 Wis 19 Cha 12
Elements Mantle, Freedom Mantle, Elemental Steward, Dimension Hop
3
10
Destruction Mantle, Dissolving Weapon
4
17
Control Air
5
25
Dispel Psionics
6
27
Biofeedback
7
32
Offensive Prescience
8
36
9
41
Damp Power
10
49
11
60
Ectoplasmic Form
12
71
13
84
Intertial Barrier
14
97
15
112
Greater Stomp
16
112
17
120
Psionic Teleport
18
130
Psionic Freedom
19
141
Blackstone Hammer
20
158
Psionic Disintegrate
Secret Ingredient:
Spoiler
Chain of ... - For whatever reason, War Minds and Spiked Chains go together in my mind. But with all of the references to chains and tactical fighting, I see it as a natural marriage. This is not to say that the Spike Chain should be the ONLY tool in the War Mind's arsenal. Indeed, with his focus on historical and esoteric combat knowledge, it would be a shame if the War Mind wasn't able to pull out just the right tool for the job. For this reason, I chose to start off with Warblade - who not only gives us a handful of useful tricks in the form of maneuvers, but also allows us to shift around our Exotic Weapon Proficiency with an hour's practice. This lets us carry around a golf bag of exotic weapons and always having just the tool for the job, but without needing to take up excessive feat slots or getting them all enchanted as skillful weapons.
Personal Superiority - A mini-rage with no downside. You get 3 uses per day and each use will probably last for an entire combat. Well, obviously this is a strong hint that we should be engaging in melee combat, and given that we're not trading AC or mental abilities for this boost, we should also be playing things smart and safe. So the name of the game here is defensive fighter, focused on self-buffs, debuffs and quick takedowns. This idea is reinforced by -
Defensive Posture - A free AC boost, also 3/day. If we're going to be boosting AC, we'll want a decent AC to begin with so that it'll make a difference. And since there's no downside to wearing heavy armor while using psionics, let's go with the heaviest armor we can get.
Enduring Body - Damage Reduction, yet another defensive boost. And since we're already in heavy armor, we might as well make it adamantine heavy armor - because Damage Reduction stacks. Which brings us to the key concept of this build - DR x/- stacks with itself. And if we're going to be a defensive melee combatant, we might as well make that defense worth while!
Sweeping Strike - Here is the crown jewel of the War Mind - the only class feature that is unique, interesting, and really makes this class worthwhile. Its use is a bit specialized - you need to choose adjacent squares, threaten both squares and you cannot do it after significant movement. But this still doubles your number of attacks during a full attack. For this reason alone, we need to keep as much base attack bonus as possible so that we can get as many iterative attacks as we can manage. Some battlefield control and abilities that key off of 'single attacks' also help make this power shine. To that end, many of the abilities of this build focus on using Sweeping Strike to best effect - Dissolving Weapon, Offensive Prescience, Punishing Stance, Steel Wind, Sapphire Nightmare Blade, Charging Minotaur and most of the enchantments I've listed for various weapons!
Overwhelming Force - The capstone power. At one use per day, it's a bit limited and for that reason most uses of this class stop at 5 levels. However, we already get an ability that allows us to apply this 'single attack' to apply to more than one opponent - Sweeping Strike! However, on a closer reading, we can do much better than that - because using the Whirling enchantment on a spike chain (with some extra reach thanks to the greatreach bracers) would count as a single attack. As would a use of the Psionic Disintegrate power! So while it may seem limited, that single Overwhelming Strike can definitely make a big difference!
Equipment:
Spoiler
Here's some basic equipment suggestions
@5 - Spiked Platemail, MW Reach weapon
@10 - Animated +1 Tower shield, Adamantine Full Plate, Greater Iron Ward Crystal, greatreach bracers, and See 'Bag of Live Puppies' below.
@15 - +4 str, +4 wis, scabbard of keen edges, cloak of resistence, Heavy fortification enchantment for armor.
Bag of Live Puppies (A.K.A. the Golfbag of Many Weapons):
Ranseur - Primary weapon before 6th level, backup reach weapon afterwards. Made from deep crystal because that's cheap and useful at early levels.
Scimitar - As a backup weapon, this should be a keen mindfeeding adamantine weapon. Since it's not an exotic weapon, you can use it without an hour's notice, so if you need the extra PP you can pull it out and start swinging!
Spiked Chain - The go-to weapon for most fights, especially those in which you are expecting to face a large number of enemies. Made with Pandemonic Silver and enchanted with the Whilrling property and shadowstrike (and later with damage boosts), this weapon combines mass debuffing (from the fear-inducing sound it generates, and which you can turn on yourself with the Control Air power) with area damage (from the whirling property), this is a versatile tool of warfare.
