10th level Character Creation Challenge

Post/Author/DateTimePost
#1

zombiegleemax

Sep 08, 2005 11:50:59
I have a character creation challenge for you. Who can make the best 10th level combat machine with the rules below?

I will use your designed characters in the game I am running. The character who gets the most points over the course of the four conventions (12 games) will be crowned the best tenth level combat build.

Rules

Only core races - PHB races only
No purchased magical item. Expect for cure medium wounds potions, which you can only purchase a maximum of 8.
You may use the following rolls for your starting ability scores; 17, 12, 16, 9, 10, 14. Place the scores any where you chose.
You can make only one 10th level character
You can use any books
Loop combo based moves will not be accepted --- i.e. if your not sure it is 100 legal dont do it.
Characters will heal to full HP and restore all ability damage between each part. Please see below for the description of parts.
Sorry no leadership feat allowed
Your entry must be in by Oct 8 2005, to qualify for the competition.

Background

I have been roped into running games at 4 conventions in my local area starting in two months. I will be running them with the help of two assistant DMs. I will run the same game 3 times at each convention. The game will be a gladiator type AD&D game. Where each player (up to 20) will receive a random character and then endeavor to kill every thing else on the board.

Each game will consist of the following three parts that will be played in order. Each part will be stopped after two hours of play.

Mass Combat
The first part is simple a gladiator arena. The characters will be equally spaced apart in a large circular field. For some flavor there will be 2 legendary lions running around randomly killing people. There is one small 4 square ruble pile and a few overturned chariots as optional hiding places ex..

One on One or One on Many
Part two will take place in a large labyrinth. Players will start in 20 random locations and be able to make there way about. Killing each other as they bump into one another. For some flavor, there are 3 locked door, 2 pit traps, one poison gas trap, one big rock trap and three arrow traps spread out over the labyrinth. Standard cave set up.

Group Combat
For the finally part each player will be randomly paired with three others, who will form a group to attempt to kill the other groups. It will take place in a large forested / plains / hill /river environment. (Before you ask yes I have way to much terrain from my old warhammer gaming) For flavor we have a large earth elemental in the hills, a large water elemental in the river and a dire bear in the woods.


Scoring

I will use your designed characters in the game I am running. The character who gets the most points over the course of the four conventions (12 games - 36 parts) will be crowned the best tenth level combat build.

Each time a character dies, the killing character will gain 1 point. The player that dealt the most damage over all to the dead character will receive 2 points. - So a character that kills another character with no help gets 3 points. 1 for the kill and 2 for most damage.

Any man or woman standing at the end of any senior will receive 2 extra points.

Any time a player kills some of the flavor characters he gets 1 point.

Final Notes

Please included any suggested combos or buff options ex… I will pass on these comments to the players in the form of a note. It may help them play your build more effectively.

Lets see your best build. I will try and keep this post bumped up on the first page for a few days to make sure every one can see it.
#2

zombiegleemax

Sep 08, 2005 12:00:19
If you can't have magical items, some builds that will own:

VOP Spell casters (especially druids, but not wizards/sorcerers since they can't self heal)

VOP Monk/Kensai

Melee builds should incorporate adamantine weapons (so they can sunder their enemies weapons). I would think Barbarians, rangers, and paladins are good. Paladins because they can have mounts, which at level 10, a dire lion would really help.

Tripping rogues.

EDIT: I take it back: Nix Barbarians/Rogues if they cannot get potions of healing (which I think they couldn't since those are magical items).
#3

zombiegleemax

Sep 08, 2005 12:02:40
NM you added the stats thanks
#4

phaedrusxy

Sep 08, 2005 12:10:11
PHB races only and no magic items. Just save everyone some time and put at the top of your post: SPELLCASTERS ONLY. Noone else can heal themselves.
#5

zombiegleemax

Sep 08, 2005 12:29:07
Sorry it should be noted that at the end of each part all characters will begin with full HP once again.

I have taken your suggestion and moved the rules up to the top of the post, as well as added the healing between parts to the rules.

I have decided that you are most likely right about fighters not being useful with out healing of some type. I am there for adding the ability to purchase up to 4 cure medium wounds potions. Not much but may make a few fighter types more possible.

Thanks for helping to make this a better competition and hopefully a better game when it is run.
#6

lilt

Sep 08, 2005 12:46:37
Can we say Druid 10?

(Note: This isn't me submitting a character)

Also:
Is the SRD considered core?
#7

zombiegleemax

Sep 08, 2005 13:07:28
Yes I can see the 10th lv druid as being a common submission, but I think a few people will surprise us all with the power of there 10th xxxxx class build.

With regards to races, you are limited to the races in the PHB.
#8

doodle

Sep 08, 2005 13:17:07
I would say the following will be tough:

Initiate of the 7 fold veil
Spellsword with Arcane Strike, Wraithstrike, Power Attack, Vampiric Touch
Anything with a follower/companion
Artificer IF you allow action points.

I notice you did not exclude the leadership feat - that could make things ugly.

But for me personally - I think I would like to play a hexblade 10.

Me.
#9

zombiegleemax

Sep 08, 2005 14:04:36
The leadership feat is now removed from the competition. It would just be to much, since every one would take it. Also after a few PM’s from people I have decided to allow 8 cure medium potions.
#10

zombiegleemax

Sep 08, 2005 14:11:24
When you say no magic items (except 8 CMW potions), do you also mean no special materials (mithral, adamantine, etc)?

If you allow them then I could see everyone with adamantine. Mithral poses less of a problem, but for a spellcaster it could get crazy.
#11

zombiegleemax

Sep 08, 2005 14:13:41
Might as well be the first Druid 10 :D

Kasomir Hackworth, NG Human Druid 6/Nature's Warrior 2/Warshaper 2

Stats:
-Str 8 (-1 age)
-Dex 11 (-1 age)
-Con 15 (-1 age)
-Int 15 (+1 age)
-Wis 20 (+1 age, +2 levels)
-Cha 11 (+1 age)

BAB: +7
Base saves: +11/+2 (ouch)/+5

Abilities:

Wild Shape 3/day (8 hours per shape), into large forms
When in Wild Shape:
-Wild Growth (Fast Healing 1)
-Immunity to Crits/stuns
-+4 Str, +4 Con
-Natural weapons are treated as one size category larger
-Add Celestial template to your Wild Shape (DR 5/magic, SR 15, Acid/Cold/Electricity Resistance 15, smite evil +10 1/day, natural weapons are considered Magic for overcoming DR)
-May cast spells while in Wild Shape

Casts as a seventh-level Druid (4th-level spells)
Wild Empathy, Nature Sense, Woodland Stride, Trackless Step, Resist Nature's Lure

All summoned creatures receive +4 Str/Con, have their duration doubles, and get a +3 luck bonus to attack rolls

Flaw:
-Shaky (-2 on all ranged attack rolls)

Feats:
Track, Spell Focus (Conjuration), Augment Summoning, Exalted Wild Shape, Natural Spell, Ashbound

Notes:

A little different from running straight Druid 10, going this route trades in 5th level spells for a few nice wild shape based abilities. Immunity to critical hits is nice, and throws in immunity to sneak attacks and sudden strikes for anyone who decided to play a roguish character.

Exalted Wild Shape is huge at level 10 when magic weapons aren't allowed - the energy resistance will somewhat make up for the low reflex save, damage reduction will be gigantic versus most melee'rs, and giving yourself Spell Resistance will be a big help with all the spellcasters running around.

I went with Wild Growth (Fast Healing 1) for my Nature's Warrior ability because it allows you to forego most healing spells, opening up your spell slots to a plethora of summons, all nicely boosted from the Ashbound-sect ability and Augment Summoning. It'll also allow for an open spell list giving some huge bonuses in each environment - area-covering battlefield control spells in the gladiator arena, utility spells for the environment-based areas, etc. Since you'll basically be spending your entire time in Wild Shape, you'll only need a couple of key heal spells to be used in a pinch, as the Fast Healing should add up.
#12

phaedrusxy

Sep 08, 2005 14:25:54
Human Monk1/Cleric2/Master of Shrouds 7

1 Monk1 Stunning Fist (monk1), Spell Focus: Conj. (1), Augumented Summoning (human)
2 Clr1 Domains (Planning, Undeath), Rebuke Undead, Extend Spell (bonus), Extra Turning (bonus)
3 Clr2 Persistent Spell
4 MoS1 Extra Rebuking
5 MoS2 Summon Undead (Shadow)
6 MoS3 Divine Metamagic: Persistent Spell
7 MoS4 Summon Undead (Wraith)
8 MoS5 Improved Summoning
9 MoS6 Summon Undead (Spectre) Practiced Spellcaster
10 MoS7
Stats: Str 9+1, Dex 12, Con 14, Int 10 , Wis 17+1, Cha 16
Buffed Stats: Str 16, Dex 12, Con 18, Int 10, Wis 18, Cha 20
Hit Points: 8+9d8+20 =68.5 (88.5 buffed)

BAB +6 (+10 buffed)
Saves (buffed): Fort+12, Ref+6, Will+15 (+1 vs. good, +1 vs. fear)

Attacks (buffed): +19/+14 darkwood scimitar 17-20/x2 (10bab+2enh+3str+3divine+1morale)
Damage (buffed): 1d6+3str+2enh+10brambles+3divine =1d6+18
AC 22, 29 buffed (10+10armor+5shield+3deflection+1dex =29)

Spells: 6 5+1 4+1 4+1 3+1
0th No Light (BovD 100), Detect Magic, Resistance
1st: Obscuring Mist, Bless, Shield of Faith, Divine Favor, Protection from Good (cast with Agony), Deathwatch (D)
2nd: Delay Poison, Silence, Bear's Endurance, Eagle's Splendor, Desecrate (D)
3rd: Magic Vestment (x2), Meld into Stone, Brambles, Clairvoyance/Clairaudience (D)
4th: Divine Power, Summon Undead IV(2x, cast with Agony), Death Ward (D)

Arena Tactics (assuming the arena floor is stone): During the "pre-buff" round, ready an action to cast Meld into Stone after you're teleported to the arena. During round 1, cast Meld into Stone and sink into the ground. Fully buff yourself, making Divine Favor and Divine Power persistent. Then cast Desecrate and Clairvoyance. Next begin summoning undead using your Master of Shrouds ability (I think spectres are the best). Pick a good target for them using Clairvoyance. If there appears to be a cleric or palladin among the enemies, summon all your undead and bolster them before sending them all out at once to focus their attacks on it (you have 2 Rebuke attempts left after buffing). Cast Silence on the last undead you summon, and direct it to attack a spellcaster.

Rise up out of the ground, cast your Summon Undead spells, cast Bless, and wade into battle with your Army of Darkness. Summon either all skeletal skybleeders (if most or all enemies are flying), or a combo of those and skeletal sun giants (if there are some tough ground-bound enemies). You can also use a skeletal skybleeder as a mount to reach flying enemies yourself.

Equipment: Darkwood scimitar, MW adamantine fullplate, MW heavy shield, 8 Cure Moderate Wounds potions, 3 vials of Agony (BoVD 46, +2 to caster level for Evil spell), A vial of unholy water and 25 gp worth (5 pounds) of silver dust

Summoned Undead (bonuses from Desecrate and Bless included):
[sblock]
skeletal skybleeders (Fiend Folio p155) to go after flying enemies, and/or serve as a flying mount

Size/Type: Huge Undead
Hit Dice: 12d8+12 (95 hp)
Initiative: +8
Speed: 40 ft. (Fly 80 ft., average)
Armor Class: 15 (-2 size, +4 Dex, +3 natural), touch 12, flat-footed 11
Base Attack/Grapple: +6/+22
Attack: Claw +14 (2d8+9)
Full Attack: 3 claws +14 melee (+ 8 tentacles? probably not, lol)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Cold Immunity, DR 5/bludgeoning
Saves: Fort +5, Ref +9, Will +9
Abilities: Str 26, Dex 19, Con -, Int -, Wis 10, Cha 1
Feats: Improved Initiative
Alignment: Always neutral evil

skeletal sun giants (Monster Manual 2 p110) to crush ground-bound enemies

Size/Type: Huge Undead
Hit Dice: 13d8+13 (103 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 14 (-2 size, +3 Dex, +3 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+27
Attack: Claw +19 (1d8+14) or huge longspear +19 (2d8+20) or rock +9 (2d8+14)
Full Attack: huge longspear +19/+14 or claw +19 or rock +9
Space/Reach: 10 ft./15 ft. (30 ft. with longspear)
Special Attacks: -
Special Qualities: Cold Immunity, DR 5/bludgeoning
Saves: Fort +5, Ref +9, Will +9
Abilities: Str 37, Dex 16, Con -, Int -, Wis 10, Cha 1
Feats: Improved Initiative
Alignment: Always neutral evil

8 Spectres (via MoS ability)

Size/Type: Medium Undead (Incorporeal)
Hit Dice: 7d12+7 (52 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +8 melee (1d8+1 plus energy drain)
Full Attack: Incorporeal touch +8 melee (1d8+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, create spawn
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves: Fort +3, Ref +6, Will +8
Abilities: Str
#13

lilt

Sep 08, 2005 15:12:12
Nice, PhaedrusXY, but are you sure the wall of stone will take more than 10 minutes to break down? I personally see any build able to Blink, Dimension Door, or even just do serious damage as a breaker for that combo. Still, after that you're left with a fairly powerful wizard with polymorph.
#14

zombiegleemax

Sep 08, 2005 15:18:19
Ouch, nice one, Phaedrus

Now if you can just find a way to defend from Dispel Magic, you should have no problem clearing most challenges...

It's funny, my first thought was to put together a Warlock with the Voracious Dispelling invocation to take care of any nasty tricks casters come up with (sure, there would be better counterspellers or dispellers, but doing it at will and having some nice other abilities would work out well), and now that I've seen one of those nasty tricks, I'm almost wishing I had :P
#15

phaedrusxy

Sep 08, 2005 15:41:43
Nice, PhaedrusXY, but are you sure the wall of stone will take more than 10 minutes to break down? I personally see any build able to Blink, Dimension Door, or even just do serious damage as a breaker for that combo. Still, after that you're left with a fairly powerful wizard with polymorph.

No, of course you're right. That is my main concern. I was hoping that if you walled yourself in that your enemies would be too busy fighting each other to bother digging you out, lol. You could also do something crazy like immediately Dimension Door away from the fight, then cast Rope Trick and buff/summon inside it. Aiming your Dimension Door straight up to max range might work best for this, lol. None of this stuff is fool-proof, though. If someone wants to find and get to you during the 10 minute casting time, and they're determined, they probably will.
#16

carnivore

Sep 08, 2005 16:05:49
this is interesting...i will post one later


:D
#17

oxybe

Sep 08, 2005 17:37:49
this post is massive, but it may put up a challenge for PhaedrusXY's awesome eldritch knight build

Feral Human (Chaotic Good) (monstrous humanoid)
1- Ftr
2- Barb
3- Barb
4- Barb
5- Barb
6- Ftr
7- Frenzied Berserker
8- Bear Warrior
9- Berserk
feral template: +1 LA

feats
1- sacred vow, vow of poverty, ftr - Power Attack
3- cleave
6- destructive rage, ftr - improved unarmed strike
9- instantaneous rage
flaw :
shakey(-2 ranged attacks)

feat for flaw:
weapon focus (claw)

vow of poverty feats
2- righteous wrath
4- vow of purity
6- vow of chasity
8- vow of obedience
________________________________________________
stats: total= base+ level up + vop + template
str 25 =17 + 2 + 2 +4
dex 12 =14 -2
con 18 =16 +2
int 6 =10 -4
wis 14 =12 +2
cha 9 =9

Initiative: 1 (dex bonus)
___________________________________________
base land speed: 60 or 70 (30 base (normal) 40 base (bear), 10 barb, 10 berserk, 10 feral template)

fast healing 4 (feral template)

darkvision 90ft (feral template)

-Armor bonus 26 = 10 (base)+ 7 (Vop) + 6 natural (template) +1 natural (Vop, stacks with template) +1 deflection (Vop) +1 dex
-touch AC 12 = 10 (base)+ 1 deflection (Vop, not sure if this applies to touch) +1 dex
-flat footed AC 25 = 10 (base)+ 7 (Vop) + 6 natural (template) +1 natural (Vop, stacks with template) +1 deflection (template)

gains a claw attack (1d8+7) attk bonus +17 = +8 (BAB) + 7 (Str) + 1 exalted bonus+ 1 weap focus

bear claw (1d4 [bear form has a weaker claw attack then feral template] + 11) attk bonus +21 / +16 = +8 BAB +11 Str +1 exalted +1 weap focus

bear's bite (1d6 + 11) attk bonus +20 / +15 = +8 BAB +11 Str +1 exalted

HP: 7d12 (4 barb, 1 BW, 1 FB, 1 Ber)+ 2d10 +36 (normal con bonus) = 94.5 hp (average, normal) 184.5 (fully raged con bonus)

BAB +8 / +3
grapple: +15 (8 bab + 7 str), goes up by +10 when fully raged

total save = base+ Vop resistance+ stat
Fort 18 =13 +1 + 4
Ref 3 = 1 +1+ 1
Will 4 = 1 +1 + 2

tactics 1 on 1 or many: find most threatening opponent. rage, go in bear, battle fury, frenzy : total str 25+6+8+6= 45 str. dex 12+2 = 14. con 18+6+4 = 28 rages last 3+ con mod (12 rounds). Power attacks most / all the time. uses his claws+bite to grab+maul. after beating someone, he hides/rests for fast healing to kick in.

team battle: use wicked speed to scout, flank & pick off loners. hit and run. keep party in ear or eye distance to help if in trouble. if possible, hide in a bush / tree. double move is 120ft, runx3 is 180 ft, run x4 is 240 ft, so he can motor if he has to.
_________________________________________________________________
class abilities
-Fast Movement +10
-Rage 2/day
-Uncanny Dodge
-Trap Sense + 1
-Frenzy 1/day (+6 str -4 AC, takes 2 subdual damage/round, gains an extra attack at hight BAB when making a full attack)
-Diehard
-Bear Form (Black) ( transforms into the form of a black bear when raging, gains +8 str, +2 dex, +4 con, +2 will, -2 AC these bonuses replaces his rage bonuses)
-Battle Fury 1/day (+6 str, +6 con +3 will -2 AC)
-Movement +10

Vow of Poverty abilities
-AC+7
-Stat +2
-Exalted Strike+1 (claws act like a +1 magic weapon)
-4 bonus exalted feats
-Natural Armor +1
-Mind sheilding
-Resistance +1
-Deflection Bonus +1
-Endure Elements

Skills: pretty much useless... when he rages he cant use any >P, ill let the dm decide these, though climb + jump are real nice.

gear: whetstone to sharpen his claws... soap to clean his claws... the 8 potions given to him for the competition

good points: massive str, attack bonus, damage, movement, ac, HP, FAST HEALING 4. insane fort bonus. righteous wrath stops him from mauling his buddies. the vop bonus vows help with his will saves (some)

flaws: his will is actually decent, though a determined mage can peirce through. his ref is weak. touch ac is REALLY SAD.

for this guy, the potions are overkill...

books used : Complete warrior, PHB, BoED, Deities & demigods, Savage species, MM 1 (for the black bear info)

EDIT: extra tactics, added the bear's natural bite attack unbuffed by frenzy + berserk and the level 6 fighter bonus feat i forgot to put...
#18

zombiegleemax

Sep 08, 2005 17:41:50
Hmm... applying templates is allowed in this? I just assumed that core races only meant it most likely wasn't. There are lots of nasty things to come up with, then...
#19

oxybe

Sep 08, 2005 17:46:20
well it said core races. i took human. it said use any book, so i slapped on a template. it doesnt say that i couldnt...
#20

ninjarabbit

Sep 08, 2005 18:17:38
Here's my final draft for a character

Human Battlesorcerer7/abjurantchampion3

Str 16
Dex 14
Con 12
Int 10
Wis 8
Cha 17 (19 with level up points)

Feats: 1)improved initative 1)combat casting 3)power attack 6)arcane strike 9) minor shapeshift

Equipment: mithral breastplate, mithral buckler, mighty composite longbow, arrows, adiminitate greatsword, 8 potions of cure medium wounds, masterwork dagger

Spells:

0- ghost sound, touch of fatigue, predistation, acid splash, detect magic

1-protection from evil, shield, enlarge person, ray of enfeeblement

2-glitterdust, wraithstrike, invisibility

3-haste, greater magic weapon

4-polymorph

5-waves of fatigue

Skills- tumble 8 ranks, spellcraft 12 ranks, concentration 13 ranks

HPs: 8 + 8d8 + 1d10 + 10 (con modifer), 55 hps on average

Base saves: fort 6, reflex 2, will 10
Total Saves: fort 8 (6 base, 2 constitution), reflex 4 (2 base, 2 dex), will 11 (10 base, -1 wisdom, 2 iron will)

BAB 8/2, Total attack bonus 10 (8 BAB + 3 str -1 buckler) plus bonuses from arcane strike, haste, and others

AC 18 (10 + 2 dex + 5 mithral breastplate +1 mithral buckler), will also get +7 from shield, +1 from haste, and any extra from polymorph
#21

x-codes

Sep 08, 2005 19:25:15
I agree that there are some serious penalties given to the non-casters here. I suggest that the level be changed to either 7 or 11. Those two options give much more interesting pros/cons to being full-combat or full-caster.
#22

zombiegleemax

Sep 08, 2005 21:46:55
I believe that PhaedrusXY's build isnt allowed because to get Eldrich Knight you need to be proficient in all Martial Weapons and wizards are not. Sorry man, it was a sweet build.