Jovar - Make this a Transmuting (bypass DR after the first hit) weapon out of Alchemical Gold and you've got a pure damage dealer worth having, even as a small creature.
Braid Blade - Crit often, crit hard, crit for good effect. The base damage on this weapon is negligible, but use your scabbard of keen edges and enchant it with the speed enhancement and you'll have no trouble dealing damage with it. Add slow burst for total domination. Make it out of Kaorti resin if you can get away with it, or Abyssal Bloodiron (confirm crits & cold iron) otherwise.
Flindbar - Merciful Disarming Impact weapon, for when you need to take them alive.
Harpoon - A small creature using a harpoon? Well, with Roots of the Mountain and various strength bonuses you can probably pull it off.
Razor Net - For ranged battlefield control. And since it's a ranged touch attack, you can probably get away with not being proficient when you use it.
Scythe - Keep one around for making Coup-de-graces. Put a Lesser crystal of returning on it so you can do them at a moment's notice. Make it out of Thinaum (the soul eating material) will let us add insult to injury, making this also the perfect tool for delivering the deathblow to those really persistent enemies!
Also in the bag: A handful of weapon crystals will round out the versatility of this set of tools. Every single weapon crystal is useful. Gotta catch 'em all!
Capabilities by level:
Spoiler
Level 5: Base DR: None. Early on, you'll be using a reach weapon and wearing the heaviest armor you can afford. Your warblade maneuvers, ardent power, a reach weapon and your ardent mantle abilities give a lot of options in and out of combat. Especially useful at this level is the Elemental Steward power, but all your psionic powers (except maybe control air) will be useful most of the time. You can use Dissolving weapon well in advance of battles, so that as an openning move you can move in and use Steel Wind to hit two enemies for base damage+4d6 acid each.
Level 10: Base DR: 11/-. This is the point at which you become totally awesome. While the weapons in your golfbag may not yet all be enchanted, or even made out of the proper materials, at the very least you'll have a selection of options available to give you a specialty option for every situation, and you should at least have an enchanted spiked chain to take full advantage of your sweeping strikes. On top of that, your AC, HP, saves and Damage reduction at this point are all pretty high, so you can wade into the middle of combat with no fear. Steel Wind is still useful, especially if you can limit youself to 10' movement and get 4 attacks out of it. Meanwhile, you can buff yourself to deal serious damage between offensive prescience, dissolving weapon, power attack and chain of personal superiority. Meanwhile, you can use biofeedback to boost DR to 14/- and Damp power to ignore most spells that aren't save-or-die.
Level 15: Base DR: 15/-. You go from awesome to awe inspiring. Between your whirling spiked chain and Chain of Overwhelming force, you've got a 1/day army killing strike. If you invest in a fully augmented tatoo of Expansion and up your reach with magic items, this can be quite literal. Alternately, boost your damage reduction up to DR 25/- with Biofeedback and Inertial Barrier, and ignore the love taps that lesser enemies, like Iron Golems and Tarrasques, will be showering upon you.
Level 20: Base DR: 22/-. The icing on the cake. You can use Blackstone Hammer to kill entire armies with your Whirling chain, and you can shoot Overwhelming Psionic Disintegrate rays that deal 15d6 disintegration damage when your opponent makes their save (32d6 if they fail)! You've also got the entire last four levels worth of loot just to play with, as all of the equipment you really need can be bought by level 16 or so. Plus, between Dimension hop, Ectoplasmic form, Psionic freedom and Psionic teleport, you're the king of mobility both in and out of combat!
Sources:
Spoiler
Dragonwrought Kobold - Races of the Dragon (Kobold gets Dragon type, Timeless body)
Wyrm of War - Dragons of Eberron (Draconic Archetype, bonus fighter feat every 4 HD)
Warblade, Stone Power, and all stances and maneuvers - Tome of Battle
Ardent - Complete Psionic
Iron Mind, Invest Armor - Races of Stone
Endure Blows - Draconomicon (Dragon feat, DR 2/-)
Otyugh Hole - Complete Scoundrel (For 3k gold, gain Iron Will as bonus feat)
Greater Resiliency - Complete Warrior (Improve DR by 1)
Armor Specialization - PHB2 (DR 2/- while wearing specific armor)
Roll with it - Savage species (DR 2/-)
Most equipment - Magic item compendium
Pandemonic Silver - Complete Warrior (In high winds, causes sonic mind affecting fear in area around wielder, save DC based on wind speed)
Thinaum - Complete Warrior (Absorbs souls of slain enemies, preventing resurrection line of spells)
Exotic weapons & Materials - Lots of different sources. For the most part the effects are described for each weapon.
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-02-2010 at 12:10 AM.
“Rest not. Life is sweeping by; go and dare before you die. Something mighty and sublime, leave behind to conquer time.”
-Goethe
Quote:
Originally Posted by Sublime Mind of War
SUBLIME MIND OF WAR
Elan Swordsage 10 / War Mind 10
Simple and elegant, the Swordsage and War Mind classes synergize well. A high Wisdom and Strength help both classes, and the right selection of powers from the War Mind will provide passive benefits that can provide extra defensive capabilities or enhance the martial strikes.
The build really comes into its own at level 10. Sweeping strike allows any attack to apply to two targets, if the opponents are adjacent and both threatened by you. Expansion + spiked chain increases the threat range considerably. Therefore, any time two opponents are adjacent and within range, a martial strike can be applied to both targets -- this would be the best time to unload with the best strike currently readied. (For extra power, at level 17, the Chain of Overwhelming Force ability can be applied to this double attack.)
After level 10, the War Mind and Swordsage levels are staggered to give the smoothest progression of both powers and maneuvers.
Swordsage maneuvers should come primarily from Diamond Mind (hence the increase in Concentration at every level) and Shadow Hand (due to high Wisdom). The build eventually gets 8th level maneuvers at level 20. The final stance gained should be Pearl of Black Doubt.
War Mind powers should focus on self-buffing rather than direct attack. Sample set of powers:
5th: Adapt Body
4th: Psionic Freedom of Movement, Weapon of Energy
3rd: Greater Concealing Amorpha
2nd: Strength of My Enemy
1st: Expansion, Skate
The Elan race helps qualify for War Mind, due to its power point reserve. It has the additional benefit of being able to tap into the power point reserve for defensive purposes, in a pinch.
Abilities should focus primarily and WIS and STR, then CON, then DEX. INT can be dumped, because skill points, while nice, are not essential (and a playable character will have sufficient INT to pick up the required skills, plus continue to accumulate Concentration due to the minimum of 1 skill point per level), and INT would serve no other purpose for this build. CHA can be completely dumped.
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-01-2010 at 11:55 PM.
"The art of living is more like wrestling than dancing."
-Marcus Aurelius
Quote:
Originally Posted by Ultimo Tarrasco Jr.
Luche Libre Multiversal Presents: Ultimo Tarrasco Jr.! The Half-Ogre Luchador the World Doesn't Want... The Half-Ogre Hero the World Needs!
Graduate of the Evil League College of Rudos
Bearer of the Five Chains of the Talraiic Codex
Master of the Loving Bear, Hungry Kraken and Mad Girallon Forms
Reigning Gargantuan Weight Champion!
Hello boys and girls!
Welcome to this week issue of Lucha Libre Multiversal!
Where we focus on some of the greatest Rudos and Technicos ever to grace the interplanar wrestling circuit!
Last week we met The Fire Giant Technico, Rey Fuego, Paladin of Pelor!
This week we take a look at his rival...
Ultimo Tarrasco Jr!
Booo! Hiss!
As you all know he was the bastard son of the Ogre Black Blood Cultist “Ultimo Tarrasco” and an unknown human groupie. While Ultimo Tarrasco could have abandoned his child to the whims of fate, even a Rudo is at the core a gentleman with some sense of responsibility.
Although Ultimo Tarrasco fulfilled his duties as a father, he always doubted that his son would ever be a grand Lucha Libre being not fully an Ogre. This doubt, if anything spurred on Junior even more. He entered the Evil League College of Rudos full of vigor, and began bullying classmates immediately.
Ultimo Tarrasco Jr at the College of Rudos (Level 3)!
Spoiler
As a student of the Loving Bear form of martial arts Junior learned how to grapple like a bear, unleash his inner fury, and largely ignore sneaky groin shots. Many people think that Improved Grab can only be used to start a grapple after an attack, but it is actually much more useful. Unlike a normal Grapple Improved Grab lets you pull the enemy into your own square. In addition you can choose to do the damage of the initial attack each turn with the grapple, as opposed to the normal unarmed strike damage.
Lastly, if you are a powerful enough grappler, you can take a -20 on your rolls to grapple your opponent with just the attack you used to grab them. While this attack option is temporarily unavailable for other uses, you are not considered to be grappling and can function normally with the rest of your attacks.