My build will be comming reasonably soon.
#23

phaedrusxy

Sep 08, 2005 21:53:53
I believe that PhaedrusXY's build isnt allowed because to get Eldrich Knight you need to be proficient in all Martial Weapons and wizards are not. Sorry man, it was a sweet build.

My build will be comming reasonably soon.

The Militia feat is a regional feat in the Player's Guide to Faerun that gives you proficiency with all martial weapons. ;)
#24

zombiegleemax

Sep 08, 2005 23:59:13
Note: Your feral human does not get Pounce, rake, etc because I quote:

"It gains the special attacks indicated in the row corresponding to its monster Hit Dice...."

You have class levels, not monster hit dice. The fast healing, however, does not specify monster hit dice.

Anyway, here's my go with a Feral Monk Half-Orc!

Feral Half-Orc - Lawful Good - Monstrous Humanoid
STR: 26 23 + 1 (Level) + 2 (VOP)
DEX: 14
CON: 18
INT: 4 3 + 1 (Level)
WIS: 14
CHA: 6

HP: 80 (9d8 + 36)

AC: 30 = 10 (Base) + 7 (VOP Armor) + 2 (Dex) + 2 (Wis) + 1 (Monk) + 7 (Natural Armor)
+ 1 (VOP Deflection)

Touch: 16 = 10 (Base) + 2 (Dex) + 2 (Wis) + 1 (Monk) + 1 (VOP Deflection)

Flatfooted: 28 = 10 (Base) + 7 (VOP Armor) + 2 (Wis) + 1 (Monk) + 7 (Natural Armor)
+ 1 (VOP Deflection)

Speed: 70 = 30 (Base) + 10 (Feral) + 30 (Monk)


Grapple: +18 = 6 (BAB) + 8(Str) + 4 (Feat) + 1 (Magic)

Attack: +16/+16/+11
Damage: 2d8 + 9

Fort: 11 = 6 (Base) + 4 (Con) + 1 (VOP)
Ref: 9 = 6 (Base) + 2 (Dex) + 1 (VOP)
Will: 9 = 6 (Base) + 2 (Will) + 1 (VOP)

Skills:
Tumble: 14 = 12 (Ranks) + 2 (Dex)

Feats:
Level 1: Sacred Vow
Bonus: Improved Grapple
Bonus: Combat Reflexes
Level 3: Vow of Poverty
Exalted: Vow of Chasity
Level 6: Weapon Focus (Unarmed Attack)
Bonus: Improved Trip
Exalted: Vow of Obedience
Exalted: Vow of Purity
Level 9: Improved Natural Attack (Unarmed Strike)

Class Abilities:
Improved Evasion
Still Mind
Ki Strike (magic)
Slow fall 40 ft.
Purity of body
Wholeness of body

Racial Abilities:
Darkvision 90 ft.
Fast Healing 4

Other VOP Abilities:
Sustenence
Exalted Strike + 1
Mind Shielding

Equipment:
Sling

Tactics:
If there is only one enemy: Grapple until pinned, then beat the snot out of him.
If there is more than one, trip any enemy that comes near you to avoid being overwhelemed.
Proceed to beat on an enemy near you should there be noone near you standing.
With 70 ft. speed, you can retreat very easily or even just run in circles while letting the
fast healing do the job.

Strengths:
Great Saves, Attack, Damage, Speed, AC, FAST HEALING, good hp, Improved Evasion.

Weaknesses: Very high DC spells, getting attacked by multiple enemies.
#25

zombiegleemax

Sep 09, 2005 0:13:54
My bad Phaedrus, havnt read that book yet.
#26

jstorrie

Sep 09, 2005 1:03:43
Not allowing magical items already makes the contest unfair. Wealth-by-level is an important balancing concern and certain classes (physical attackers, for example) generally do better with magical items than others.

But I'll bite. He's not going to be a spellcaster, either. His name will be "Stabface".

Elf Ranger 6 / Cragtop Archer 4
Str 12
Dex 21 (17 +2 level +2 racial)
Con 8 (10 -2 racial)
Int 14
Wis 16
Cha 9 (9)

Feats: Far Shot, Mountain Warrior, Track, Endurance, Poison Immunity: Gargantuan Centipede Poison, Point Blank Shot.

Equipment: Mighty (Str 12) Composite Longbow, greatsword, as many arrows as he can carry, the standard kit type material (torches, rope, etc.) and the rest of his 49000GP spent on Gargantuan Centipede Poison (at 950 a pop, he should be able to afford around 50 doses). Most of this poison should be smeared on his arrows, with a bit left over for his sword, which should be poisoned too.

Companion: Whatever. Wolf, I guess. Favoured enemies: Human, Elf.

Skills: max Spot, Move Silently, Hide, Climb, Jump, Swim, Listen, Listen. six ranks of Craft: Fletchery, Use Rope.

Tactics: sneak around actively spotting until he seems someone. Then use his full-round Cragtop Archer ability to attack them with no range penalty and hide again. Hopefully they won't be able to spot him from so far away.

At any rate, the save on the poison is pretty high for CL 10 and people should be dropping left and right. People who are immune to poison are still getting sniped from someone hundreds of feet away, which is an annoyance at least! At such huge ranges, most spellcasters probably won't be able to spot him, and most nonspellcasters have to deal with range penalties or loooooong charges. When appropriate, he should be climbing to difficult-to-reach areas to snipe from, too.
#27

zombiegleemax

Sep 09, 2005 3:17:18
Meh, haven't looked much at the Warlock in this situation. Outlast!

Male Human Warlock 10
Str10 Dex18 Con16 Int10 Wis12 Cha14
AC: 19 (+5 armor, +4 dex)
Saves: Fort +6, Ref +7, Will+8
Attack: Eldritch Blast, +11 ranged touch, 5d6 damage (7d6 with Psionic Shot)
Skills: Concentration +16, Spellcraft +13, Sense Motive +14, Knowledge (arcana) +13, Knowledge (the planes) +13
Feats: Improved Iniative, Wild Talent, Point Blank Shot, Psionic Shot, Extra Invocation
Least Invocations: Entropic Warding, See the Unseen, Miasmic Cloud, Eldritch Spear
Lesser Invocations: Walk Unseen, Fell Flight, Voracious Dispelling
Equipment: Mithral Breastplate, 8x Potion of Cure Moderate Wounds

Tactics: Don't attack unless you can get away with it. Other than that, you should be able to figure it out. If the situation calls for it, remember that you have more dispels than your opponents have buff spells.
#28

oxybe

Sep 09, 2005 6:45:32
fair enough on the monster HD thing. i was unsure what "Monster hit dice" meant so i just assumed normal HD. off it goes. hurts the build a bit since it loses improved grab, rake and pounce, but i can still make due on a normal grapple. also i think im missing my 6th level fighter 2 feat... can anybody re-check to make sure?

and i quote on the VoP AC bonus:
"This bonus does not apply to touch attacks and does not hinder incorporal touch attacks"

does exalted weapon add a bonus to grapple? i know we are using it when attacking to peirce defence, but what about the grapple?

other then that Unearthly, great build on the 1/2 orc monk! VOP will be overused in this contest... no magic items... ick. i can probly see this divided 3 way: Templated VOP melee, Full Casters & Other. Other, being builds like the poisoned arrow archer jstorrie submitted (nice original concept btw).
#29

zombiegleemax

Sep 09, 2005 8:17:28
Let me answer the questions.

One: yes I will allow you to use adamantine and mithral weapons.
Two: enough people have submitted there templates so that I will not change the level to 7 or 11. Most likely was a better idea, but 10 will have to be where it stands.
Three: I will allow templates to be used. I was originally not going too, but I did not specifically say so earlier. Therefore it is a go and hey it should make things a little bit more interesting. Extra style points for those that don’t use a template. ;)


Things to remember:

Each part is limited to 2 hours of play. With 20 players it will take about 5 min or so a round. So for those of you thinking of hiding out the fight for the first 10 min or more, you are sacrificing you ability to kill people in early rounds and so get points during this time period. You may emerge from you cocoon to find almost everyone dead or dieing. This should be epically true in the first part where people will be hurling aoe damage into groups of people.

Notes:

Love the poison archer build.
#30

zombiegleemax

Sep 09, 2005 10:20:04
and i quote on the VoP AC bonus:
"This bonus does not apply to touch attacks and does not hinder incorporal touch attacks"

Fixed.

does exalted weapon add a bonus to grapple? i know we are using it when attacking to peirce defence, but what about the grapple?

I'll admit I guessed, I'm not 100% sure but it's not a big deal either way, just a DM call.

other then that Unearthly, great build on the 1/2 orc monk!

Thanks! :D

Warlock...Lesser Invocations: Walk Unseen, Fell Flight, Voracious Dispelling

Hmmm, with no magic items, the Warlock sure makes life hard for the melee fighters. He can fly at 250 ft above the arena, dispel any caster that casts Fly, and laugh at all the melee because they just can't fly. Maybe I'll have to add another template? Winged is LA+2 Maybe I'll just take cover and hide if he does the whole fly thing.

-EDIT-
Templated VOP melee, Full Casters & Other. Other, being builds like the poisoned arrow archer jstorrie submitted (nice original concept btw).

The only problem I see with Full Casters (Non Warlock) is that you might run out of spells in a lot of the large melees. Then again, I was never very good at rationing my spells myself, but I have a feeling that if I can solve that whole 'Hey you, stop flying' the VOP/Feral combinations will be at the top.
#31

oxybe

Sep 09, 2005 10:31:48
yeah the flying warlock is going to mess with us melee builds, his only weapon is his 5d6 eldritch blast (avg dam17.5). if the melee char gets the first strike though, poor warlock. if not, the flying warlock will probly be able to outlast anyone + pick off the weaker guys, unless they "team up" to take him down.

in group battles, if he did win the 1 on 1 or gladiator (which he'll probly do, or come up real high in the scores), the players will probly know who to focus on.
#32

zombiegleemax

Sep 09, 2005 11:37:23
Hope this isn't too late...

Human Wolf Totem Barbarian 2/Ranger 1/Fighter 2/Occult Slayer 5

Feats: EWP (Spiked Chain), WF (Spiked Chain), Improved Initiative, Mage Slayer, Blind-Fight, Pierce Magical Concealment, Pierce Magical Protection, Track (ranger bonus feat), Improved Trip (wolf totem bonus feat)

Favored Enemy: Human

BAB: +10/+5

Base saves: +9/+3/+4

hp: 12 + 1d12 + 2d10 + 6d8 + 30 (86.5 avg)

AC: 17 (10 + 2 dex + 5 armor), DR 2/--

Items: Adamantine Breastplate (+5 AC, DR 2/--), Mwk Cold Iron Spiked Chain, Mwk Comp. Longbow with lots of various types of arrows, cold iron, adamantine, etc., 8 cure mod potions, standard kit w/ torches, etc.

Stats:
Str 18 (17+1)
Dex 14
Con 16
Int 10
Wis 12
Cha 10 (9+1)

Notes: Kills casters whenever he can. Hates them and singles them out. His spiked chain is his bonded weapon, but he's got no problem whipping out his longbow if someone decides to, say, start flying. Makes judicious use of his Occult Slayer abilities. Can act as a standard tripmonkey, isn't screwed in darkness, knows a lot about humans and their weaknesses. He only rages when he knows it's worth it, won't waste a rage when his opponent is flying around or avoiding him.
#33

phaedrusxy

Sep 09, 2005 12:01:32
Great idea with the Warlock. They are perfect for this.

Hmm... since the main way to score in this tournament is by killing people, that 10 minute casting time on Lesser Planar Ally is really going to hurt my build alot. Most of the other participants will probably already be dead by the time he finishes casting that, lol.

So how can I reduce the time on that? I can't use one of the Shadow Magic spells, because you can only reproduce lower level spells with those, and Lesser Planar Ally is already a 5th level spell. I also noticed the spell Call Nightmare, which basically does the same thing as LPA, but only calls a Nightmare, and there is no chance of it breaking loose, etc. I forgot what the casting time is on that, though. Anyone got their book handy? (I'm at work...) Call Nightmare also requires a Soul as a component, which is kind of weird. Would that pose a problem, Darknoj?

Edit: Oh yeah, it looks like they changed Innate spell. Spell-like abilities normally only take a standard action to use, so if he converted Lesser Planar Binding to a SLA with Innate Spell, it would reduce the casting time. Can anyone check the Player's Guide to Faerun and see if it has a clause in there about keeping the casting time of the original spell?
#34

zombiegleemax

Sep 09, 2005 12:27:23
Assumption: Summon Natures Ally can summon elementals therefore one can summon Gingwatzim.

Druid 5 / Shifter 3 / Deepwarden 2

1) Alertness
3) Endurance
6) Sacred Vow
9) Vow of Poverty, Initutive Attack

STR 10 = 10
DEX 9 (+1 Level 8) = 10
CON 12 (+2 Racial ) = 14
INT 14 = 14
WIS 17 (+1 Level 4) = 18
CHA 16 (-2 Racial ) = 16

Armor: None
Weapon: Large Quarterstaff
Extended Spikes (+2) (4th level spell)

Saves:
Base Ability Total
Fort: +8 + Depends on Form =
Ref: +5 + Depends on Form =
Will: +5 + Depends on Form =


Tactics:

Greater Wild Shape into a Shambling mound. Cast Summon Natures Ally 3 (three times)- Summon 3D3+3 Gingwatzim (See Dragon Magazine #295)
When they arrive have some of them convert to +1 Shocking saps. Have some other beat the hell out of you each attack you gain 1D4 con. Effectively your Con is huge.

When combat begins,Shift again into a Gorgon. Breathe on opponents as they charge towards you. DC is 14+Con modifier. Everyone within the 60ft cone is stone.
Shift into a Minotaur grab someone elses weapon is smash away.

Additionally your effective AC is enormous also because of your Deepwarden levels.

Estimating the Con gain as 100 Con,

Your AC would be 50+
Your HP would be 500+
Your Fort Save would be 60+
#35

phaedrusxy

Sep 09, 2005 12:32:31
Loop combo based moves will not be accepted --- i.e. if your not sure it is 100 legal dont do it.

Pretty sure he meant to rule out infinite feedback loops with this statement. That would prohibit using the Shambling Mound infinite Con trick.
#36

zombiegleemax

Sep 09, 2005 12:53:08
Yes the loop combo, shambling mound trick is out.

For summon nightmare. The soul needed may cause a problem. If you had a pet of some kind you could sack its soul. Cannot think of any other reliable way to get a soul. Maybe you could steal one from a dieing player, some how but I do not have my books with me to look into it.
#37

lilt

Sep 09, 2005 13:00:42
I've been saying this alot recently, but given the number of casters around I'd imagine a spellthief could be quite effective. Then-again, such an effective character (able to shaft everyone else in the ring) would seem an obvious first target.

I was thinking this as I read Unearthly's comment about the warlock's flying quite high and dispelling anyone who got close, then thinking about my future planned spellthief build and how it'd deal with that. A single long-range sneak attack, attained through Sniper's Shot, a feint, and a heavy crossbow, could see a Steal Spell Effect (Fell Flight) and Steal Spell-Like Ability (Fell Flight) to turn that 250ft height into somewhat of a 'disadvantage'. Note that fell flight doesn't have a nice 'float to earth gently' option like fly does.

That said, There are few ways for a spellthief to reliably get sneak-attacks when solo without 3rd level spells or magical equipment. He'd have to rely on other engagements, ad-hoc truces on the battlefield, perhaps some feat combos, or stolen spells to give him this.

I have a coupple of builds, not decided between them yet, but this is my provisional:
Human Divine Minion of Anhur Spellthief 9
Attributes (priority): Cha+1, Dex, Int, Con, Wis, Str+1
Attributes:
Str 10 (21 in lion form)
Dex 16 (17 in lion form)
Con 12 (15 in lion form)
Int 14
Wis 10
Cha 18

Saves F/R/W: 4(5 as Lion)/6/6 +1 Versus Spells/Powers
Human form AC Norm/Touch/FlatFooted: 18/13/15 (+4 if shield cast)
Lion form AC Norm/Touch/FlatFooted: 15/12/13 (+4 if shield cast)
HP: 6+8d6+9 = 43 (52 in Lion form)

Attacks:
Human Form:
Ranged: +9/+4 (1d8) +3d6 Sneak attack or Spell Theft if applicable
Melee: Turn into a lion as a free action, you fool!
Grapple: +6, but you can turn into a lion as a free action for +15
Lion Form:
Ranged: Turn back into human as a free action, you fool!
Melee: +10/+10/+5 (1d4+5/1d4+5/1d8+2) Rakes: +10/+10 (1d4+2) +3d6 Sneak attack or Spell Theft if applicable
Grapple: +15

Feats:
1 Improved Initiative
h Education (PGtF)
3 Neraph Charge (PlanarHB)
6 Obtain Familar
9 Improved Familiar (Quasit)
Spells Known:
1st:
Sniper's Shot
Fist of Stone
Shield
True Strike
2nd:
Wraithstrike
See Invisibility

Skills (possible 9 maxxed):
Spellcraft 12
Concentration 12
Listen 12
Hide 12
Move Silently 12
Search 12
Disable Device 12
Tumble 12
Knowledge (Planes) 5
Balance 5
Open Lock 2

Equipment: (49k worth)
Mithril Breastplate 4.2k
Tiny Mithril Breastplate 4.2k
Tiny-sized Masterwork Composite Longbow (100gp)
Masterwork Elvencraft (RotW) Serren Wood (BoED) Composite Longbow, +5 strength bonus (5.2k)
Masterwork Elvencraft (RotW) Serren Wood (BoED) Composite Longbow (4.7k)

Skip notes that the equipment of a creature polymorphing from one humanoid form to another basically humanoid form keeps functioning dispite any change in size category.
His equipment keeps functioning in his assumed form because a giant has a basically humanoid body. He gains the troll's Large size, which increases his space and reach and affects his combat abilities -- particularly his grapple bonus. Because his equipment remains functional, it changes size along with him.