While Junior did not yet have the power to grapple multiple people at once, he is still able to grapple people from range with his Longspear, taking advantage of both his natural reach, and the extended range of the Longspear to take down enemies before they get a chance to harm him. After he has grabbed someone with the Longspear he is able to keep damaging them every round, doing substantially more damage then he would with his own unarmed strikes.
His early training at the College of Rudos would serve him well for his later studies of the Kraken and Garillon forms, as well as the ancient secrets of the Talraaic Luchadores of the Mind of War.
Ultimo Tarrasco did not live to see his son graduate from the Evil League College of Rudos. He unfortunately perished during a Beholder Rodeo Accident before seeing his son become truly great. Remember boys and girls, leave Lucha Libre and Beholder Rodeo to trained professionals, and that sometimes even the professionals get hurt. If you think something might be risky, remember to ask for your parents permission.
On that day Junior put on his father's mask (the only thing to survive the disintegration ray) and became “Ultimo Tarrasco Jr.!” He would struggle to honor his fathers memory through winning and cheating whenever possible, becoming the greatest Rudo the world had ever seen. With renewed enthusiasm he plunged himself into his studies of the Talraiic Codex, written by the ancient masters of the Eastern Mind of War style. Only with a complete mastery of the Talraiic Arts would Ultimo Tarrasco Jr become a greater fighter then his father.
Ultimo Tarrasco Jr and the Mind of War (Level 10)!
Spoiler
Ultimo Tarrasco Jr's study of the Talraiic Codex unlocked a few very useful abilities by this point. He could unlock his psionic potential to increase himself to huge size, increasing his grappling potential, and the number of people he could grapple at once. The other key knowledge was the ancient technique of the Sweeping Strikes.
Normally Luchadores only wrestle one opponent at a time. But a Luchadore is actually only limited to four opponants of their same size, two opponents of a larger size, or eight opponents of a smaller size. In addition, a Luchadore can only grapple an enemy one size category larger then them. The ability to expand his size was essential for Ultimo Tarrasco to begin grappling EVERYONE.
Now, the other key ability was sweeping strikes. Normally you can only start a grapple against one opponent at a time. It is near impossible to initiate grapples against multiple opponents without Improved Grab. Sweeping Strikes lets you make an attack against two squares at once. This is very different from attacking two opponents at once. Lets say there were four kobolds in one square and an orc in an adjacent square... all of them can be hit by a sweeping strike.
For the first time Ultimo Tarrasco is able to reliably grapple multiple opponents at the same time. This ability would serve him well later in his career.
After graduating from the Evil League College of Rudos Ultimo Tarrasco Jr made a great impact on the multiverso wrestling circuit, quickly becoming a rival of the noted Technico Rey Fuego. Although the Fire Giant paladin had the initial size advantage, with Ultimo's advanced training the two were very quickly evenly matched. Both of them began to take on increasingly difficult adversaries, never quite able to take out each other.
It was only with his complete mastery of the Kraken and Girallon styles, and the illegal use of performance enhancing grafted tentacles that Ultimo Tarrasco was able to pull ahead. Finally he was in peak condition able to take on most any fighter recorded in Los Manual de Los Monsters and even a few in the elite Epico Handbook Set. He defeated Rey Fuego to finally win the Gargantuan Heavyweight title, but the Colossal title is still out of his reach...
Ultimo Tarrasco Jr Vs. The World (Level 20)!
Spoiler
At level 20 Ultimo Tarrasco Jr is finally able to unlock the full potential of Improved Grab and Sweeping Strikes. At this point Ultimo has two separate constrict methods, and a series of different attack options, both natural and manufactured, all of them qualifying for Improved Grab.
Through taking a -20 on a grapple check he can grapple two adjacent squares of opponents with just a single attack option. When he successfully grapples them they are pulled into his square. He has enough attack options to keep collecting people and pulling them into his square. At the end he takes a powerful attack option and sweeping strikes all the enemies in his own square, joining the already existing grapples and grappling everyone with one attack.
While this sweeping up of enemies works best on weak grapplers, he is also able to compete with stronger grapplers, including his namesake El Tarrasco itself, who can only manage a +81 grapple modifier. While still an uncertain fight Ultimo Tarrasco should manage to beat the creature a majority of the time. Lesser combatants do not stand a chance.
Ultimo Tarrasco Jr's Martial Training!
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Neutral Evil Half Giant (LA buyoff at 6 and 9)
Fighter 2/ Bear Totem Barbarian 2/Totemist 6/War Mind 10
Ultimo Terrasco Jr's Illegal Objects! (The Scoundrel!)
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Not all funds allocated!
Large Sized MW Cold Iron Longspear
Large Sized MW Adamantine Spiked Gauntlet
Huge Sized MW Silver Armor Spikes
Belt of Giant Strength +6 36,000
Amulet of Health +6 36,000
Gloves of Dexterity and Titan's Grip +6 57,000
Manual of Bodily Health +5 137,500
Manual of Gainful Exercise +4 110,000
Manual of Quickness of Action +5 137,500
Grappling Tentacle +20,000
Girallan Arms bound to Totem with +5 Essentia
Kraken Mantle bound to Arms with +1 Essentia
Powers:
1st. Expansion
1st. Grip of Iron
2nd. Hustle
2nd. Strength of My Enemy
2nd. Psionic Lion's Charge
4th. Dimension Door Psionic
Ultimo Terrasco Jr's Body Building Routine (Yours for just Nine Easy installments of 19 Gp!)
Spoiler
Before Racial Adjustments:
Str 16, Dex 15, Con 10, Int 12, Wis 15, Cha 8
After Racial Adjustments:
Str 22, Dex 13, Con 12, Int 10, Wis 15, Cha 6
After Levelup Bonuses:
Str 27, Dex 13, Con 12, Int 10, Wis 15, Cha 6
Inherent Bonuses:
Str 32, Dex 18, Con 16, Int 10, Wis 15, Cha 6
Enhancement Bonuses:
Str 38, Dex 24, Con 22, Int 10, Wis 15, Cha 6
Graft Bonus:
Str 42, Dex 24, Con 22, Int 10, Wis 15, Cha 6
At Huge Size:
Str 46, Dex 20, Con 22, Int 10, Wis 15, Cha 6
At Gargantuan Size:
Str 50, Dex 16, Con 22, Int 10, Wis 15, Cha 6
With Full Buffs:
Str 60, Dex 16, Con 30, Int 10, Wis 15, Cha 6
Ultimo Terrasco Jr's Power Moves (Do not try this at home!)
Spoiler
In addition to fighting on the multiverso competitive wrestling circuit Ultimo Terrasco Jr often teams up with other Luchadores and Heroes to go on important missions to save the world. Although Ultimo Terrasco Jr is a vile Rudo, he is still there when his community needs him.
Many have suggested that Freedom of Movement makes a grappler useless. While Ultimo Terrasco Jr cannot grapple someone who has freedom of movement cast, he can grapple just about everyone who doesn't have the buff up. The usual limitation for luchadore adventures is that monsters often are bigger then you, and have larger grapple modifiers, if you are able to grapple them at all.
When at gargantuan size however Terrasco is able to grapple Colossal size creatures, avoiding any automatic failure that usually happens from size. Additionally when fully buffed his grapple modifier is higher then any monster in the Monster Manual and much of the Epic Level Handbook.
The only problem are creatures who have freedom of movement cast on them, or those who can easily teleport away. And that is what the rest of the party is for. One Luchador cannot defeat every encounter by himself. Casters with dispel magic and dimensional anchor help the Terrasco's combat ability immensely.
Terrasco is also a great help to the rest of the party, holding down multiple enemies at the same time, setting it up so that all of them are denied their dexterity bonus to ac. This is a perfect opening for rogues to attack. (Terrasco himself is protected thanks to his uncanny dodge)
Terrasco's main strategy is to either focus on disabling a single powerful enemy, or go around the battlefield sweeping up opponents. Once he has all the opponents he can hold he uses improved grab and sweeping strikes to transfer them all to a single attack option. He then full attacks them every round with a double constrict going off on each successful grapple attack. For this he usually uses a manufactured weapon, or his enhanced Girallon claws as opposed to his weaker unarmed strike.
Ultimo Terrasco's Kitchen
Spoiler
Races of Destiny – Half Ogre
Complete Champion – Bear Totem Barbarian
Magic of Incarnum – Totemist and Soulmelds
Expanded Psionics Handbook – War Mind, Wild Talent, Gloves of Titan's Grip
Tome of Battle – Charging Minotaur, Crushing Weight of the Mountain
Fiend Folio – Grappling Tentacle
Magic Item Compendium – Rules for Combined Items
Unearthed Arcana – LA Buyoff Rules
Eberron Campaign Setting - Educated
Ultimo Tarrasco Jr.! The Half-Ogre Luchador the World Doesn't Want... The Half-Ogre Hero the World Needs!