Familiar: Quasit
Show
QUASIT
Modified Stats
Tiny Outsider (Chaotic, Extraplanar, Evil) <br /> [b]Hit Dice:[/b] 3d8 (13 hp) (21 or 26 as half master's) <br /> [b]Initiative:[/b] +7 (Acting with me?) <br /> [b]Speed:[/b] 20 ft. (4 squares), fly 50 ft. (perfect) <br /> [b]Armor Class:[/b] 28 (+2 size, +3 Dex, +8 natural, +5 Mithril Breastplate), touch 15, flat-footed 25 (Natural Armor Adjusted)<br /> [b]Base Attack/Grapple:[/b] +6/&#8211;3 <br /> [b]Attack:[/b] Claw +11 melee (1d3&#8211;1 plus poison) <br /> [b]Full Attack:[/b] 2 claws +11 melee (1d3&#8211;1 plus poison) and bite +6 melee (1d4&#8211;1) <br /> [b]Space/Reach:[/b] 2-1/2 ft./0 ft. <br /> [b]Special Attacks:[/b] Poison, spell-like abilities <br /> [b]Special Qualities:[/b] Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10 <br /> [b]Saves:[/b] Fort +3, Ref +6, Will +4 (or as mine, whichever is better) <br /> [b]Abilities:[/b] Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 <br /> [b]Skills:[/b] Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 (Or as my skill ranks, whichever is better)<br /> [b]Feats:[/b] Improved Initiative, Weapon Finesse<br /> [b]Environment:[/b] A chaotic evil-aligned plane <br /> [b]Organization:[/b] Solitary <br /> [b]Challenge Rating:[/b] 2 <br /> [b]Treasure:[/b] None <br /> [b]Alignment:[/b] Always chaotic evil <br /> [b]Advancement:[/b] 4&#8211;6 HD (Tiny) <br /> [b]Level Adjustment:[/b] &#8212; (Improved Familiar) <br /> In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds.<br /> Quasits speak Common and Abyssal.<br /> [b]Combat[/b]<br /> Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit. <br /> A quasit&#8217;s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.<br /> [b]Poison (Ex):[/b] Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.<br /> [b]Spell-Like Abilities:[/b] At will&#8212;detect good, detect magic, and invisibility (self only); 1/day&#8212;cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.<br /> The save DCs are Charisma-based.<br /> Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).<br /> [b]Alternate Form (Su):[/b] A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.
#38

zombiegleemax

Sep 09, 2005 13:00:50
That is why I posted it with that title. Here is where I would go with the build.

Druid 5 / MoMF 3 / Deepwarden 2

1) Alertness
3) Endurance
6) Pick
9) Pick

STR 12 = (+1 Level 4) = 13
DEX 9 = 9
CON 10 (+2 Racial ) = 12
INT 14 = 14
WIS 17 (+1 Level 8) = 18
CHA 16 (-2 Racial ) = 16

Armor: None
Weapon: Large Great Club
Spikes (+2) (3rd level spell)

Saves:
Base Ability Total
Fort: +8 + Depends on Form =
Ref: +5 + Depends on Form =
Will: +5 + Depends on Form =

Turn into a Troll use the spiked Great Club. If needed to be a flier, shift into something that flies.

Make sure to have Dispel magic for the buffed clerics and wizards.

I think this build gives good flexibility.
#39

zombiegleemax

Sep 09, 2005 13:05:21
@Medicelious-Melharmonac A shifter does not gain the extrodinary abilities of thier form until 7th level.

As for my submission (to be refined at a later time)- I have to submit a wilder :D.

Human Wilder 10.
Stats:
Str: 18 = 17 (base) + 1 (level4)
Dex: 16 = 14 (base) + 2 (VoP)
Con: 16
Int: 9
Cha: 13 = 12 (base) + 1 (level8)

HP: 6+9d6+30
PP: 93=88(base) + 5(stat)

Skills: Max Concentration, Spot, Listen, Sense Motive

Feats: Sacred Vow, Vow of Poverty, Psicrystal Affinity (Singleminded: +3 Concentration), Expanded Knowledge: Energy Missile, Expanded Knowledge: Dimensional Slide

Powers (Not counting Expanded Knowledge Powers):
1: Inertial Armor, Vigor
2: Share Pain, Ego Whip
3: Dispel Psionics, Mental Barrier

Note: Dispel Psionics works on Magic too due to transparency, and when augmented at 10pp, has a dispel check of 1d20+20. Auto dispels anything at this level. :D

Equipment: Quarterstaff, Clothes- Optional.

AC: 35 = 10 (Base) + 7 Exalted (VoP) + 9 Armor (Inertial Armor, Surged +1) + 3 Dex + 5 Deflection (Mental Barrier, Augmented once, Lasts 3 rounds, surged for 2) + 1 Natural (VoP)

Melee Attack: 13 = 7 BAB + 4 Str + 1 Surging Euphoria + 1 Enhancement (VoP)
Damage: 1d6 + 8

Buffs:
Share Pain with your psi-crystal- Any damage transfered is subject to hardness :D.
When you Vigor, Use the "share power" ability so it affects your psi-crystal. Combined with share pain, grants a whole lot of temporary HP's.

Tactics:
Conserve your PP by manifesting your offensive powers and augmenting with wild surge for 2.
Ego Whip anyone who is running around with claws in thier base form (stupid Ferals). Coup de Grace those who fall unconscience with your staff.
Energy Missile Warriors: Use sonic, target them and thier gear (5 targets all within 15' them, thier weapon, thier armor, and 2 pieces of equipment). It bypasses hardness.
Energy Missile multiple meleeist engaged in combat.
Only use Mental Barrier when you are getting attacked. It is an IMMEDIATE ACTION meaning you can respond to someone attacking you.
Use Dimensional Slide as a move action to escape grapples.
As for those flying warlocks, ready an action to manifest dispel when they are within range, and dimensional slide to range (even in mid air). Laugh maniacally when they plummet 250 feet. :D
#40

phaedrusxy

Sep 09, 2005 13:10:19
Note: Dispel Psionics works on Magic too due to transparency, and when augmented at 10pp, has a dispel check of 1d20+20. Auto dispels anything at this level. :D

:OMG! Wow... never noticed how good psionicists were at dispelling other peoples' buffs... That's crazy!
#41

zombiegleemax

Sep 09, 2005 13:14:25
Cleric 6 / Divine Oracle 4

Domains: Planning

1) Extend Spell - Planning Domain
1) Persistent Spell - Human
1) Divine Metamagic (Persistent) - Human
3) Skill Focus (Religion)
6) Extra Turning
9) Extra Turning
10) Power Attack


STR 17 (+1 Level +6 Divine Power) = 24(+6)
DEX 9
CON 12
INT 10
WIS 14 (+1 Level 8) = 15
CHA 16

Armor: Full Plate + Heavy Shield
Weapon: Club

No of Turning Attempts
Undead: 3+3+4+4 = 14

DM(P) = Divine Power = 7 attempts (5th level Spell) (or Righteous Might + Longspear)
DM(P) = Ring of Blades = 7 attempts

Precast:
Extended Spikes (+2) (4th level spell) +12 to Damage
Magic Vestment (+2) (3rd Level Spell)


Saves:
Base Ability Total
Fort: +6 +1 +7
Ref: +2 +1 +3
Will: +7 +2 +9

Round 1 Cast Divine Agility (Rogue Saves, +4 Dex)
Round 2 Recitation (+3 to hit and Damage, -2 to all Opponents within the area of effect)
Round 3 Attack nearest person (Don't forget the Ring of Blades is 1D6 + 10 to anyone adjacent to you.
#42

lilt

Sep 09, 2005 13:24:26
Hmm. Just to confirm: Are the traps in the labyrinth section considered 'flavour characters' thus subject to bonus points for 'killing'?
#43

zombiegleemax

Sep 09, 2005 13:27:33
Do I get points if I do the majority of Charisma damage that "drops" a character?
#44

oxybe

Sep 09, 2005 13:34:09
can we post 2 diff chars? i was sure we were allowed only 1... if not, i may post a few more from my repertoire :D
#45

ectoplasmoid

Sep 09, 2005 13:50:02
I think VoP is unfair in this format- you drop at most 6 AC (Less if you're a Monk or a caster and you get DR, Bonuses to your attacks, Etc.
#46

lilt

Sep 09, 2005 14:16:38
VoP is powerful, but it means forefitting the 8 cure potions and any potentially powerful kit like adamantite and mithril gear.

I've updated my post with a section on tactics for the spellthief combatant. Basically you prey on casters and use the power from one to kill the next, or even use the power of each against them.
#47

zombiegleemax

Sep 09, 2005 14:21:27
Heh, I knew some people would try making something specifically to cut my guy down, that's why I said it requires thought. Do keep in mind, however, that Dispel Psionics only has a range of 200ft, so Eldritch Spear can outshoot it. Of course, there's also the fact that 10pp is rather expensive when you only have 93pp, and you'll have to actually expend more if you want to do damaging spells.

As for the Spellthief - Miasmic Cloud and Walk Unseen are both there for good reason. Also remember that I'll get my BAB added to my sense motive vs feinting, so I've got a +17. You aren't guaranteed a sneak attack to use your abilities.

Yeah, whoever gets stuck with my warlock is going to have to work hard to come out on top, but also remember these other characters won't have the luxury of waiting around forever for him to do something.
I'm really interested in how he does in the dungeon and group events, though. :D
#48

lilt

Sep 09, 2005 14:40:16
As for the Spellthief - Miasmic Cloud and Walk Unseen are both there for good reason. Also remember that I'll get my BAB added to my sense motive vs feinting, so I've got a +17. You aren't guaranteed a sneak attack to use your abilities.

The spells can be expected, I suspect most people would have invisibility and similar.

I forgot about the BAB issue, and that warlocks get Sense Motive as a class skill. I think I'll probably drop improved feint anyway, it was just there as filler and the ranks in Bluff are taking-up valuable skill points. Retreating from combat as a lion, hiding, and sniping from hidden is probably my best option.
#49

zombiegleemax

Sep 09, 2005 15:06:19
Heh, I knew some people would try making something specifically to cut my guy down, that's why I said it requires thought. Do keep in mind, however, that Dispel Psionics only has a range of 200ft, so Eldritch Spear can outshoot it. Of course, there's also the fact that 10pp is rather expensive when you only have 93pp, and you'll have to actually expend more if you want to do damaging spells.

230'- I am a wilder. :D and if I remeber my geometry (3/4/5 triangle) I can be standing a little over 40 feet away from your shadow and still get you. :D You did force me to use up one of my very few powers known to handle something like that. I was gonna get prescience, offensive until I read your build. Grrr- now I am more powers based as opposed to melee! Oh, and it is a 16pp expenditure to get high enough to dispel and manifest dispel.
#50

zombiegleemax

Sep 09, 2005 15:11:42
The spells can be expected, I suspect most people would have invisibility and similar.

I forgot about the BAB issue, and that warlocks get Sense Motive as a class skill. I think I'll probably drop improved feint anyway, it was just there as filler and the ranks in Bluff are taking-up valuable skill points. Retreating from combat as a lion, hiding, and sniping from hidden is probably my best option.

Probably for the best anyway, I miscounted - its +21 Sense Motive, not +17. ;)


cvazi - The hypotenuse of a triangle is longer than its sides, not shorter. :embarrass
Still, the best plan is probably to just wait your character out, since he can't hide as easily.
#51

ninjarabbit

Sep 09, 2005 15:20:53
Question: If I dominate another character and that character kills something, who gets the points for the kill?
#52

zombiegleemax

Sep 09, 2005 15:30:31
cvazi - The hypotenuse of a triangle is longer than its sides, not shorter. :embarrass
Still, the best plan is probably to just wait your character out, since he can't hide as easily.

Yeah- I slide 40 accross, 30 up, (50' from the slide) and manifest dispel psionics while in mid air 220' from you. :D
#53

zombiegleemax

Sep 09, 2005 15:37:07
Yeah- I slide 40 accross, 30 up, (50' from the slide) and manifest dispel psionics while in mid air 220' from you. :D

Um... Where is this ruling that lets you somehow float long enough to manifest the power? :P

The funny thing is that we're having this discussion when whoever gets our characters probably won't even target each other. ;)
#54

lilt

Sep 09, 2005 15:41:46
Question: If I dominate another character and that character kills something, who gets the points for the kill?

Probably not, unless it's in a team game and you're dominating them to kill members of their own team. Otherwise it's just something they'd do anyway.
#55

carnivore

Sep 09, 2005 15:53:17
Work in progress


heres my try:
Fred the Cerebremancer

IMAGE(http://www.wizards.com/dnd/images/xph_gallery/80452.jpg)


Venerable Human

4 Str (9+1 lvl-6 venerable)
8 Dex(10+4 enhancement-6 venerable)
10 Con(12+4 enhancement-6 venerable)
25 Int (17+1lvl+4 enhancement+3 venerable)
14 Wis(14+3 venerable)
23 Cha(16+4 enhancement+3 venerable)


Warmage 1/ Psion(Egoist) 3/ Cerebremancer 6

Flaws:
Vulnerable -1 AC
Slow 1/2 Base land speed


Warmage 1..........................Precocious Apprentice/ Bloodline of Fire/Earth Sense/Practiced Caster
Psion 1...............................Enlarge power
Psion 2...............................Metamorphic Transfer
Psion 3
Cerebremancer 1
Cerebremancer 2..................Earth Power
Cerebremancer 3
Cerebremancer 4
Cerebremancer 5..................Fell Drain Spell
Cerebremancer 6



9th lvl Manifester
5th lvl powers
Psion Power points=94 PP(22 Int bonus +72 Psion lvls)
DC for Powers= 17 + Power lvl + Augment
10th lvl caster(7th lvl Warmage + 3(maxed out at HD)practiced caster) or 12th(fire spells)
3rd lvl spells
DC for Spells = 16 + Spell lvl
Warmage Spells per day(includes bonus spells for 19 Cha and 1 for Precocious Apprentice)
6-0 lvl spells
7-1st lvl spells
8-2nd lvl spells
5-3rd lvl spells





Psion Powers Known

1st lvl
Inertial Armor
Force Shield
Precognition, Offensive
Precognition, Defensive
Mind Thrust


2nd lvl
Ego Whip
Chameleon
Psi Knock
Animal Affinity

3rd lvl
Dispel psionics
Body Adjustment
Telekinetic Thrust
TouchSight

4th lvl
Metamorphosis
Dimension Door
Wall of Ectoplasm
Energy Adaptation

5th lvl
True Seeing
Power Resistance



Warmage Spells Known:


0-Level Warmage Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

1st-Level Warmage Spells
Accuracy*: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage
+ 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage
+ 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

2nd-Level Warmage Spells
Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
Continual Flame[M]: Makes a permanent, heatless torch.
Fire Trap[M]: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage,
or deals 1d8 cold damage in 10-ft.-radius burst.
Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.

3rd-Level Warmage Spells
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.





Main Form for Metamorphosis
Combat :
Pixie fly 60(good)
my stats in this form: 9 Str 20 Dex 11 Con 18 Int 14 Wis 16 Cha
when fully Buffed(animal Affinity x 2(:9 Str 24 Dex 15 Con 25 Int 14 Wis 23 Cha
AC 35 (base 10 +1 size +7 dex +1 natural+8 Armor(inertial armor)+6 shield(Force Screen)+3 insight(Precog:def)-1 flaw)
Greater Invisibility:Metamorphic Transfer
Show
PIXIE
Small Fey
Hit Dice: 1d6 (3 hp)
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/x3)
Full Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3
Space/Reach: 5 ft./5 ft.
Abilities: Str 7, Dex 18, Con 11
#56

phaedrusxy

Sep 09, 2005 19:25:03
I changed my submission around a bit. I decided to just go with a straight wizard, focus more on offensive magic, and rely mainly on the Astral Projection trick for defense. I also took Innate Spell (Player's Guide to Faerun) so that he doesn't have to waste 10 minutes casting Lesser Planar Binding at the beginning of every leg of the contest. I don't own the PGtF, so if there are any weird things about it not listed on Crystalkeep, I missed them.

Will you give people credit for "killing" his astral projection? If so, maybe I should worry more about his defenses. :D
#57

zombiegleemax

Sep 09, 2005 20:34:54
How different is the PGtF Innate Spell from the Complete Arcane Innate Spell? The CA one requires giving up a spell slot 8 levels higher than the spell. It also says nothing about reducing the casting time.
#58

phaedrusxy

Sep 09, 2005 20:40:52
How different is the PGtF Innate Spell from the Complete Arcane Innate Spell? The CA one requires giving up a spell slot 8 levels higher than the spell. It also says nothing about reducing the casting time.

Very different. The CA one lets you use it at will, right? The PGtF one only lets you use it 3x per day, but it only takes up a spellslot of the normal level for the spell (per crystalkeep, anyway).

Using a spell-like ability is a standard action unless noted otherwise

Edit2: The official SRD says what I've quoted above. So when you convert the spell to a Spell-like ability with Innate Spell, it only takes a standard action to "cast" it.
#59

zombiegleemax

Sep 09, 2005 21:22:10
Ok, I have another. If we can only submit one, then I'll tell you which one I'll use at the deadline. :P Anyway, to start, the Saint template is broke. *nods*

Also, if anyone can find a way for me to make a Bow (not crossbow) count as simple weapon, tell me please!

Major Points:
Non Magical Flying 50 ft Perfect
Fast Healing 3
Constant Effect: Lesser Globe of Invulnerability
Immunity to 3 of the 4 Elements (Not including Sonic), Resistant to last one
Wisdom to AC
Outsider (No Hold/Dominate Person)

Weaknesses:
Low HD
Grapple

Now I present, the Super Sniping Saintly Halfling!

Winged Arctic Halfling Saint - Lawful Good

Winged - Savage Species
Arctic - Dragon 306
Saint - Book of Exalted Deeds

Str: 10 = 12 - 2 (Halfling)
Dex: 24 = 17 + 2 (Halfling) + 4 (Winged) + 1 (Level)
Con: 22 = 16 + 2 (Arctic) + 2 (Saint)
Int: 9
Wis: 18 = 14 + 2 (Winged) + 2 (Saint)
Cha: 10 = 8 - 2 (Arctic) + 4 (Saint)

Ranger 2 / Fighter 4 (Targeteer Variant, Dragon 310)

HP: 78.5 = 8 + 1d8 + 4d10 + 36

AC: 26 = 10 + 4 (Armor) + 1 (Dastana) + 6 (Dex) + 1 (Size) + 4 (Saint Wisdom)
Touch AC: 21 = 10 + 6 (Dex) + 1 (Size) + 4 (Saint Wisdom)
Flatfooted AC: 20 = 10 + 4 (Armor) + 1 (Dastana) + 1 (Size) + 4 (Saint Wisdom)

Speed: 30 ft.
Fly: 50 ft. Perfect Maneuverability

Initiative: +7

Fort: 15 = 8 (Base) + 6 (Con) + 1 (Luck)
Ref.: 11 = 3 (Base) + 7 (Dex) + 1 (Luck)
Will: 6 = 1 (Base) + 4 (Wis) + 1 (Luck)

Base Attack Bonus: +6/+1

Grapple: +2 = 6 (BAB) - 4 (Size)

Masterwork Composite Longbow: +15/+10
Rapid Shot: +15/+15/+10

Damage: 1d6 + 9

Equipment:
(Will have more added later)
Masterwork Composite Longbow
Masterwork Mithral Chain Shirt
Masterwork Dastana
[A lot] Adamantine Arrows

Flaw:
Non-Combatant (-2 Melee Attack Rolls)

Feats:
Level 1: Point Blank Shot
Flaw: Weapon Focus (Longbow)
Level 3: Far Shot
Fighter Bonus: Vital Aim (Use Dex mod instead of Str for damage)
Fighter Bonus: Weapon Specialization (Longbow)
Level 6: Many Shot
Fighter Bonus: Improved Rapid Shot

Class Abilities:
Vital Aim: Use Dexterity instead of Strength for damage with a Ranged Weapon (This cannot replace a strength penalty)
Favored Enemy: Human
Track
Wild Empathy
Combat Style Archery: Rapid Shot

Racial Abilities
Native Outsider
Adds Wisdom as Insight Bonus to AC
Holy Power (Su): +1d6 vs Evil +1d8 vs Evil Outsider/Elemental
Spell Like Abilities (At Will): Guidance, Resistance, Virtue, Bless
Damage Reduction: 5/Magic
Fast Healing 3
Immune to Acid, Cold, Electricity, and Petrification
Fire Resistance 10
+4 Fort Save against Poison
Low-Light Vision
Dark Vision 60 ft.
Protective Aura (Su): 20 ft 2x strength Magic Circle against Cvil and Lesser Globe of Invulnerability.
LA + 2
#60

phoenixinferno

Sep 09, 2005 22:23:07
Feral Human Barbarian 4/Fighter 2/Champion of Gwynharwyf 3

STR 17+1+4 = 22
DEX 12-2 = 10
CON 16+2 = 18
INT 9+1-4 = 6
WIS 12+2 = 14
CHA 14

Saves F/R/W 10/4/6 (+2 vs Enchantment, +2 Will when raging)
AC 10+8+6 = 24 (10 touch, 24 flat-footed, -2 when raging)
HP 2d10+7d12+36 (additional +18 when raging)

Attacks
+16 Greatclub (1d10+6)
+16/+11 Greatclub (1d10+6/1d10+6)
(+18/+13 and 1d10+8 when raging)


Fighter 1 Power Attack, Improved Bull Rush, Weapon Focus(Greatclub), Tireless
Fighter 2 Three Mountains
Barbarian 1 Righteous Wrath
Barbarian 2
Barbarian 3
Barbarian 4 Knight of Stars
Champion of Gwynharwyf 1
Champion of Gwynharwyf 2
Champion of Gwynharwyf 3 Shock Trooper

Flaw
Shaky - -2 on ranged attacks

Skills
who needs 'em?

Feral Template
+10ft land speed
+6 Natural Armor
1d8 claws
Improved Grab
Darkvision 60ft
Fast Healing 2

Class Abilities
Fast Movement +10ft
Rage 3/day - +4 STR, +4 CON, +2 Will, -2 AC
Uncanny Dodge (as 4th level Barbarian)
Trap Sense +1 - +1 Dodge bonus to AC and +1 to Reflex vs Traps
Detect Evil at will - as spell
Smite Evil 1/day - CHA to attack, +4 damage
Divine Grace - CHA to saves
Furious Casting - allowed to cast Champion spells while raging
DR 2/-
Resist Enchantment +2 morale vs Enchantment spells and effects

Gear
Greatclub
Mithril Fullplate
8 Potions of Cure Moderate Wounds

Spells
1st Bless Weapon, Divine Sacrifice
2nd Warcry

Tactics
Smashy. Try to force them to make that Three Mountains save as often as possible. When people are clustered in front of you, cast Warcry. Divine Sacrifice only as a last resort.
#61

lilt

Sep 10, 2005 2:36:05
@Unearthly: Technically you need to have two Exalted feats to take the Saint template.

@PhaedrusXY: Where did you quite that section from?
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description.

The only version I can find is in the SRD:
Spell-Like: Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, material, focus, or XP components). They go away in an antimagic field and are subject to spell resistance if the spell the ability resembles or duplicates would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit. Using a spell-like ability is a standard action unless noted otherwise, and doing so while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

#62

phaedrusxy

Sep 10, 2005 2:54:00
@PhaedrusXY: Where did you quite that section from?
The only version I can find is in the SRD:

In the html SRD at http://www.d20srd.org/index.htm under Spell-like ablilities...

Edit: Wow... what the hell! That part isn't in the real SRD. That's the first real discrepency I've seen between the two. Oh well, good news for me! lol
#63

lilt

Sep 10, 2005 3:44:05
One thing I'm wondering is what counts as an encounter? It'd suck an awful lot for the barbarian-types if they raged once and that was them fatigued for the rest of the game.

Also: What are the rules about stealing spells from an astral projection? AFAIK it'd work normally.

And: What happens if equipment is destroyed in one encounter? Is it all ready again for the next one or is it gone forever?
#64

stanfield

Sep 10, 2005 6:02:35
Just a personal favorite build of mine

Human Lawful Neutral

1.) Scout: Dodge and Mobility
2.) Fighter: Combat Expertise
3.) Scout: Improved Trip
4.) Monk: Improved Grapple
5.) Monk: Combat Reflexes
6.) Scout: Mage Slayer
7.) Fighter: Power Attack
8.) Scout: Spring Attack
9.) Shadowdancer: Elusive Target
10.) Shadowdancer

St 18 (+1 from level)
Dx 16
Co 14
It 10
Ws 12
Ch 10 (+1 from level)

Basic gist of the character is high utility polearms-man that should fare well vs. the entirety of the field.
#65

soulgambit

Sep 10, 2005 6:43:01
A few questions:

1. How big is the arena you fight in in the first round, exactly.

2. Does that arena have a roof of any kind, if so, how high up?

3. If you die in a round, do you come back for the other ones?

4. I assume starting gold is 45,000. Or did I miss it by accident?

5. Most importantly, how much do you consider toads to cost and weigh (if you want just tell me how much 1gp will buy). Dead or alive, it makes no difference to me. Same question with Ravens (or any other small bird, whatever is cheaper and lighter). I mean as in your normal, everyday animals, nothing special, at their weakest interval. I'm willing to take skeletons and not full corpses if thats cheaper/lighter. Yes, this is a serious question.

6. Are spells replenished inbetween rounds? Sorry if I missed that.

7. Does the Dungeon thing have a roof? If not peopel can just fly over it...

Any btw, you might want to make it so that any allies of yours that are killed during the third round lower your point score. This will prevent people from sacrifising their partners, or more likely killing them. Oh, and make sure you make it hefty too. I'd say -3 points is best, but again it's your tourniment.
#66

lilt

Sep 10, 2005 7:22:48
Why don't you just take a bunch of feathers up? they're about as likely to land where you want them to ;).

I suspect there will be an 'out of bounds' higher limit, if not a roof. Just like how exiting through the sides of the arena would probably see a character DQed.

I'll also ask about under the arena: Is there a lower bound to the arena? IE: can a burrowing character get themselves out by burrowing down too far?

Are there such a thing as ring-outs? IE: can someone be forced out through spells/powers? Does that count as a kill?
#67

zombiegleemax

Sep 10, 2005 7:24:14
halfing
sorcerer 10

HP 10D4+30= 52???

8 16 16 10 12 18

saves: F 3+3 + 1HF bonus= 7 , R 3+3+1 = 7 , W 7+1+1= 9

BAB +5
Melee +5 (4+1 small)
Ranged +8 (5+3dex+1 small)

INITIATIVE= 3
AC (no buffs) = 10 +1small+3dex= 14 w/buffs = 14+4 m.armor+4 shield=22

feats
1. sp. focus(illusion)
3. g.sp. focus(illusion)
6. malign spell focus (BoVD)
9. extra spell(light of venya - Planar handbook)

spells per day
0lv - 6
1lv - 7
2lv - 7
3lv - 7
4lv - 7
5lv - 4

spells
0lv - acid splash , resistance +???
1lv - mage armor, shield, true strike, m.missile, c. person
2lv - invisibility, see invisibility, darkvision, e.splendor
3lv - fly, fireball, curse of the putrid husk(BoVD), light of venya
4lv - enervation, imp.invisibility
5lv - draconic polymorph

DC = spell LV + 4, +6 e.splendor,
DC for curse of the putrid husk is 21 or 23(e.splendor)

Items(work in progressss):

poison??? x ???
m. crossbow
bolts (c.iron, adamantine, silver)
m. dagger(silver + c.iron)
alchemical sleep gas(FRCS) x ???
m.acid darts x ???(?? RoF)
8 x cure moderate wounds
X x healing salve(LoD)
acid, a.fire, antitoxin ++++++
+ standard eq. (sunrods, rope+++)


ploymorph forms(work in progressssssss)

1. Bearhound (MM3) + draconic poly.
large
str 35 dex 15 con 23
AC= 10 -1 size+2 dex+11 natural= 22 +m.armor+shield=30
HP = +30
speed 40 ft.
Attack = 5 + 12= 17 grap.=21
bite 1d8+18

imp.grab
trip
-----------------------------------------------------------------


Tactics
All - cast invisibility, fly, e.splendor, see invisibility

first oportunity d.polyorph (something nasty) - change back*** to be able to cast spells

*** some small form with hands and mouth(fey???) + high dex

when you have nothing better to do - m.armor, shield, darkvision

when you see the target(s) imp.invisibility

Melee 1. - curse of the putrid husk - CDG - with bite from d.poly.
2. - c. person to grab a tank(after some kills)

ranged- see melee 1.

caster- 1. enervation + true strike if you can
after 1. - curse of the putrid husk+CDG or fireball

warlocks - 1. fireball 400 ft.+++
2. if close see caster

use higher level slots on enervation and CotPH
be invisibile all the time( 2,3 x imp. invisibility - see *)

group of people = fireball or wait 1 round then fireball

if you can, use items(acid, poison.....)


* 2h = 60 min / 5 min per round = 24 rounds
---------------------------------------------------------------

EDIT: to halfing
#68

soulgambit

Sep 10, 2005 7:36:52
Are flaws allowed?

Are the varient Spellcasting Schools in Unearthed Arcana allowed?

Are items restored? If not then sundering people's items or otherwise forcing people to use/waste their items would be an overpowered focus, IMO.
#69

lilt

Sep 10, 2005 8:02:47
One more thing, are flaws allowed?

People seem to be assuming so, as all books are allowed.

I'd assume that item expenditures/breakages will be replenished every round, but I can't confirm this.
#70

soulgambit

Sep 10, 2005 8:22:04
If you have a class ability that mimics a feat can you count that ability as the feat for meeting the prerequisits? Specifically, I'm reffering to Enhanced Undead counting as Corpsecrafter.
#71

zombiegleemax

Sep 10, 2005 8:44:12
If you think about it, flying kinda negates most melee options if the opponent can't fly. Hmm alot of casters popping up here, now why would that be?....
#72

lilt

Sep 10, 2005 8:48:31
Updated mine again.
If you think about it, flying kinda negates most melee options if the opponent can't fly. Hmm alot of casters popping up here, now why would that be?....

Only in the first and third arenas. In the labyrinth I doubt it'd have much of an effect whatsoever.
#73

zombiegleemax

Sep 10, 2005 8:55:54
Hmm does the labyrinth include pit traps? cause those are negated by flying, but i guess other than grease and stuff that affects the floor, flying has about no effect in an exclosed space, darkness on the otherhand might work better.

Cast darkness move into it, get magical darkvision --> i believe the warlock has the abilty of getting this, what was it called? Demon Sight or something like that. Anyway with darkness you have 100%concelment, meaning 50% chance stuff will miss you, but with magical darkvision you can see through that and thus hit whatever thats trying to hit you. course if in the labyrinth if you see a chunk of darkness moving around i believe a normal person would not walk into it.
#74

lilt

Sep 10, 2005 9:00:45
Hmm does the labyrinth include pit traps? cause those are negated by flying, but i guess other than grease and stuff that affects the floor, flying has about no effect in an exclosed space, darkness on the otherhand might work better.

Cast darkness move into it, get magical darkvision --> i believe the warlock has the abilty of getting this, what was it called? Demon Sight or something like that. Anyway with darkness you have 100%concelment, meaning 50% chance stuff will miss you, but with magical darkvision you can see through that and thus hit whatever thats trying to hit you. course if in the labyrinth if you see a chunk of darkness moving around i believe a normal person would not walk into it.

I suggest you re-read darkness. It has been majorly nerfed in 3.5 and with the current wording it can be argued that it even illuminates darker areas. It's now only 20% concealment. If you want actual darkness then you need deeper darkness, which the warlock doesn't get IIRC.
#75

shanizar

Sep 10, 2005 10:49:08
To the ones making the psion that dispels everything, the use of additional power points only increases the maximum bonus (like in turning dispel magic into greater dispel magic). I'm sure I'm seen it errataed or cleared somewhere but I can't for the life of me remember where...

and btw, if you want to argue that it instead increases the bonus, not the max bonus... Then the max bonus is still at +10 so it won't help at all...
#76

oxybe

Sep 10, 2005 11:26:21
since unearthly and Medicelious-Melharmonac posted 2 diffrent chars, here's another tricked out build from the ox-man: (i got the idea from the boogyman thread)

Chaotic evil Half far-spawn human(outsider) fighter 2 / hexblade 3 / Soul eater 1

feats:
1-human -alertness
1- ftr - weapon focus (tentacles)
1- lvl 1- improved unarmed strike
1- flaw feat - multi attack
1- flaw feat - extend reach
2 - ftr - improved grapple
3 - lvl 3 - improved multi-attack
6 - lvl 6 - weapon finesse

Flaws
-shakey (-2 ranged attack)
-murkey eyed (roll miss twice, have to hit with both)
_____________________________
speed 30 ft

BAB +6 / +1

life 10(lvl1 ftr)+4d10(fighter and 3 hexblade levels) + 1d8 (soul eater) + 30= 66.5 hp avg

stats: base + template + level

cha 20=17+2+1
dex 18=16+2
con 20=14+6
wis 16=12+4
int 9=9
str 12=10+2

AC 22= 10 + 4 dex + 5 armor+ 3 natural
flat foot: 18
touch: 14

saves = base+mod+cha
fort 15 = 5+5+5
ref 11 = 2+4+5
will 13 =5+3+5
_______________________________________
template abilities
2 tentacles (1d6+1/2str), reach 5
true strike 1/day, unaffected by miss chance due to concealment
blindsight 60
immune poison
acid resist 10
elect resist 10
DR 5 / magic
SR 16
natural weapons are treated as magic to pass through DR

Shape change: as a standard action, it can take the form of a grotesque tentacled mass. Similar to shape change except as noted here:

-movement modes do not change
-gains 2 additional tentacle attacks
-becomes amorphous: cannot be flanked, not subject to extra damage from critical hits
-creatures native to the material planes take a -1 moral on attacks rolls in its amorphous form.

in either form, his tentacles have a range of 10ft due to extend reach

spell like abilities due to template, caster level 6, charisma based:
blur 3/day
touch of idiocy 1/day
stinking cloud 1/day

Hexblade abilites:
-hexblade’s curse 1/day: -2 on saves, attack rolls, skills, ability checks and damage for 1 hour. Will dc 16
-arcane resistance: adds cha bonus to saves
-mettle: when succeeds a fort or will on a spell or ability to lessen the effect, it is completely negated. Not in effect when sleeping or unconcious.

Soul Eater abilities
Energy drain: His touch bestows 1 negative level, no save.
____________________________________________________
Grapple 11 = + 6 bab +1 str +4 feat

normal full round attacks +10 /+11 /+11 /+11 /+5 (2 normal, 2 tentacles, 1 off hand)
amorphous form attacks +10 /+11 /+11 /+11 /+11 /+11 /+5 (2 normal, 4 tentacles, 1 with off hand)

Equipment: Mithral Breastplate made for a non-humanoid +5 AC, +5 max dex, -1 AC penalty , light armor. 24 vials of ghost oil.

Half farspawn template - lords of madness
Soul eater - BoVD
Hexblade - Comp. Warrior
multi attack - MM 1
improved multiattack, extend reach - savage species

Tactics: use shape change to become amorphous on first round. Never actually “attack”, use touch attacks on your opponents, the Energy drain ability RAW:
"Energy Drain (Su):A soul eater gains the abililty to drain energy, bestowing negative levels on it's victims. beginning at first level, the touch of a soul eater bestows one negative level on it's target. at 7th level, the soul eater bestows two levels with a touch."

Grapple weaker enemies (wizard, psion, ect...). Level drain for the kill in 2-3 turns.

not horribly tough, but if given the chance, VERY nasty.

also, BoED said you need 3 exalted feats to get the saint template...

EDIT: added ghost oil to the equipment list
EDIT: added 2 flaws and 2 feats
#77

zombiegleemax

Sep 10, 2005 13:05:22
im sorry to dissapoint some ppl but... arent only CORE races allowed in this challenge, because i seen to notice that some ppl seem to be going in the races books and picking out some NONE core races... neways i got my own build and since weve seen plenty of living builds, lets look at the dead ones MWAHAHAHAHA

5th level human ghost(template is in MM1) warlock


lvl1= warlock: eldritch blast 1d6, least invocation #1 eldritch spear
lvl2= warlock: detect magic, invocation #2 frightful blast
lvl3= warlock: DR 1/cold iron, eldritch blast 2d6
lvl4= warlock: cha+1, deceive item, invocation #3 miasmic cloud
lvl5= warlock: eldritch blast 3d6

life:40 = 12 + 4d12 (d12 cuz of ghost template)

stats. 17, 16, 14,12, 10, 9

cha 22 = 17+ 4(ghost) +1(level)
dex 16
wis 14
int 12
str 10
con -- (ghosts got no con)

feats: scared vow(lvl1, BoED), VoP(human, BoED), empower ability dmg (flaw, LM), improced turn resistance(flaw, LM), weapon focus(unarmed, lvl3)

flaws: shaky, murky-eyed

fly 30ft (perfect)

AC: 24 = 10 + 3(dex) + 5(VoP) + 6(cha)
Etheral AC: 18 = 10 + 3 + 5

Flat Footed: 21
Etheral FF: 15

Touch: 19
Etheral Touch 13

Bab +3

Unarmed Attack: 7= 3bab + 3 dex + 1exalted
Etheral Unarmed Attacks: 4= 3bab + 1 exalted

VoP abilities
+5 AC
Exalted strike +1
2 bonus exalted feats
-Vow of Purity
-Vow of Abstinence
Sustenance
Endure elements

Saves:
Fort: 1
Ref: 4 = 1 + 3
Will: 6 = 4 + 2

Ghost abilities:
Horrific Appearance: anyone who sees the ghost within 60 ft. do a fortitude save(DC 16), if they fail save 1d4x1.5(1.5 because of empowered abillity dmg) PERMANENT str, con, and dex dmg, if they succeed, they cannot be affected by it for a whole day.