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-02-2010 at 12:00 AM.
6(A), 6(WM) {Freedom of Movement, Psionic (A 4th) }
20th
10(A),14(WM)
129
7(A), 6(WM) {Psionic Revivify (A 5th)}
Note: (A) indicates Ardent, (WM) indicates War Mind
*Power Points without enhancement bonuses to Wisdom
**{Powers} indicate newly acquired powers
Background
Spoiler
Leigh, like many babes that are destined to be unlikely heroes, was left at the doors of a secluded monastery by parents that supposedly were afraid of what he was. Being born an Azurin in a mostly human land led to a hard childhood. Even if the only thing different about Leigh was the blue tint to his eyes, children fear and ridicule what they do not understand. Leigh grew up an outcast in the monastery with no friends and only fearful glances and derisive sneers from his peers. The monastery was a home to a branch of monks that helds psionics in high regard. They believed that the power of the mind and power of the body could be joined in a union that is far stranger than the individual pieces. The masters of the order were all monks muliclassed with psionics. Being an outcast Leigh grew up with a rebellious streak and often tried to pull pranks to get the attention of the other novices. He adopted the ideals of freedom, conflict, and love of life from an early age. His rebellious streak even got him to dabble in incarnum just to spite those that feared him because of his nature.
Spoiler
Ardent 2, Incarnate 2
His life changed during a pilgrimage to a sacred shrine to Pelor. He was with a group of novices from the monastery and was being chaperoned by a master of the Talariic order. During the long trek to the shrine the group was beset upon by Fire giant bandits. Leigh had never seen the masters of the monastery in action and always thought of them as stuffy arrogant old men trying to boss their young charges around. During the rather short skirmish Leigh saw the master War Mind grow taller than the giants and proceed to open a can of whoopass that would make Hextor jealous. From that moment on Leigh was sold on the idea of following the Talariic precepts and become a master ass kicker of epic proportions.
Leigh dedicated himself fully to learning the unarmed combat techiniques of the monks and the War Mind fighting style from the Talariic scripts.
Spoiler
Ardent 2, Incarnate 2, Monk 2, War Mind 1
Leigh learned his lessons well and became a War Mind fisticuff master roaming the land beating up those that threaten the innocent and lawful people he meets in his travels. He never backs down from a fight and takes great pride in taking down creatures of impressive size and stature that he finds on his wandering path.
At ECL 20
Spoiler
Ardent 2, Incarnate 2, Monk 2, War Mind 10, Soul Manifester 4
Lawful Neutral Azurin, Medium Humanoid (Human, Incarnum) Hit Dice: 2d6+10 + 2d6+10 + 2d8+10 + 10d10+50 + 2d4+10 (173 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 37 (touch: 29, flat-footed: 32) Base Attack/Grapple: +15/+26 Attack: Unarmed +37 melee (3d6+27) Full Attack: Unarmed, flurry +37/+37/+37/+32/+27 (3d6+27) Space/Reach: 5 ft./5 ft. Special Attacks: Meldshaping, Psionic Powers, Improved Trip, Unarmed Strike (EML 12), Flurry of blows (EML 12), Sweeping Strike Special Qualities: damage reduction 3/-, Azurin traits, Monk AC Bonus (EML 12), Freedom Mantle Saves: Fort +25, Ref +22, Will +29 Abilities: Str 32, Dex 20, Con 20, Int 18, Wis 24, Cha 14 Skills: Autohypnosis +30, Concentration +28, Intimidate +6, Knowledge (psionics) +12, Knowledge (history) +6, Listen +7, Psicraft +12, Spot +7 Feats: Azure Talent, Shape Soulmeld (Mauling Gauntlets), Practiced Manifester (Ardent), Combat Expertise(b), Improved Trip(b), Monastic Training (War Mind), Talashtora, Improved Natural Attack (Unarmed), Bonus Essentia, Practiced Manifester (War Mind) Challenge Rating: 20
Possessions: belt of magnificence (200,000), ring of protection +5 (50,000), Amulet of mighty fists +5 (150,000), Manual of Gainful Exercise +5 (137500), Bracers of Armor +8 (64,000), Cloak of Resistance +5 (25,000), Tome of Understanding +4 (110,000) {23,500 gp left over}
Soulmelds Shaped: Incarnate Avatar {+4 insight to attack} (4 essentia), Mauling Gauntlets {+10 morale to unarmed damage and strength checks} (4 essentia, bound to hands), Lucky Dice {+1 attack and damage, saves} (1 essentia), Crystal Helm {+2 saves vs charm/compulsion, attacks gain the force descriptor} (bound to crown), Strongheart Vest {Reduces ability damage by 1}
Psionic Powers: PP: 189
Spoiler
Ardent, Manifester level 10, Mantles: Conflict, Freedom, Life
Dimension Hop (1st), Prescience: Offensive (1st), Touch of Life (1st), Psionic Lion’s Charge (2nd), Fly, psionic (4th), Freedom of Movement, psionic (4th), Psionic Revivify (5th)
War Mind, Manifester Level 14
Expansion (1st), Thicken Skin (1st), Hustle (2nd), Empathic Transfer, Hostile (3rd), Open Chakra, psionic (4th), Energy Adaptation (4th)
Tactics
Spoiler
Melee Combat
Spoiler
Leigh is a front line face wrecker. Talashtora allows him to get the improved monk flurry and 2d6 damage on his unarmed attack (before size bonuses). Having fully augmented expansion and thicken skin on every fight leaves Leigh with the following attack stats:
Huge Size, 15ft Reach, AC: 38
Full Attack: 37/37/37/32/27 (6d6+29 damage) {average of 50 per hit}
This is without Prescience (+5 damage) or War Mind Chain buffs (+4 strength, constitution, AC). His trip modifier while expanded is +35, enough to prone most anything.