Draining Touch: Successful touch attack, 1d4x1.5 ability damage of choice

Malevolence: similar to magic jar, only no jar needed. Will save dc 21. Takes over body.

Manifestation: can go back and forth between material and etheral plane.

Rejuvination: after “killed” can come back 2d4 days later.

Strategy:

take over strongest character with malevolence, and use that character to kill/dmg nearby enemies, once done with that char, get out and use miasmic cloud and abilitie drain the heck out of nearby characters, if you cannot get a good character, miasmic cloud and frightful blast enemies then advance and ability drain, if weak, hide in etereal plane and wait will till a good oppertunity and drain someone (anyone) to heal 5 life. the labyrinth wont stop this char
#78

zombiegleemax

Sep 10, 2005 14:50:51
life:40 = 12 + 4d12 (d12 cuz of ghost template)

you keep your HP from warlock

so you have 6 + 4x3 -5(9 con)= 13 HP

Magic missile will do.
#79

oxybe

Sep 10, 2005 15:01:26
wrong you reroll your HP, Libris Mortis has entries on sample ghosts, the halfling rogue 6 has 6d12 hd and 39 HP (p148). vampires, ghouls and all other undead suffer the same fate. all d12's, all the time.
#80

phaedrusxy

Sep 10, 2005 15:13:34
wrong you reroll your HP, Libris Mortis has entries on sample ghosts, the halfling rogue 6 has 6d12 hd and 39 HP (p148). vampires, ghouls and all other undead suffer the same fate. all d12's, all the time.

d12 is a good thing. Not having bonus hit points from con is the bad part. Thankfully powerful necromancers can remedy that part with the stuff from Libris Mortis and Unearthed Arcana, hehe.
#81

oxybe

Sep 10, 2005 15:44:18
of course, but that would mean one could have an extremely powerful undead if we make it affected by all corpsecrafter feats and the necromancer variant wizard.
#82

lilt

Sep 10, 2005 16:04:44
Mice touch on the incorporeality. That'll nix any fighter type in a game where no magic weapons are allowed. Or does it? :evillaugh

(hint, BoED)
#83

rigeld

Sep 10, 2005 16:17:25
im sorry to dissapoint some ppl but... arent only CORE races allowed in this challenge, because i seen to notice that some ppl seem to be going in the races books and picking out some NONE core races... neways i got my own build and since weve seen plenty of living builds, lets look at the dead ones MWAHAHAHAHA

Its already been said that templates are fine. Soooo... youre wrong sry!
#84

oxybe

Sep 10, 2005 16:38:07
i think hes just doing the maniacal laugh because hes using a dead template... that or he's crazy... either way, it works for me! and yeah, VoP can hurt the ghost (a toasy ghosty in my opinion), but only 50% of the time, like any magic weapon against an incorporal enemy. though if it goes against the ghost... ouch! >_< most fighter builds for this will either use VoP or get a level or two in a mage class so it can cast spells.
#85

oxybe

Sep 10, 2005 17:05:48
btw, while perusing one of my fav splat books, i found the melee answer to our incorporal problem. it's not magic, its relatively cheap, and a no-nonsence, anti-incorporal, but temporary answer.

not going to say where right now... im leaving it in the air to see if someone finds it or not.
#86

jayr

Sep 10, 2005 17:10:57
Phraedeus, where's the 11th-level spell slot and 13th-level spell slot you used to power your innate spell ability? I don't see 'em.
#87

phoenixinferno

Sep 10, 2005 17:22:12
Oh bugger.
#88

zombiegleemax

Sep 10, 2005 17:30:19
ive said it once and ill say it again... Core races only! No raptorian or the like(although templates are fine)!

originally posted by darknoj:
Rules

Only core races - PHB races only
No magical item. Expect for cure medium wounds potions, which you can only purchase a maximum of 8.
You may use the following rolls for your starting ability scores; 17, 12, 16, 9, 10, 14. Place the scores any where you chose.
You can make only one 10th level character
You can use any books
Loop combo based moves will not be accepted --- i.e. if your not sure it is 100 legal dont do it.
Characters will heal to full HP and restore all ability damage between each part. Please see below for the description of parts.
Sorry no leadership feat allowed
Your entry must be in by Oct 8 2005, to qualify for the competition.

bold, italic and underline are added by me for effect
#89

zombiegleemax

Sep 10, 2005 17:37:06
A few comments on what looks like an interesting arena combat.

1. I suppose Kensai falls under the "no magic items" rule. Otherwise, well...+1 Keen Wrathful Healing Greatsword. I would suggest changing the rules to "no purchased magic items" with the exception of the 8 CMW potions. This gives melee builds a chance to "hang in there" by picking up Kensai, OA Samurai, Ancestral Relic or similar build solutions. Otherwise it's a really, really heavy advantage to spellcasters (who can enchant their normal weapons for the duration of the combat).
2. I haven't seen any real SA builds or any Chameleons. In fact, only casters so far.
3. No Cleric Archer either, really.
4. The tactics here are interesting. Chances are excellent you will never actually get to play your own build, and the people who WILL get it won't necessarily be char op experts. So the ability to have concise and straight-forward tactical options will be an advantage. This could hurt spellcasters who rely on spells from esoteric books.
#90

zombiegleemax

Sep 10, 2005 17:43:40
originally posted by ck2001wendt
The tactics here are interesting. Chances are excellent you will never actually get to play your own build, and the people who WILL get it won't necessarily be char op experts. So the ability to have concise and straight-forward tactical options will be an advantage. This could hurt spellcasters who rely on spells from esoteric books.

very good point, i see that someone like PhaedrusXY's spellcaster could cause some difficulties with some players who do not know how to use such a character.... unless the tactics are given out of which it would make it much simpler to use the more complex characters
#91

jayr

Sep 10, 2005 18:08:30
Suki, female human saint Monk 4/Cleric 2/Sacred Fist 2: CR 10; Medium outsider (native); HD 8d8+16 plus 8; 64 hp; Init. +6; Spd 40 ft. (8 squares); AC 33 (36 vs. evil creatures), touch 26 (29 vs. evil creatures), flat-footed 31 (34 vs. evil creatures); BAB +6; Atk unarmed strike +13 melee (1d8+4 [plus 1d6 holy vs. evil creatures]); Full atk unarmed strike +13/+8 melee (1d8+4 [plus 1d6 holy vs. evil creatures]) or unarmed strike flurry of blows +11/+11/+6 melee (1d8+4 [plus 1d6 holy vs. evil creatures]); SA holy power, spell-like abilities, turn undead 5/day (+4, 2d6+4, 2nd); SQ damage reduction 5/evil, darkvision 60 ft., evasion, fast healing 4, holy touch, immune to acid, electricity, and petrification, ki strike (magic), low-light vision, protective aura (immune to 3rd-level or lower spells, cannot be approached by summoned creatures or mind controlled), resistance to fire 10, still mind, slow fall 20 ft., tongues; AL LG; SV Fort +13 (+17 vs. drugs, +21 vs. poison), Ref +10, Will +17 (+19 vs. enchantments, +21 vs. phantasms, +23 vs. charms or compulsions); Str 16, Con 14, Dex 14, Int 10, Wis 22, Cha 14.

Skills, Feats, and Flaws: Concentration +13 (+17 casting spells defensively/while grappled), Listen +8, Knowledge (religion) +9, Spot +2, Tumble +11; Combat Casting, Combat Reflexes, Divine Metamagic (Quicken Spell), Improved Initiative, Improved Toughness, Improved Unarmed Strike, Intuitive Attack, Sacred Vow, Stunning Fist (5/day, DC 22), Quicken Spell, Touch of Golden Ice, Vow of Abstinence, Vow of Chastity, Vow of Obedience, Vow of Poverty; Innatentive, Murky Vision.

Spell-Like Abilities: At will-- bless, guidance, resistance, virtue. Caster level 12th.

Cleric Spells Prepared (caster level 4th): 1st-- doom (DC 19), entropic shield, lantern light (+8 ranged touch), mage armor (D), obscuring mist, ray of hope; 2nd-- bear's endurance, curse of ill fortune (DC 20), hold person (DC 20), luminous armor, magic missile (D). Domains: Force (reroll damage 1/day), Luck (reroll any roll 1/day).

Tactics: Straitforward. Attack. If you need it, use Divine Metamagic to quicken one of your spells-- obscuring mist for rogues, lantern light for flying opponents, or hold person for tough melee contenders; or just a buff spell. Remember energy resistances/immunities, damage reduction, immunity to mind control, and fast healing. Knock your socks off.
#92

zombiegleemax

Sep 10, 2005 18:23:01
let me be the first to say nice, but i would like to c how you reach some of those stats like your ac and the such... i believe you but still, it would help to know how you got your stats that high, expecially if someone were to create your character on a character sheet, but nevertheless, a very nice character... man i sooo wish i could smite ya right now!!! lol j/k
#93

phaedrusxy

Sep 10, 2005 18:28:37
Phraedeus, where's the 11th-level spell slot and 13th-level spell slot you used to power your innate spell ability? I don't see 'em.

From Page 2 of this thread:
How different is the PGtF Innate Spell from the Complete Arcane Innate Spell? The CA one requires giving up a spell slot 8 levels higher than the spell. It also says nothing about reducing the casting time.

Very different. The CA one lets you use it at will, right? The PGtF one only lets you use it 3x per day, but it only takes up a spellslot of the normal level for the spell (per crystalkeep, anyway).

#94

oxybe

Sep 10, 2005 20:40:46
now we run into a problem. if 2 books have the same feat/spell/whatever, which one do we use? my inner dm says the most recent version (complete Arcane), but my inner gamer says the better version (PGtF)

we will need a ruling here and now... and fast.
#95

phaedrusxy

Sep 10, 2005 20:48:33
As far as I'm concerned, it's in a book and so it's legal. Just imagine the name changed to something else, if it bothers you. After all, what's in a name? :D
#96

oxybe

Sep 10, 2005 21:22:17
heh heh heh. im liking you more every post PhaedrusXY, my kind of thinking. although with all seriousness, since the "any book" clause if read RAW, gives one priviledge when choosing either the old or the new version of anything can give some added power boost :

examples:
3.0 haste (which stacks with similar effects) VS 3.5 haste (which doesnt)

3.0 OotBI PrC (VERY NICE) VS 3.5 OotBI PrC (ok, but not nearly as good)
#97

Rollinrice

Sep 11, 2005 4:22:45
Here's mine. I haven't added in the extra attacks for the feats.

Hiraku
Human Fighter 10th level
Chaotic Good

Stats:
Str 14
Dex 19
Con 16
Int 12
Wis 10
Cha 9

Feats: Dodge, Mobulity, Precise Shot, Point Blank Shot, Rapid Shot, Improved Iniative, Manyshot, Shot on the Run, WF: Longbow, WS: Longbow, GWF: Longbow

BAB: +10/+5
Base Saves: 10/7/3
Hp: 10+9d10+30
AC: 18 (10 + 3 Dex + 5 Armor)
Items: Mythril Breastplate, Mwk Longbow(+2 Str), Mwk Longsword, Mwk Arrows (Alchemist's Fire and Thundering), 8 Potions of Cure Moderate Wounds, Mwk Potion Belt, Belt Pouch x2, Mwk Caltrops, Sunrods x4, Backpack, Bedroll, Trail Rations x2 Days, Silk Rope 50', Tindertwigs x10,
Alchemist's Fire x3 flasks

Notes: Starts by spreading caltrops in a wide area to slow down advancing enemies, followed by many longbow attacks. Switching to Alchemist's Fire when needed.
#98

zombiegleemax

Sep 11, 2005 4:31:43
If it's in two books, you take the newest version.

Rules ?s:
1. LA-buyoff? If yes, what XP are all these 10th level characters starting at?
2. Do casters/manifesters get their spells or power points back at the end of each stage? This is fairly important, because if they don't the balance shifts wildly in the direction of archers or durable melee characters.
3. How much buffing can you do in advance?
4. Are there team bonuses for working together in stage 3 beyond the reduced number of targets? IE why should I help my friend kill the Dire Bear if I'm not going to get the 2 points for doing the most damage?

Some thoughts on the tactical aspects of all this.

1. I doubt the arena sections will last 20 rounds. There will be too many area effect attacks going down, and a kill rate of 1/round is very plausible.
2. Casters have a massive advantage over everyone else in terms of damage dealing ability. The question is how fast they will shoot off all their effective spells? A staying power of only 10 rounds might be worth it if 90% of the characters die that quickly. But you might also be stuck with no juice facing the Bear Warrior Saint.
3. Has anybody else heard of the Truel? A Truel is a Duel with three people. Statistically, the winner of the truel is always the person with the worst aim (assuming all the participants have perfect information about one another's abilities). The reasoning for this is simple: the best shooter will target the second best, the second best the best, and the third best the best. The top two shooters will tend to kill one another.

Long story short, don't make yourself a target.

4. Melee characters are doubly screwed in the arenas. Two characters adjacent to one another are an invitation to get nuked by anything else in the area. Archers have a shot, if they can keep their Ref saves up.
5. "Yield" kills will be in premium. Area spells that can hit 2 or more combatants will have a shot at picking up 2-6 points quickly.
#99

zombiegleemax

Sep 11, 2005 7:11:02
very good point on the area effect spells could hurt some builds... maybe even mine and the mages spells per day / powerpoints...

ive got a question to give all ya folks that are reading/participating in the thread. Should we allow the saint template, one that is aquired through role-playing, in this contest?
#100

zombiegleemax

Sep 11, 2005 7:21:32
To the ones making the psion that dispels everything, the use of additional power points only increases the maximum bonus (like in turning dispel magic into greater dispel magic). I'm sure I'm seen it errataed or cleared somewhere but I can't for the life of me remember where...

and btw, if you want to argue that it instead increases the bonus, not the max bonus... Then the max bonus is still at +10 so it won't help at all...

There is no clause that says that the dispel bonus from augmentation is still limited by ML
Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).

:D
#101

jstorrie

Sep 11, 2005 7:59:33
The saint template breaks this contest even more than the ghost template does. I'd definitely leave it out.
#102

zombiegleemax

Sep 11, 2005 8:12:38
yes but the ghost template is givable if your character has a reason to stay in that world

i have one but i just never got around to telling you it
#103

zombiegleemax

Sep 11, 2005 8:25:16
so here is the reason:

he was a level 1 commoner when a army of the undead attacked his village.

he was killed in the process and now he has come back from the dead sworn to kill the wizard who commanded the army.

hes hoping that this wizard will be in this tournie so hes there :D
#104

zombiegleemax

Sep 11, 2005 8:52:15
wrong you reroll your HP, Libris Mortis has entries on sample ghosts, the halfling rogue 6 has 6d12 hd and 39 HP (p148). vampires, ghouls and all other undead suffer the same fate. all d12's, all the time.

Halfing rogue 6 (con 16) 6d6 +18 = 39
(6 + 3x5 + 18)

12 + 5*6 = 42
#105

zombiegleemax

Sep 11, 2005 9:29:48
Havok sadly Nova'ed shortly before the contest, and was too dead to attend.
#106

oxybe

Sep 11, 2005 9:42:44
im starting to think that some monsters have life randomly generated

the extact wording in MM1, in the ghost entry is

Hit Dice: all current and future HD becomes d12's

since the hd is changed, the hp should change too (IMHO, though it doesn't say keep or change.)

lvl 6 rogue halfling with 16 con = 5*3.5 + 24 (6 base + 18 due to con)= 17.5+24 = 41.5 hp avg.

level 6 rogue halfling ghost = 5*6.5 +12 = 32.5 + 12 = 44.5 hp.

both show that they should have more then the 39 hp stated, thus there must be some randomness in their calculations (monster manual 1, page 297, table that reads average hit dice values)

EDIT: well, time to show how to beat the sillyness of the incorporal people (ghost, bodyless psion)

strait from libris mortis, p.75, ghost oil! for the low price of 50gp, you can apply this alchemical substance to any weapon, allowing it to affect incorporal creatures normally for 2 rounds, for the melee builds, this is all you need.
#107

zombiegleemax

Sep 11, 2005 10:37:22
Ghost oil means nothing for the pure-nonmagical entries. Why would you even try a non-magical character in this arena? They stand no chance! Ghost oil won't help you when you can't even see the enemy.
#108

phaedrusxy

Sep 11, 2005 10:50:01
heh heh heh. im liking you more every post PhaedrusXY, my kind of thinking. although with all seriousness, since the "any book" clause if read RAW, gives one priviledge when choosing either the old or the new version of anything can give some added power boost :

examples:
3.0 haste (which stacks with similar effects) VS 3.5 haste (which doesnt)

3.0 OotBI PrC (VERY NICE) VS 3.5 OotBI PrC (ok, but not nearly as good)

Yes, but you're doing 3.0 vs. 3.5 comparisons. Both versions of the Innate Spell feat that we're comparing are from 3.5 books, and so should be "current". It is really a case of the authors not communicating with each other, and printing redundant material, not updating one another (or so I'd guess).

Meh, it's up to the referee of the contest, who hasn't chimed in on the subject yet. I was surprized he didn't immediately add a clause about not being able to leave the contest grounds when I posted my character's strategy, anyway. Most contests I've seen like this have a restriction like that.
#109

oxybe

Sep 11, 2005 11:16:56
phaerusXY, true, i am comparing 2 diffrent editions, but still... if i had looked long an hard enough, im sure i could have found another 3.5 only incontinuity.

originally posted by Lion21:
Ghost oil means nothing for the pure-nonmagical entries. Why would you even try a non-magical character in this arena? They stand no chance! Ghost oil won't help you when you can't even see the enemy.

why use something other then a mage? probly cause of this:

originally posted by ck2001wendt:
3. Has anybody else heard of the Truel? A Truel is a Duel with three people. Statistically, the winner of the truel is always the person with the worst aim (assuming all the participants have perfect information about one another's abilities). The reasoning for this is simple: the best shooter will target the second best, the second best the best, and the third best the best. The top two shooters will tend to kill one another.

the spellcasters will probly be too buys dealing with each other to take out the melee chars right at the start, who themselves will probly try to beat each other's heads in. admittingly, a spellcaster will probly win the battle royale, but the maze will cause a few nice difficulties: the closed area = no flying & corners = trouble for some builds, the low visibility of stumbling in an enclosed, dark area, some people may just fall into an ambush or pre-set trap. the one on one will come down to who can go first. i can see this tourney will become very messy, very fast.

that and beating people's heads in is quite fun. :D
#110

jayr

Sep 11, 2005 11:47:04
Ah, I'm sorry, Phraedrus, I didn't notice your post. Still, I would think that the newest published version would be the legal one, would it not? Seeing as the feats do have the same name...

I believe that if the feral template is allowed, it would be rather cruel to exclude saint; the feral template and saint template are somewhat equally broken, especially when class levels are used to calculate the benefit of the feral template. Just my two cents.

let me be the first to say nice, but i would like to c how you reach some of those stats like your ac and the such... i believe you but still, it would help to know how you got your stats that high, expecially if someone were to create your character on a character sheet, but nevertheless, a very nice character... man i sooo wish i could smite ya right now!!! lol j/k

Starting Stats: Con 12, Dex 14, Int 9, Wis 17, Cha 10.
Str 16.
Con 12, +2 from saint template
Dex 14.
Int 9, +1 from 4th level
Wis 17, +2 from saint template, +2 enhancement from Vow of Poverty, +1 from 8th level
Cha 10, +4 from saint template.

AC:
10 base
+2 Dex
+1 deflection from Vow of Poverty feat
+4 deflection vs. evil from saint template (protective aura, overlaps VoP deflection)
+6 exalted from Vow of Poverty feat
+6 insight from saint template (Wis as insight bonus to AC)
+1 natural from Vow of Poverty feat
+6 unnamed from Monk 4 (Wis as unnamed bonus to AC)
+1 unnamed from Sacred Fist 2
Total 33 (36 vs. evil).

Oh, and thanks for the compliment :D You have an amazing amount of raw force, but I have high AC, damage reduction 5/evil, and hold person, so I'll be excited to see how our characters will do. Let's get the battle started.
#111

zombiegleemax

Sep 11, 2005 12:21:33
i believe it would have been I, wellTHATstinks who posted that, but i do c why you would want your character to fight oxybe's, hes strong enough i guess, mines a stupid ghost lolz neways i would like to c how some build would fair against my build, i would like to point out that my ghost's life is 38 and not 40 neways i guess i should take you post as a compliment lolz
#112

lilt

Sep 11, 2005 12:21:34
Simply giving out characters won't play much relevance on how effective the characters are, I'd expect the handouts to include a short summary (1 page or less, and favouring concise points over prose) of the builds primary tactics/combos (Buff spells, favoured polymorph forms, methods of dealing with archetypical opponents, ETC) allong with a printout of all of the relevant rules (stats in polymorph forms, spells, ETC). Without it, the advantage goes to the character played by a COer. With it, the playing field is more even although it does mean more printing. I could imagine many builds (mine included) having about 6-10 pages of rules reference beyond the tactics summary.

By "rules reference" I'm meaning:
Character Sheet
Ability list (full details compiled from classes/races)
Auxiliary Character Sheets (Primary polymorphed stats/Familiars/Animal Companions)
Spells/Powers list (Full spell details from SRD/Photocopy)
#113

zombiegleemax

Sep 11, 2005 12:30:59
so how much money do your character(s) have anyways in this contest?

also i would like to point out that my ghost is in no need to have 8 cure light wounds potion, it would only dmg him lolz, so on the last round can i give them to my partner ???

also on the second round of the tournie (the labyrinth) do you get points for leaving first, or alive? because if you need to leave alive, i might have a problem...
#114

lilt

Sep 11, 2005 12:59:41
protective aura (immune to 3rd-level or lower spells, cannot be approached by summoned creatures or mind controlled),

You're not immune to any 3rd level spells, you're only immune to 3rd level or below spells cast at you from more than 20ft away, Anybody within the radius of the protective aura can still cast any spells at you.
edit: My bad... Just checked the rules again and that was just how my DM house-ruled it.

I'm not overly bothered by the Saint template powers-wise, but if many of them start cropping up then I'd question why forces ordained by the powers of good are entering a free-for-all contest. Saint vs Saint? I just don't buy it.
#115

jayr

Sep 11, 2005 13:00:15
I'm so sorry, wTs. My mind is dead. DEAD! Totally, totally DEAD!

Your ghost is tres leet. After all, it doesn't matter how strong the other characters are once your malevolence hits 'em for all it's worth, and most of the characters on the field are arcanists and warriors (a.k.a. low Will saves).

And Lilt:

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

The SRD seems to state that spells cast within the globe can only effect tatgets outside the globe, I think. I'm not so sure about that "through or out" bit, but I'm interpreting it to mean that you can target areas across the globe from you.
#116

zombiegleemax

Sep 11, 2005 13:14:01
i still do not think saint should be allowed in this contest, because its a template given by the dm (darknoj in this case) so i believe it shouldnt be allowed, but thats just my opinion

sorry Jayr
#117

lilt

Sep 11, 2005 13:15:08
The SRD seems to state that spells cast within the globe can only effect tatgets outside the globe, I think. I'm not so sure about that "through or out" bit, but I'm interpreting it to mean that you can target areas across the globe from you.

Yep. I just checked that myself to find-out that I was running on a "DM's Interpretation" rather than RAW.
#118

phaedrusxy

Sep 11, 2005 13:50:49
I thought about picking up Minor Globe of Invulnerability for my wizard character, but wasn't sure exactly how the "May be brought down by a targetted Dispel Magic" would work. Does that mean they have to target the Globe itself specifically? Or just hit the character with a Targetted Dispel, and it has a chance to drop the Globe along with all their other effects? I'm thinking the former, but I'm not sure. If it's the latter, the spell is pretty weak, really.
#119

zombiegleemax

Sep 11, 2005 14:12:08
i would say you need only target the spell, because thats what your dispelling, not the caster. all it means is that spells of 3rd or lower level dont cause any effect on the people inside of it, so would it mean that if someone would go IN the globe with the caster, the caster couldnt cast magic on them??? ok we need some clearifying.
#120

lilt

Sep 11, 2005 14:15:10
I thought about picking up Minor Globe of Invulnerability for my wizard character, but wasn't sure exactly how the "May be brought down by a targetted Dispel Magic" would work. Does that mean they have to target the Globe itself specifically? Or just hit the character with a Targetted Dispel, and it has a chance to drop the Globe along with all their other effects? I'm thinking the former, but I'm not sure. If it's the latter, the spell is pretty weak, really.

They couldn't get the spell if they targeted you, as the spell isn't on you. It's merely a 10ft radius spell with you as it's point of origin, which is different from a personal spell with a range or similar.
#121

dirkformica

Sep 11, 2005 14:18:12
Regarding Dispel Magic vs Minor Globe of Invulnerability, I would personally rule that it's a targeted dispel of the character and even though the Globe normally would block a 3rd level spell, like Dispel Magic, in this case it can penetrate and has a chance of dispelling the Globe along with other buffs.

But I can see how the Dispel could be seen as a specific counter to the Globe only, as well.
#122

zombiegleemax

Sep 11, 2005 14:35:30
ok so now that we have our verdict, lets get on to more pressing matters... which is dunno what
#123

zombiegleemax

Sep 11, 2005 14:38:51
I'd question why forces ordained by the powers of good are entering a free-for-all contest. Saint vs Saint? I just don't buy it.

Evil isn't the only alignment that doesn't always see eye to eye. Good characters come to blows over as many things as other people - religion, land disputes, whatever.
#124

jayr

Sep 11, 2005 14:53:42
Well, wTs, ghost is also a template given by the DM. Thanks to 3.5's change of Create Greater Undead, there's no longer any way to become a ghost unless the DM lets you. So, why is that a reason to ban saint and not ghost?
#125

zombiegleemax

Sep 11, 2005 14:56:52
blast you!
#126

zombiegleemax

Sep 11, 2005 14:58:09
Hexblade 9 Arcane Archer 1

Str 12
Dex 18 (+2 elf)
Con 16 (-2 elf +1 level)
Int 10 (+1 level)
Wisdom 10
Charisma 14

Feats
Precise Shot
Point Blank Shot
Weapon Focus (Longbow)
Spell Focus (Enchantment) (Bonus Hexblade feat)
Improved Toughness

Masterwork Composite Longbow +1
Susalian Weave Mithral Chain Armor
Arrows a bunch
Masterwork Greatsword
Caltrops
Purple Worm Poison until broke (Kudos for the idea)

AC=10+4(dex)+5(armor)+8(alterself)=27
DR 3/Piercing
Greater Hexblades curse 3/per day
Attack bonus (With bow)
+10/+5 +4 (dex) +2 (Weapon focus) +1 (magic)
= +17/+12
Damage with bow 1d8+2
Sword attack bonus +12/+7
111 Hitpoints
Rat Familiar

Saves Fort +10 Ref +9 Will +7

Tactics- Snipe whoever seems to be the biggest threat, along with hexing them. Ignore people who are ignoring me for the most part. If things get close pull out the sword and hex them. Use alterself get AC. Use tashas uncontrollable laughter on weak willed opponents. Take advantage of cover if possible. In the labyrinth find a long corridor and park in it, so I don't set off too many traps. Use Poison arrows on low fortitude save enemies or fighters. Caltrops help prevent me from getting in melee.
#127

zombiegleemax

Sep 11, 2005 15:02:36
it said alter self in there for your ac... would you like to enlighten me
#128

zombiegleemax

Sep 11, 2005 15:13:11
Alter self gives you the natural armor of the form you turn into. With the use of the Half Golem template you can get up to +16 natural armor.

Edit:
Apologizes. I double checked it, and you can't use templates. Make that +8 for Troglodyte, which I believe is the best.
#129

jayr

Sep 11, 2005 15:24:09
According to Rules of the Game, I don't think you can turn into templated creatures with Alter Self, interpretivechaos. Sorry and try again tommorow :D In addition, the attack bonus to magic arrows from arcane archer doesn't stack with masterwork. Still, your build is good, and your classes mix well.
#130

phaedrusxy

Sep 11, 2005 15:24:58
They couldn't get the spell if they targeted you, as the spell isn't on you. It's merely a 10ft radius spell with you as it's point of origin, which is different from a personal spell with a range or similar.

That was what I was thinking also, but I don't think it's crystal clear. I might go back and add that spell to his list, but it is taking up a precious spell slot that he could be using for killing others instead of trying to protect himself (which, if he gets away with the Astral Projection trick, won't matter much).
#131

zombiegleemax

Sep 11, 2005 15:31:58
Yep, I messed up on both of those. A 10 point drop in AC, and -1 on ranged to hits, but though not making the built quite as good, still I think puts it fairly competitive.

(Though I think Phadreus still has the toughest build)
#132

lilt

Sep 11, 2005 15:44:55
Evil isn't the only alignment that doesn't always see eye to eye. Good characters come to blows over as many things as other people - religion, land disputes, whatever.

But Saints? The ideology of exalted good in D&D does not allow for things such-as land disputes. Those are fair enough for your run of the mill generally good society, but if a paladin/exalted character can't kill a few neutral babies to kill a demon without losing their powers then why should they be able to kill good people, or even other exalted people, over a land dispute?
#133

lilt

Sep 11, 2005 16:08:11
Unless either a) background/thematical working is deemed unimportant for this game or b) the characters are all given a valid reason to be there then I doubt saints would be taking part. By my own arguing even other exalted characters shouldn't take part either, although I didn't originally intend to make that point.

Although I do still say that I have no strict mechanical argument for them not being there, I suspect many of them would be having problems with working beside evil or even vile characters during the team phases. Is this game going to pay attention to the drawbacks of the exalted system in that they risk losing their powers by performing an evil act (killing a good/exalted character? aiding an evil character in an evil goal?) or are all of the benefits free?
#134

phaedrusxy

Sep 11, 2005 16:11:56
Hehe, good points Lilt. I don't know if the Exalted stuff should be restricted, though. I mean, this is basically just a mathematical exercise done for fun. It's not like it's a serious campaign.

I think my character will definitely be Evil, though. I am thinking of throwing in some spells from the Book of Vile Darkness into his list, and he's summoning a Nightmare...

If the referee disqualifies Exalted stuff, he should probably do the same for Vile stuff, just to be balanced and fair about it. Both contain materials that are a bit more powerful than the generic D&D stuff. I'm kind of surprized noone is using any PrCs from the Book of Vile Darkness. Some of the warrior based ones are pretty nasty...
(Though I think Phadreus still has the toughest build)

Aww, but he's just a single-classed wizard! Heck, except for a couple of feats, he's almost Core! I think cvazi's Wilder would probably kick his ass, anyway. :D
#135

zombiegleemax

Sep 11, 2005 16:12:44
I was under the impression this was simply an adventure with rules (20 person 2 hour game tournament will NOT have roleplaying), so that's why I started with the Saint template. Seeing as these are randomly distributed, itd probably be better to:

A) Ignore losing powers for doing evil etc.

B) Disallow anything that would cause A to happen.
#136

zombiegleemax

Sep 11, 2005 16:22:08
I was under the impression this was simply an adventure with rules (20 person 2 hour game tournament will NOT have roleplaying), so that's why I started with the Saint template. Seeing as these are randomly distributed, itd probably be better to:

A) Ignore losing powers for doing evil etc.

B) Disallow anything that would cause A to happen.

Speaking of which, Unearthly, are you sure you met the requirements for Saint in your build? Among other things, you need 2-3 Exalted Feats.
#137

lilt

Sep 11, 2005 16:23:48
Losing powers for comitting an evil act is part of the rules, not exactly roleplaying. The drawbacks are supposed to balance the particularly powerful abilities. As a point of balance, especially considering the highly effective nature of Exalted abilities including VoP in this scenario, I find the suggestion to ignore them laughable.
B) Disallow anything that would cause A to happen.

I'm not sure exactly what you mean by disallowing performing acts counted as evil. You mean that basically if one exalted character tries to hit another exalted character then the DM says they can't do that? I feel sorry for the poor neutral and evil characters with 10 VoP Saints bearing-down on them, because it essentially removes any threat for an exalted character that another exalted character will attack them.
#138

oxybe

Sep 11, 2005 17:09:50
originally posted by phaedrusXY:
If the referee disqualifies Exalted stuff, he should probably do the same for Vile stuff, just to be balanced and fair about it. Both contain materials that are a bit more powerful than the generic D&D stuff. I'm kind of surprized noone is using any PrCs from the Book of Vile Darkness. Some of the warrior based ones are pretty nasty...

actually one of my 2 builds [the one on page 3] uses 1 level of a BoVD Prc, the soul eater. go level drain!

a side point on the exalted chars in combat:
if the exalted characters worship a god like Kord, who's rituals & festival are combat-oriented, it would make some sense that the exalted & VOP characters are in this combat: trying to prove themselves to their chosen god. the saints would be border-line in this view, but depending on what the saint's motivation is for being in this tournament, it could make sense.

originally posted by Lilt:
I'm not sure exactly what you mean by disallowing performing acts counted as evil. You mean that basically if one exalted character tries to hit another exalted character then the DM says they can't do that? I feel sorry for the poor neutral and evil characters with 10 VoP Saints bearing-down on them, because it essentially removes any threat for an exalted character that another exalted character will attack them.

ouchies.
#139

zombiegleemax

Sep 11, 2005 18:17:27
so basicly as far as lilt goes, saint characters cant attack each other? then it would most likely end in a stalemate... that or they all decide to break the rules of being a saint and going to normal char... but they will seriously get downgraded...
#140

zombiegleemax

Sep 11, 2005 18:26:32
PhaedrusXY, your the one that made the sorc that goes in another dimension while leaving your body in the etereal plane eh? well im sorry to say this but once you leave your body, its a prime target for my ghost, so maybe you CAN make a huge powerful monster, but once you come back to your body.... its dead once i get through with it...
#141

zombiegleemax

Sep 11, 2005 18:37:31
Aww, but he's just a single-classed wizard! Heck, except for a couple of feats, he's almost Core! I think cvazi's Wilder would probably kick his ass, anyway. :D

:P But something about requiring the ability to Plane shift to actually kill you I think kicks up your survivability a notch....
#142

zombiegleemax

Sep 11, 2005 19:09:43
Speaking of which, Unearthly, are you sure you met the requirements for Saint in your build? Among other things, you need 2-3 Exalted Feats.

No, my build is de-funct, I know, I just don't feel like fixing it now, since it needs a whole over-haul.

I'm not sure exactly what you mean...

I meant, don't allow Saints or exalted characters because they can lose their powers in what would be considered playing the game as intended. Otherwise people who might not know what they are doing might accidently lose their Saint status in doing what they though was playing the game (which has no inherant RP value).
#143

zombiegleemax

Sep 11, 2005 19:24:55
so your saying that only RPers are allowed with saints and that we shouldnt use them cuz ppl could do something to break the saint laws and lose their sainthood?
#144

zombiegleemax

Sep 11, 2005 19:52:22
The basic idea is that a Saint cannot keep his alignment and go around slaughtering random people (Especially good aligned) Saints work well enough in a party with a storyline going after badguys, but a saint technically can't kill half the characters in a competition without losing their abilities.

But, the point of this game isn't to RP. The point of this game is to run around in a tactical combat field and try and kill each other. For the same reason you probably won't see many bards or spymasters, The DM should think about it for a small bit and see if a) he wants to waive alignment changes and restrictions, b) he wants to leave it as is, which would naturally see evil characters being teamed up on by all the Exalted characters, or c) ban exalted characters.

I would personally, even though I hate exalted characters, choose a), because this is a competition for the best builds, and even though ignoring the balancing Rp factors of Exalted feats, it's basically the same as saying NO GOOD CHARACTERS ALLOWED!
#145

zombiegleemax

Sep 11, 2005 22:31:56
so your saying that only RPers are allowed with saints and that we shouldnt use them cuz ppl could do something to break the saint laws and lose their sainthood?

Yes, exactly.

The basic idea...

You said all I wanted to say, but better. ;p And I agree, it should simply be a test of builds and tactical combat, whether or not they are following their guidlines isn't a matter of a fun game tournament, but a roleplaying session.
#146

phaedrusxy

Sep 11, 2005 22:57:01
PhaedrusXY, your the one that made the sorc that goes in another dimension while leaving your body in the etereal plane eh? well im sorry to say this but once you leave your body, its a prime target for my ghost, so maybe you CAN make a huge powerful monster, but once you come back to your body.... its dead once i get through with it...

LOL, nice! I'd not thought of that! I think one of the other creatures I get with Lesser Planar Binding will be a Janni, so I can go to one of the Elemental Planes, instead. :D
#147

zombiegleemax

Sep 11, 2005 23:17:59
Well I see how this is basically a contest of who can make the most broken character, but I personally hate the vows and templates so I will shy away from them. Nothing against those who use them, though. This character is based of of my newest character, who I played in his first session today. Hopefully whoever draws him for the challenge will have fun at least.