I’m a little unclear on how sweeping strikes interacts with improved trip. Whether or not you can sweep on the initial trip, you can sweep on the follow up attack and the damage builds up fast if enemies stay together.
Psionic Tricks
Spoiler
Leigh has plenty of movement tricks from his Psionic powers. With Hustle, Dimension Hop, Fly, and Freedom of Movement nothing is out of reach. He can also use Psionic Lion’s Charge to flurry after a charge.
He also has some party friendly healing with Touch of Healing and Psionic Revivify. He can handle some out of combat healing and emergency raising if an ally happens to fall during combat.
His power points are calculated assuming that the manifester level bump from practiced manifester increases bonus power points from wisdom. Even if it doesn’t, he has plenty of power points to last through a day.
Incarnum Tricks
Spoiler
A large portion of the damage and tripping ability comes from the mauling gauntlets soul meld, which is a lot of fun. The only required soul melds are Mauling Gauntlets and Incarnum Avatar (for attack bonuses). This leaves 3 soul melds for utility purposes. Lucky dice is nice for a +1 to attack, damage, and saves. There are many options depending on what you are facing. Uncanny dodge from Impulse Boots, the force descriptor on melee attacks from Crystal helm, water walking from Cerulean slippers, immunity to diseases from Pauldrons of Health, etc.
Sweet Spot:
Spoiler
Leigh can do alright early on with his high strength augmented by incarnum and psionics. His damage starts to ramp up at level 6 when he can bind the Mauling Gauntlets to the hands chakra.
The real sweet spot (other than 20th which has everything) is level 15 when he gets improved flurry. At this point he’ll have +8 damage/tripping from the mauling gauntlets, 3d6 damage unarmed attacks (before expansion), sweeping attacks, and some psionic power goodies.
Options:
Spoiler
Flaws would allow him to get 2 bonus feats which could be most anything. One option would be martial maneuver and martial stance (giant’s stance). This would get you 8d6 damage unarmed attacks.
The order in which the first 6 classes are taken and the feats is fairly arbitrary. If you are playing from level 1 and don’t need to worry about role playing leaving monk, starting with monk allows one to play the same throughout most of the game with unarmed attacks.
The last 4 levels can be changed to most anything as well. People wanting that last iterative attack from BA 16 can use full or 3/4 base attack classes. A martial adept class would be best to take advantage of a late stance (probably Giant’s Stance). You could also take Snap Kick instead of improved natural attack if you want an extra attack more than the improved damage dice (The Snap Kick option is the more powerful in most situations).
Sources
Spoiler
Complete Psionics (Ardent)
Magic of Incarnum (Incarnum)
PHB (Monk, feats)
Secrets of Sarlona (Talashtora)
Unearthed Arcana (Passive Way variant)
XPH (Warmind) The Mind’s Eye: Psionics of Incarnum (Soul Manifester, feats)
__________________
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Spoiler
Last edited by Ozymandias9 : 10-02-2010 at 12:07 AM.
War mind with not one mention of House Vaymin (CPsi)? The ones who wrote the Codex to begin with? Not that it is critical but that's like a Corona without the lemon, drinkable but lacking somehow.
Just my $ 0.02
Last edited by classy one : 10-01-2010 at 11:28 PM.
War mind with not one mention of House Vaymin (CPsi)? The ones who wrote the Codex to begin with? Not that it is critical but that's like a Corona without the lemon, drinkable but lacking somehow.
Just my $ 0.02
I didn't even realise they existed before you mentioned them, although after looking the entry up it doesn't say they wrote it, just that they have copies.
I didn't even realise they existed before you mentioned them, although after looking the entry up it doesn't say they wrote it, just that they have copies.
This just means I know flavor better than all the other contestants. House Vaymin were the originators of Chains and put that down in the Codex. Granted the wild talent (Vaymin) is hardly optimal, the least you could do is make a Vaymin teach/adopt your PC. Or better yet, recruit your PC for breeding purposes (they have a bene gesirit thing going on).
Couldn't the PC just loot the text from a dungeon somewhere? Given their propensity for violence, I'm sure quite a few Warminds have met an untimely end. Their relics and tomes would be scattered all over the place, possibly even reproduced by unscrupulous opportunists.
Couldn't the PC just loot the text from a dungeon somewhere? Given their propensity for violence, I'm sure quite a few Warminds have met an untimely end. Their relics and tomes would be scattered all over the place, possibly even reproduced by unscrupulous opportunists.
Yep. As far as I can tell, the flavor text behind the book is entirely decoupled from the PrC itself, as they appeared in different volumes. It's nifty flavor text, though.
__________________
Star Metallurgist of the Roy Fanclub
Who made my awesome Dwarf Hexblade avatar, you ask? BRC did!
Yep. As far as I can tell, the flavor text behind the book is entirely decoupled from the PrC itself, as they appeared in different volumes. It's nifty flavor text, though.
I have to confess, it has been a long time since I have read the flavour text in my books. I'm like Neo from 'the Matrix' now...I just see the numbers
This just means I know flavor better than all the other contestants.
There's a logical leap somewhere in the middle there . It really just means you read one particular bit of flavor that others overlooked. The other contestants may know different flavor better. For example, I know my homebrewed world inside and out. I'm learning the flavor of Eberron for my RL DMing. The Realms, I wouldn't touch with a ten-foot pole.
Judging in progress (6 done). I should be done by Monday. Just as a warning, some of my scores will be very low. I love the ideas presented, but I've seen multiple illegal builds. For the record, if you don't meet the prerequisites for even one feat, I count that as an illegal build. This contest is about the best and brightest in optimization--let's not sully our reputations by missing simple rules.
However, I fear my deduction for illegal builds may be too harsh. Miss one feat prerequisite, and the highest you can get is 8 points. I'd like to hear from Ozy and the other judges--should I change my penalty to a 1 in Power and Elegance, but still score [attempted] use of the secret ingredient? Then the max score for an illegal build would be 12, and it wouldn't penalize the idea of the build, only the execution. So what say you?
Originality: 4.5 (I love its concept, but unless it is perfect, and I mean perfect, it does not get a 5.) Power: 3.5 (It does have a lot of defensive and offensive power, but melee is melee.) Elegance: 2 (The backstory just feels quickly put together.) Use of Special Ingredient: 4.5 (War Mind is very important to this build. Well done!)
More to be edited in.
__________________ Who made my awesome mad scientist hamster? Why Dr.Epic, of course.
Any Washington GitPers that want to have a meet up/play RPGs/Light things on fire, please PM me.
Quotes:
Spoiler
Quote:
Originally Posted by Rappy
So yes, the metal skeleton can be haulted by the power of rock.
Quote:
Originally Posted by Raistlin1040
Their souls taste of rancid trout and the foul aftertaste of failure.
Quote:
Originally Posted by The Giant
On the plus side, they did manage to teach me the proper sequence for the first six letters of the alphabet.
Last edited by Dubious Pie : 10-02-2010 at 12:23 PM.
If you are Neo, which forum poster is Agent Smith then. Hmmm. I'm leaning towards St. Jude.
Tough call. I don't know the guy, but the Manchurian would be more fitting. Agent Smith seems more like a master of TO to me
Quote:
Originally Posted by OMG PONIES
However, I fear my deduction for illegal builds may be too harsh. Miss one feat prerequisite, and the highest you can get is 8 points. I'd like to hear from Ozy and the other judges--should I change my penalty to a 1 in Power and Elegance, but still score [attempted] use of the secret ingredient? Then the max score for an illegal build would be 12, and it wouldn't penalize the idea of the build, only the execution. So what say you?
Tough, but fair. You do not need our permission to judge though. Go with your gut, I say.
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.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.