Str 18... (17+1) [with Bulls Strength 22]
Dex 13... (+1)
Con 14
Int 16.... (16)
Wis 10
Cha 9

Faffle Dwe'o Maercraft, Human Ftr2/Wiz4/SS4

HP: 10+1d10 (6)+4d4 (12) +4d8 (20) +30 = 78

AC:........16 (+5 armor from Mithral Brestplate, +1 dex)
17 Dodge Opponent
11 Touch (12 Dodge)
15 Flat Footed

Init: +1 (1 dex)

Saves:....Fort +10 (2 Con, 3 Ftr, 1 Wiz, 4 SS)
Ref + 3 (1 Dex, 1 SS, 1 Wiz)
Will +8 (4 Wiz, 4 SS)

Feats: Power Attack, Leap Attack, Arcane Strike, Practiced Spellcaster, Improved Toughness, Close Quarters Fighting, Dodge, Mobiliy, Karmic Strike

(Variant Wizard from Unearthed Arcana, swap scribe scroll for fighter bonus feat)


Abilities: Ignore 15% ASF, Channel Spell 3/day

Carrying 8 potinos of cure medium and lots of antitoxin and other alchemical stuff such as sunrods and thunderstones.

Spells:
1- 2x Lesser Orb of Acid (5d8 damage), 2x True Strike
2- 3x Wraithstrike, Bulls Strength (10min)
3- Dispel Magic, Fireball (10d6 damage), Vampiric Touch (5d6 damage)

Save DC 13 + spell level

Skills:
Knowledge (Arcana)..........+16 (13 ranks, 3 ability)
Spellcraft........................+16 (13 ranks, 3 ability)
Concentration..................+15 (13 ranks, 2 ability)
Jump.............................+18 (13 ranks, 4 ability, -1 armor, 2 synergy)
Tumble............................+7 (5 ranks, 1 ability, -1 armor, 2 synergy)
Swim.............................+11 (9 ranks, 4 ability, -2 armor)

Attack:

BAB +8/+3

Adamantine Greatsword......+13/+8 (8/3 base, 4 strength, 1 MW); 2d6+6 Damage [Power Attack for -1 hit and +2 damage (+3 if leap charge)]

With Bulls Strength: +15/+10; 2d6+9

Adamantine Dagger...................+13/+8 (8/3 base, 4 strength, 1 MW); 1d4+4 Damage

Bulls Strength +15/+10; d4+6

Thrown...................+10 (8 base, 1 dex, 1 MW); 1d4+4 Damage, 10’ range

Bulls Strength d4+6

Grapple......................+12 (8 base, 4 strength)

Bulls Strength +14

Tactics: Start with Bulls Strength cast. Set up a True Strike, Wriathstrike, Leap Attack/Power Attack, Arcane Strike with a channeled spell as soon as possible. Burn Dispell Magic if its not needed, otherwise use it to drop some buffs. Remember that Faffle has a CL of 10 so his Dispel magic is decently powerful. Potentially use the fireball to take out a group of combatants. Use the vampiric touch either alone or channeled (preferably) to gain some HP. With such a low AC karmic strike will come in handy to even the damage out a bit, especially since Wraithstrike is still usable until your next turn as it lasts a round (and this still applies to any AoO). Dont forget about the potions, as they will definatly be needed. And honestly, this is about fun, so go kill stuff.
#148

zombiegleemax

Sep 12, 2005 1:53:20
My, my, templates make a seemingly simple challenge a little crazy. You should know that if you bring something to the CO boards like this, they'll jump on every chance they get

Anyways, I'm surprised at how limited the templates have been so far. Sure, the most abusive of them, like feral and saint and ghost are here, but aren't there others? I don't have my MM3 around, but according to crystalkeep Voidmind only has an LA of +1...

So, in keeping with the spirit of this contest, here is my templated-to-all-hell character:

Race: Human Voidmind (LA +1)

Class: Cleric 7/Sacred Exorcist 2 (Hey, it says Voidminds are usually Lawful Evil, but if we can have murderous saints flying around, I think we can have a sacred Voidmind)

Stats:

Str 18 (+4 Voidmind)
Dex 12 (+2 Voidmind +1 level)
Con 18 (+2 Voidmind)
Int 12 (+2 Voidmind)
Wis 18 (+1 level)
Cha 10 (-2 Voidmind)

AC: 23 (10 + 4 natural + 8 adamantine full plate + 1 dex)

HP: 71 (8 + 8d8 + 18 + 9)

BAB: +6/+1

Saves: +11 / +3 / +12

Darkvision 60', SR 19, DR 5/magic, DR 3/--

Cone of Slime 1/day - 30' cone of acid, standard action, 9d6 damage (reflex 1/2). All creatures who take damage get -2 on Will saves and are Stunned for 1d4 + 1 rounds (Fort negates) (DCs are Con-based).

Other interesting things: Tentacle with +5' reach with Improved Grab, which acts independently, allowing the Voidmind to make other attacks while constricting.

Turns undead as a level 9 cleric. May force a possessing creature out of a target's body with a check of 1d20 + (2+Cha).

Detect Evil, at will.

+4 Sacred bonus to saving throws v. possession (including Magic Jar and a Ghost's Malevolence )
+2 to Dispel attempts to dispel possession
+2 on saves v. charm/compulsions from evil outsiders and undead

Domains: War, Elf

Spells prepared:
0: Detect Magic (x2), Light (x2), Resistance, Create Water
1: Divine Favor (x2), Magic Weapon, Shield of Faith, Sanctuary, True Strike*
2: Owl's Wisdom (x2), Wave of Grief (x2), Shatter, Spiritual Weapon*
3: Dispel Magic (x4), Magic Vestment*
4: Assay Resistance (x2), Doomtide, Divine Power*
5: Contagion (mass), Slay Living, Flame Strike*

*Domain spell

Feats:

Martial Weapon Proficiency (Longbow)*, Weapon Focus (Longbow)*, Point Blank Shot**, Alertness***, Combat Reflexes***, Great Fortitude***, Zen Archery, Precise Shot, Far Shot, Improved Toughness, Weapon Focus (Tentacle)

*War domain bonus feat
**Elf domain bonus feat
***Voidmind bonus feat

Gear:

8 Cure Moderate Wounds potions, Mwk Composite (+4 str) Longbow, 20 Cold Iron arrows, 20 adamantine arrows, 20 alchemical silver arrows, 20 normal arrows, Adamantine Full Plate, Mwk dagger, standard clerical kit (divine focus, spell components, etc)

Notes:

Make great use of the tentacle! Because of the tentacle's ability to constrict on its own, this allows you to grapple and constrict a character who has closed in on you for melee while still attacking or casting elsewhere, as well as giving you a handy way of dealing with spellcasters you've closed in on.

If buffs are possible prior to combat beginning, these are good times to cast Owl's Wisdom and Magic Vestment, both of which will be great to have in effect ahead of time but could be costly choices during combat. Owl's Wisdom and Zen Archery is nice, shooting for +2 to attack and +2 to spell DCs for a pretty decent duration.

During the arena-combat, you've got a plethora of area effects to supplement your archery and grappley-goodness, the Cone of Slime being one of your better effects. Wave of Grief can wreak havoc all around, but be careful with it, as it'll make you a definite target. And the swift action for Assay Resistance will almost certainly come in handy now and again, since the Saint template's spell resistance can give you heartache when you absolutely need to knock someone down a few pegs. Dispel Magic should be used judiciously, but remember there are only 4.

Let your Cure Mod heal you when you can, your spells will come in handy...

If the CG human Voidmind sacred exorcist with the Elf domain bothers you from a roleplaying aspect (though it's no worse than a murdering Saint):

Anialis Nailo was the last of Emirahil's great bloodline, and though the elf-blood had been impure since his father's father's father, the followers of the House of Emirahil still said that Anialis' noble bearing was a result of bygone days, when the elf-blood ran strong. Many lesser men believed Anialis would be the one to dispel the shadow of the Ilithid upon their community, those accursed mindflayers who came up through the Darkling Caverns and preyed on the community.

Alas, it was not to be. Two years after Anialis came of age, the Ilithid swept the city, sending great waves of bonded servants before them. Anialis they captured, seeing in him a power as yet untapped. For months they worked on him, deep underground, tweaking him, augmenting him, and above all breaking his will, which was far stronger than his body. And in the end, they were successful - Anialis Nailo became a Voidmind slave of great strength.

But his will was not completely broken. Secretly Anialis prayed to Solonor Thelandira, who protected his house in the days of Emirahil the Elf-father. There he found strength, and slowly, he learned to hide his actions from the Ilithid controlling him, and though they could dominate his actions with a thought, he focused all his learning on exorcising their presence. Though he was not truly an elf, though the elf-blood in him was diluted by many generations of men, Solonor responded to those prayers, and Anialis broke free, to rebuild the House of Emirahil, once glory was regained.

#149

lilt

Sep 12, 2005 6:02:38
That's an interesting point about the saints dedicated to kord, and come to think about it this game bearing some resemblance to a Ysgardian battle (Fight all day and live again the next) where good may kill good because it's fun. That's again handing a "you can't do evil" cookie to the exalted characters though.

@interpretivechaos: No exalted is not the same as no good. Exalted is a major step beyond good. A good creature can kill a baby to kill a demon and be none the worse for ware if their intentions are still good.

I still note that ignoring restrictions, with a roleplaying reason (Ysgardian battle) or without, for testing of various builds may lend an advantage to Exalted characters who otherwise need to tread catefully. As such you need to choose between a wholly fair test and a more complete test.
#150

lilt

Sep 12, 2005 6:23:35
LOL, nice! I'd not thought of that! I think one of the other creatures I get with Lesser Planar Binding will be a Janni, so I can go to one of the Elemental Planes, instead. :D

Blink would also give a character access to the ethereal plane. Although I think that goint to the ethereal plane or any plane paralell to the setting plane is fair enough, I really think that heading to an elemental plane may be going a bit far. Do we have any oppinions from the tournament runner as to wether or not there are such things as ring-outs?
#151

oxybe

Sep 12, 2005 7:12:43
originaly posted by lilt:
That's an interesting point about the saints dedicated to kord, and come to think about it this game bearing some resemblance to a Ysgardian battle (Fight all day and live again the next) where good may kill good because it's fun. That's again handing a "you can't do evil" cookie to the exalted characters though.

true, handing cookies to powergamers is dangerous, but we still need to give some liberty in creating the characters. this is obviously not an RP heavy environment. anyone making a half-hour monologue about their family's honour will probly be gutted alive half-way through the speech.

originally posted by lilt:
Blink would also give a character access to the ethereal plane. Although I think that goint to the ethereal plane or any plane paralell to the setting plane is fair enough, I really think that heading to an elemental plane may be going a bit far. Do we have any oppinions from the tournament runner as to wether or not there are such things as ring-outs?

maybe. but how exactly will the "judges" know if there is a ring-out? maybe pun-pun could be a judge?
#152

rigeld

Sep 12, 2005 7:52:55
maybe. but how exactly will the "judges" know if there is a ring-out? maybe pun-pun could be a judge?

Isnt he simultaneously everywhere anyway?
#153

oxybe

Sep 12, 2005 8:01:06
originally posted by rigeld:
Isnt he simultaneously everywhere anyway?

only if he's actually in the game. with all seriousness, even if the dm is there, he isnt an actual entity per say. how can anyone call foul in game, if no one exists TO call foul?
#154

lilt

Sep 12, 2005 8:57:39
I love the idea of puting some powerhouse builds in there as judges, although note that with the players being limited to no infinite loops I doubt they should be allowed for the refs (thus sadly no pun-pun)
#155

oxybe

Sep 12, 2005 9:08:35
i admit that putting powerhouse builds there would help stop the cheating, but the granddaddy of all power builds, pun pun the mighty kobold, should be judge. that way NO one will cheat. or just put every lawful d&d deity there, as witness to this grand event.
#156

jameswilliamogle

Sep 12, 2005 9:20:29
I love the idea of puting some powerhouse builds in there as judges, although note that with the players being limited to no infinite loops I doubt they should be allowed for the refs (thus sadly no pun-pun)

Pun-Pun isn't an infinite loop if he only uses his ability a finite number of times... like... 100?
#157

zombiegleemax

Sep 12, 2005 9:38:34
Sorry have been busy over the weekend but here are the answers to some questions.

It should be noted that the No Magic item rule, was included as no magic items purchased but for the healing potions. Therefore Kensai could use the magic items they make them selves. Other wise it would limit the abilities of these classes.

Where two books conflict one another the most recent book wins.

For the 3rd part, every one in the group gets points for the most damage / kills if any one in the group does the most damage or kills the enemy. i.e. best to work as a team to win this.

Sorry saints killing other saints or good characters would not be favored by there Gods. And no your saint will not know who is anther saint from 100 feet away. Saints could have problems in the group combate if teamed with evil charectures....

I will included the tactics you wrigth down with your build in the hand out to characters playing your build. Therefore fell free to do complicated tactics as long as you can describe them well.

You will get points for dropping characters from ability damage.

The traps in part 3 are considered flavor and so you will gain points for finding and disarming them, but not triggering them.

You may post as many builds as you want however, you must identify which build you would like me to take to the game. Each person can only have one character build at the game.

Yes I will post the results of the games as they come in, so you can know how your build is doing.

There would be no points given for killing astral projections.

All spells, equipment and even your magic potions will be re-set at the beginning of each part. This means no character will be fatigued from raging ex.. either.

It should be noted. That I am not going to allow people buying pets like war dogs ex.. It would just put to many dam things on the board

Forcing people out of bounds will not be a kill. I will limit the area in which people can travel. I.e. yes you could barrow underground or fly really high, but moving past the limits of the board or more then 400 feet up or down will not be allowed.

Ninjarabbit asked:
Question: If I dominate another character and that character kills something, who gets the points for the kill? --- I would give both you the points for most damage (2 points) and the other character the point for the kill.

Soulgambit asked:
A few questions:

1. How big is the arena you fight in in the first round, exactly.

--- The first arena will have a radius of 1000 feet (200 squares). I have nice grid tiled floor that I will be using for the arena.

2. Does that arena have a roof of any kind, if so, how high up?

--- It has no roof.

3. If you die in a round, do you come back for the other ones?

---- You will be back for every part.

4. I assume starting gold is 45,000. Or did I miss it by accident?

Yes the normal 10 lv gold of 45k.

5. Most importantly, how much do you consider toads to cost and weigh (if you want just tell me how much 1gp will buy). Dead or alive, it makes no difference to me. Same question with Ravens (or any other small bird, whatever is cheaper and lighter). I mean as in your normal, everyday animals, nothing special, at their weakest interval. I'm willing to take skeletons and not full corpses if thats cheaper/lighter. Yes, this is a serious question.

---- skeletons for toads and or ravens…we will say you can pay local children to hunt down the beasties at a cost of 1 gold per 10. The little critters bones weight about 1lb. Cant wait to see where your going with this one.

6. Are spells replenished in-between rounds? Sorry if I missed that.

---Yes all your spells

7. Does the Dungeon thing have a roof? If not people can just fly over it...

---- The dungeon does have a roof. It is a cave like maze. In some of the larger rooms its roof is 140 feet up, but in some of the small corridors you are looking at heights of only 10 feet.
#158

zombiegleemax

Sep 12, 2005 10:32:11
It should be noted that the No Magic item rule, was included as no magic items purchased but for the healing potions. Therefore Kensai ex… could use the magic items they make them selves. Other wise it would limit the abilities of these classes.

same for ancestral relic and OA samuri?
#159

8w_gremlin_dup

Sep 12, 2005 10:40:14
Tis a pity I couldn't play a 2ed Kobold, they had a special ability, that if they didn't display any overt powers they would alway be overlooked till last... now thats what i call a power!
#160

zombiegleemax

Sep 12, 2005 10:44:47
same for ancestral relic and OA samuri?

--- I am just going to stop this at the kenshi before it gets out of control.
#161

oxybe

Sep 12, 2005 10:51:10
Originally Posted by darknoj
It should be noted that the No Magic item rule, was included as no magic items purchased but for the healing potions. Therefore Kensai ex… could use the magic items they make them selves. Other wise it would limit the abilities of these classes.

um, what about mages who make their own magic items. kensai can make his own stuff, but mages can't?

i know that the kensai gets his weapon through his class, but still... some classes aren't made for this tourney by default, and allowing kensai (who can use a magic weapon) goes against the no-magic item tourney
#162

zombiegleemax

Sep 12, 2005 11:01:54
The reason I would allow magic items for kenshi. Is that one of the main reason to take the class is its ability to make a magic weapon of some kind.

I am not going to go so far as to allow mages taking the craft magic item feat and then make there magical items. It is not a class unique ability.

So you can now all abuse the kenshi but, before this goes to far. No other magic item creation is going to be allowed. Period..

I think the players are gone have a great time trying out these different characters your all putting together.
#163

phaedrusxy

Sep 12, 2005 11:13:11
Well... since you're ruling means that my character can't use the PGtF version of the Innate Spell feat, I guess I'll have to use the Call Nightmare spell out of the Book of Vile Darkness. The casting time is one minute, which still stinks but isn't as bad as 10 minutes for Lesser Planar Binding.

There is a 5th level spell in the BoVD that lets you capture a soul, also. I will post the name of it later (I'm not at home, but I did check up on this stuff over the weekend.) Is it ok to assume that if my character has such a spell as to allow him to trap a soul, that he could start the contest already having collected one for the material component for Call Nightmare?

If no on starting with the soul, what about the Planar Cohort ability of the Thamaturgist? I know you said no Leadership, but this is a special ability of the class. They don't get all the followers and stuff you get with Leadership, just an extraplanar creature to act as their cohort. (Like... a Nightmare. :D )
#164

zombiegleemax

Sep 12, 2005 11:15:44
Curiously, you say that spells, etc. will be refreshed in between battles. Does that mean that a prepared caster will have the opportunity to change his spell list?

IE, my Sacred Exorcist Voidmind has taken things like Wave of Grief and Mass Contagion when other spells would perhaps be better in a dungeon, or in a group situation. Could I change Wave of Grief with Elation when in team combat, and Mass Contagion with Slay Living when I'm in the dungeon and will have more opportunities to close with targets?

More or less I'm just wondering if I should have three spell lists, one for each leg of the tournament, not one. Obviously it can get a little crazy for you, so that's fine if it's a problem - after all, my original spell list was designed to be okay in any of the situations. Just thought I'd ask.
#165

oxybe

Sep 12, 2005 11:33:53
since we re-gain spells per day, im guessing spell-like abilities, X/day abilities and the like are re-gained also?

now, out of curiosity, what would happen if we were to create a necromancer who would raise the dead characters as undead minions (ie animate dead, create undead, create greater undead)?

if said tactic was allowed, who would get the killing points if a minion were to get a kill? the minion or the necro? i would imagine the minion gets 1 point for the kill, but the necro the 2 points for most damage just like a controled PC / controller.

this could prove problematic... interesting, but problematic.

Forcing people out of bounds will not be a kill. I will limit the area in which people can travel. I.e. yes you could barrow underground or fly really high, but moving past the limits of the board or more then 400 feet up or down will not be allowed.

what about different parralel planes of existance (etheral plane in question)? what about different planes, like the elemental plane of fire, earth, air, chocolate candy bars, ect...? are such tactics allowed? because i would really like to see how phaedrusXY's build is going to fare, but it has been nerfed enough as is without the no planar travel clause...
#166

lilt

Sep 12, 2005 12:44:49
---- skeletons for toads and or ravens…we will say you can pay local children to hunt down the beasties at a cost of 1 gold per 10. The little critters bones weight about 1lb. Cant wait to see where your going with this one.

I can't say for certain, but I suspect he's planning on using the death from above tactic. If you get an item, any item of 1lb or more, and drop it from a significant height then it does 20d6 damage with no attack roll or saving throw. Admittantly, the height required for a 1lb object to do that much damage is fairly high (1400ft) but that's reachable with only a coupple of Dimension Doors. What's more, dropping something is a free action so give the character quick draw and he can do as many batches of 20d6 damage as he wishes in one round, until he runs out of rat corpses that is.

With a height limit of 400ft, the maximum damage a falling rat could do is 5d6 damage, but that's still a lot of damage done as a free action.
Sorry saints killing other saints or good characters would not be favored by there Gods. And no your saint will not know who is anther saint from 100 feet away. Saints could have problems in the group combate if teamed with evil charectures....

I stronly urge you to reconsider. Having saints not threatened by other saints is a *huge* advantage as that means they can team-up at no threat to themselves. Any option, even them not being penalised for killing good characters, is better than that as then at-least we won't see saint death squads forming.
#167

zombiegleemax

Sep 12, 2005 12:52:35
And this wasn't answered before, but:

Will time for pre-scenario "buffing" be given?
#168

phaedrusxy

Sep 12, 2005 12:54:56
I can't say for certain, but I suspect he's planning on using the death from above tactic.

I am betting he's going to use them for the Nano-bomb tactic. (Make them all undead with the Destruction Retribution feat, have them scurry up to your enemy, and then you drop a fireball on all of them. The enemy takes the Fireball damage +1d6 per undead critter in negative energy.)

Edit: Hmm... maybe I should do this. If my character gets the Astral Projection thing going, he could even be a suicide bomber! Run up to the enemy with a backpack full of undead frogs, and drop a Fireball at his own feet while screaming "Mephistophles made me do it"! :D

Edit2: I just want to say that while I realize our incessant questioning has probably been a pain in the nether regions, that this has been a fun exercise, and I hope it goes well and the OPs players enjoy it.
#169

lilt

Sep 12, 2005 13:01:15
I am betting he's going to use them for the Nano-bomb tactic. (Make them all undead with the Destruction Retribution feat, have them scurry up to your enemy, and then you drop a fireball on all of them.)

Possibly, but the same poster asked about the height of the arena in the same post. That made me strongly suspect he was considering doing something akin to the 3.5 version of the bag of rats fighter (the one that just drops a bag of holding full of rats on the tarrasque and kills it in some fraction of the potential damage). Obviously, with no bags of holding, this trick becomes slightly more difficult but a coupple of sacks of rats can still do a heck of a lot of damage when dropped one at a time.

Eek.. what about a combo? The fall would surely kill the undead rat setting-off the destructive retribution :S
#170

carnivore

Sep 12, 2005 13:08:29
i am also wondering what the size of the 3 battle ground areas are?

he already mentioned the 400' max up or down is the inbounds range..........what is the length and width?



:D
#171

zombiegleemax

Sep 12, 2005 13:25:12
I am going to stick with just one spell list per build. Multiple list’s could confuse the players. It would also up the amount of paper each person is already gone have to read through.

I can assume your 10th level obviously evil character could capture the soul of some peasant in-between battles, so as to allow you to start with a soul captured. However that spell slot will be spent for the day. Since you performed soul theft just prior to each battle. Note just pay for a few out of game slaves, to represent your easy targets.

All summoned monsters, undead risen and pets, will give you full points as if you dealt the damage and made the kill. Only in the case of pc controlled, where you are using the abilities of another will you only get damage points and not kill points. If you can control the flavor creatures you will get damage and kill points from pc”s they kill. This is to discourage controlled based pc”s. Not much fun for other players if all the do is try and resist each turn, while some controller beats on others with there char.

I am allowing the planer travel. I just do not want the fighting ex.. to leave my board. Trying to keep it contained with in my terrain. Therefore as long as the spell / ability does not force others to move out side my board, I will allow it. Battle with in the other plans could be easily rped. If every flying individual takes to the sky or into the city around the arena, things could get out of control easily for me and my two helpers.

Dropping items from great highs would not be effective unless the player could hold his target in one spot for several turns while the item fell.

I think saint death squads are highly unlikely. I do not think they will recognize each other. In fact I think there could be big problems with them mistakenly attacking one another, just to end up losing there saintly powers. Saints in the group part, teamed with obviously evil characters would either have to go it alone or lose there saint powers. I think there should be a few obviously evil characters…(soul destroying nightmare summoners, necro mage builds ex..) Saints from opposing gods could fight one anther easily enough with no penalties and would actual never team up. So just pick some god that no one else would pick and get ready to rumble. Also remember the point is to kill each other. Teaming up with one person may be ok, but large groups just means less points available to you.
#172

zombiegleemax

Sep 12, 2005 13:32:43
I will allow all participants in the battle 1 round to buff them self’s up prior to battle. But two rounds off any duration will be expired once you enter battle. To represent the time it took to be teleported to your assigned spot to start the battle.

As mentioned above the first arena will have a radius of 1000 feet (200 squares). I have nice grid tiled floor that I will be using for the arena.

The maze, is built using a old box set maze I have. It fills a large table and is roughly equivalent to 3000 feet by 3000 feet, in game terms.

The third part will be taking place on a very large, 1100 by 700 square map. Or 5500 feet by 3500 feet. There will be the following terrain: 3 large woods, 2 small woods, 2 small hills, 1 large hill, a small but fast flowing river with a bridge and finally three small huts.
#173

phaedrusxy

Sep 12, 2005 13:36:05
I will allow all participants in the battle 10 round to buff them self’s up prior to battle. But two rounds off any duration will be expired once you enter battle. To represent the time it took to be teleported to your assigned spot to start the battle.

Bwahahaha! That is just enough time to summon the Nightmare! All the other contestants are doomed! Doomed I say! :evillaugh
#174

carnivore

Sep 12, 2005 13:37:59
what is the start distance between opponents?


:D
#175

zombiegleemax

Sep 12, 2005 13:43:35
Started to think about my buffs before battle and it would disadvantage the poor fighters too much. Gone have to buff, during the battle.

Quick retraction on my buff time, to only one round.
#176

zombiegleemax

Sep 12, 2005 13:50:36
what is the start distance between opponents?

--- In part one, players will be equally spaced along the inside of the arena’s walls.

In part two, players will be assigned randomly to pre-arranged spots in the maze. Players will not be more then 250 feet from another player; thought this distance may be through doors or around corners.

In the final part (the group combat); Groups will start in the following terrain features, 3 groups in woods, 1 in huts and one 1 in hills. The terrain will be placed randomly on the board using the Warhammer Fantasy rules for terrain placement. Therefore player groups could be close or far from one another.
#177

zombiegleemax

Sep 12, 2005 14:09:24
so is there a end to thew maze? or is it just the last one standing and thats it, cuz it would take alot of time to have ALL the ppl die... and if theres a exit, do you get bonus points for being the first there??? from what i heard from the maze, its more like a dungeon type thing... so... is it onlyso many round? or so many ingame minutes? cuz you never said how long it would be.


imagine if your character is the first one out... then you would have to wait till ALL the guys are dead.... which could take an hour easily for all the rounds attacks and that junk...
#178

zombiegleemax

Sep 12, 2005 14:18:50
There is no exit to the maze. Your trying to kill each other not escape. It is to last man standing or the out of game time expirees.

One of my assistant DMs will be running an ECL 10 never ending monster rumble on the side using the arena from part one, for those players killed early in rounds 2 and 3. So even if you die early you got something to do. ;)
#179

zombiegleemax

Sep 12, 2005 14:21:49
so you get to beat the living heck out of monsters while waiting??? cool
#180

phaedrusxy

Sep 12, 2005 14:31:14
Started to think about my buffs before battle and it would disadvantage the poor fighters too much. Gone have to buff, during the battle.

Quick retraction on my buff time, to only one round.

Aww. I just need to figure out how to cast an Intensified Time Stop with a level 10 wizard to give myself time to summon it, then. :D
#181

zombiegleemax

Sep 12, 2005 14:32:00
Ya you get to beat the heck out of monsters with the other dead players while you wait for the rest to finish killing each other. Don’t want the players to get bored. ;)

And a new ECL 10 monsters comes from the doors every 3 rounds and when ever a new player joins the other players in the center. The assistant DM may up the ECL of the monsters as more players join the game. He has a rather nasty ECL 30 dragon he wants to try out, but that would only be viable after ½ of the players had been killed
#182

zombiegleemax

Sep 12, 2005 14:43:14
lolz too bad cuz you could have been super that way lolz
#183

lilt

Sep 12, 2005 17:06:19
The goal is to kill people, yes, but an important part of that goal is to not die. Any saint thinking tactically will work with other saints in eliminating mutual threats (anything powerful enough to hit their AC and do enough damage) whilst able to ignore eachother as threats thanks to the current setup. Whilst I agree there will be tensions as to exactly who does the most damage and gets the killing blow, a 2-on-1 where the 2 have fast healing, the ability to deny low-level healing/other spells to characters near them, superb ACs, etc. They'll probably be able to kill any solo character that can't outrun them. Given that everybody else is going to be solo (pretty-much) that's practically an unstoppable death machine.
#184

lilt

Sep 12, 2005 17:15:31
Ya you get to beat the heck out of monsters with the other dead players while you wait for the rest to finish killing each other. Don’t want the players to get bored. ;)

Cool, but I plan on beating the other characters with the corpses of dead characters. How much does a corpse weigh including equipment? 400ft max height, that being enough for 20d6 damage from a 100lb or more object? Strong flying invisible familiar? Teehee :D
#185

oxybe

Sep 12, 2005 17:56:29
heroes of battle (p.67-68) has rules for dropping objects on a target:
a flying creature can fly at normal speed with light load (movement is lowered by 1/3 if carrying medium or heavy load)

dropped objects have a range increment of 50ft. after 250ft its considered an indirect hit. dont know what that means, the book is kinda vague.

you have to hit an AC of 5 to hit the ground. it receives the normal -2 per range increment. it also gets a -4 to attacks because its an improvised weapon. the creature gets penalties depending on its maneuvrability:
-2 average, -4 poor, -6 clumsy. if it misses it applies the same miss rules for a thrown weapon.

the damage is based on the chart on p.303 of DMG. a creature can avoid taking damage by succeeding a DC 15 reflex (ie. notice the object and jump out of the way).

dive bombing is a better way to do this, if only because you get a +2 to the attack roll (and a -2 AC, just like a charge). range increment penalties start at the point of dropping, not the start of the dive. damage dealt depends on where you began your dive. if you begin diving at 400ft and let go at 200ft, you deal damage like a 400ft dive, but you only get the penalties of a 200ft attack. clumsy or poor flyers must give themselves some space or they crash (page 20 DMG)

this isnt RAW, but it has the gist of it. hope it helps you aerial bombers.
#186

oxybe

Sep 12, 2005 18:21:11
originally posted by lilt:
Any saint thinking tactically will work with other saints in eliminating mutual threats (anything powerful enough to hit their AC and do enough damage) whilst able to ignore each other as threats thanks to the current setup.

then what? they beat the snot out of eachother and lose their sainthood? also going 2-on-1 is a good tactic, saint or not

He has a rather nasty ECL 30 dragon he wants to try out, but that would only be viable after ½ of the players had been killed

oh, oh! evolved undead great red wyrm dracolich! it takes a beating and keeps on ticking... over... and over... and over...
#187

jayr

Sep 12, 2005 21:29:56
I can assume your 10th level obviously evil character could capture the soul of some peasant in-between battles, so as to allow you to start with a soul captured. However that spell slot will be spent for the day. Since you performed soul theft just prior to each battle. Note just pay for a few out of game slaves, to represent your easy targets.

Or you could just pay 200 gp for a soul in a gem or 250 gp for a larval soul, as noted in the BoVD under vile spell components...
#188

phaedrusxy

Sep 12, 2005 21:44:58
Or you could just pay 200 gp for a soul in a gem or 250 gp for a larval soul, as noted in the BoVD under vile spell components...

LOL, thanks. Guess I overlooked that. ;) My character is updated. :P
#189

lilt

Sep 13, 2005 3:19:03
this isnt RAW, but it has the gist of it. hope it helps you aerial bombers.

That is useful, thanks. Before those rules came allong there were simply no rules concerning to-hit rolls for or saves against dropping objects. Now that there are finally rules for it it's a significantly less broken strategy. That said, I think I'll add the tactic of dive-bombing with a corpse/similar at low-reflex-save opponents.for 20d6 damage.
then what? they beat the snot out of eachother and lose their sainthood? also going 2-on-1 is a good tactic, saint or not

Erm... my point is that they then keep on running around killing opponents 1 by 1. No saint will attack another saint if they lose their powers.

2-on-1 is a good strategy, but nobody else has any grounds to trust one another farther than they can throw a hulking-hurler's shot-put. Thus, if you attacked someone else in a pair, they're both as likely to turn round and 2-on-1 you instead. As soon as you have no threat of a potenial whacking partner hitting you back, it actually becomes a viable strategy to team-up rather than a risky way to possibly get some points and maybe die.
#190

zombiegleemax

Sep 13, 2005 3:29:48
Of course, any time two or more characters are within 20 feet of one another, it's going to be open day for the blasters to get those quick "yield" kills...
#191

zombiegleemax

Sep 13, 2005 7:34:19
My main point on the saints, is how are the players going to know who the other saints are. They can’t see the other peoples character sheets. Are they gone run up to every fighter screaming, I am a saint would you like to rally along side me and slay evil…. I think the first evil.

I think they could quickly die by choosing the wrong person to try and team up with early. Also paladins other good aligned characters will have not problem whacking the saints but the saints may have problems whacking back.
#192

lilt

Sep 13, 2005 7:59:00
My main point on the saints, is how are the players going to know who the other saints are. They can’t see the other peoples character sheets. Are they gone run up to every fighter screaming, I am a saint would you like to rally along side me and slay evil…. I think the first evil.

I would have guessed that the 20ft radius shimmering field/nimbus of light which is the saint's protective aura would have given away who was a saint and who was not.
#193

oxybe

Sep 13, 2005 8:08:51
:P

ok, so we know the saint's will recognise one another. now what will happen when they actually hit a good or neutral character? an evil character i can understand, but a good or neutral would probly rid them of saintly status... this is what really has to be addressed.
#194

zombiegleemax

Sep 13, 2005 8:26:37
Yes the saints could recognize each other once they got close enough, but they could not recognize Mr Chaotic good wizard or Lawful good wizard. Who under the terms of the game would have no problem killing the saint. While the saint would have big problems killing them.

I am going to re-read the saint description. I admit it has been a long time since I have. I am going to fully enforce the roll playing draw back of taking the template.
#195

lilt

Sep 13, 2005 8:27:34
ok, so we know the saint's will recognise one another. now what will happen when they actually hit a good or neutral character? an evil character i can understand, but a good or neutral would probly rid them of saintly status... this is what really has to be addressed.

Not just that, but any exalted character (or even a paladin) loses their powers by performing an evil act. Are they similarly bound like a saint or do they have inexplicably reduced requirements?

LOL. I'd like to see a paladin build that fell to become a paladin so that it could backstab its buddy, but sadly this tournament takes place one level too early.
#196

lilt

Sep 13, 2005 8:32:54
I am going to re-read the saint description. I admit it has been a long time since I have. I am going to fully enforce the roll playing draw back of taking the template.

Realise that that role-playing drawback is a field-imbalancing bonus to good characters who can now team-up with a saint at no threat to themselves yet every threat to the saint. Good -> Advantage, Advantage -> Imbalance.
#197

oxybe

Sep 13, 2005 9:17:42
exalted and saint are diffrent:

a saint is a mortal who personifies his deity through his actions
exalted chars are viewed hightly by their deity

an exalted character has a less strict code of conduct, though if they stray too far they will probly loose their powers, they can technically regain them. a saint cannot.

even then a saint cannot kill an evil person for no reason (same goes for a paladin, IMHO, but their CoC is far less demanding then a saint or exalted char) if you cant prove what he did wrong, you can't kill them. innocent until proven guilty. an evil person could just be covetous, cheap and overall a jack arse, but they never did anyting wrong...
#198

zombiegleemax

Sep 13, 2005 9:31:50
I think this is balanced with the problem of killing neutral or good characters. Also, large saint death squads, will not be tolerated by the vengeful God Pun Pun who will be arbitrating over the battles. In fact Pun Pun may hide the auras of other saints to make this less likely to happen.
#199

oxybe

Sep 13, 2005 9:37:07
oh shitake... this is really gonna be brutal... i really wish i could see this :D
#200

lilt

Sep 13, 2005 9:37:26
lol. I should stop quibbling else pun pun might take offense. Hey, do characters get any bonuses for worshiping pun-pun? What domains does he offer?
#201

oxybe

Sep 13, 2005 9:41:31
probly strenght, chaos, earth and muffins
#202

zombiegleemax

Sep 13, 2005 9:54:27
Fagin's Child has gone the way of a small, flightless bird. Pray for him.
#203

lilt

Sep 13, 2005 10:27:03
Master Thrower has been errated in the CW errata. Palm throw only applies precision damage once, so only one sneak-attack.

Also, I don't believe that you're allowed to carry the poisons. You're only allowed to carry ordinary simple weapons, simple clothes, one day's food in a nonmagical bag, and a spell component pouch. Nothing else.
#204

zombiegleemax

Sep 13, 2005 12:14:49
Poison's already on the blades. It was given to me by my fellow orphans and I humbly applied it, in a reciprocal operation where 1) I provide them with money (45,000 GP over 10 levels) and they provide me with poison (7500 GP for 100 doses). I felt it fell under the "begging for spell components" exception, so I humbly submit it to the tourney DM.

Good catch on the errata, which obviously reduces the build (still...we're talking around 90 average on an FA).
#205

phaedrusxy

Sep 13, 2005 12:53:19
I would have guessed that the 20ft radius shimmering field/nimbus of light which is the saint's protective aura would have given away who was a saint and who was not.

Mmm... sounds like a job for Silent Illusion for the soul destroying, nightmare summoning wizard. "Why hello there fellow saint!" "Hi... ER OH OH MY GOD, NOOOOO!" :angelhide

Edit: Anyone who has a copy of Lost Empires of Faerun want to tell me the prereqs for Familiar Concentration? :D
#206

zombiegleemax

Sep 13, 2005 13:27:47
This sounds curiously like a game that was run down in FL, called Battle Arena, by a group of guys that were testing out terrain products they were trying to make available to sell. Basically, using the prototypes to see how they work in a real game environment. I'm curious if this is the same group, as it seems to be the same setup (3 GMs, 10th level characters, though in Battle Arena it was weekly, and we had 6th levels that pretty much levelled every game). It was Zach, Tom, and a third guy whose name I can't remember.

Anyway, if this is you guys, rock on. Otherwise, my mistake. ^_^
#207

zombiegleemax

Sep 13, 2005 13:48:46
actually, now that i think about it, pun-pun only has a divine rank of 0... i dont think he can have domains... hes only as much of a deity as any abomination (funny side note, any creature with divine rank 0 is a deity, so all praise the rust monster!).
#208

zombiegleemax

Sep 13, 2005 16:18:47
Koan I was supplanted by his brother, Koan II.
#209

zombiegleemax

Sep 13, 2005 16:32:30
I'd just like to point out how much the rules influence this match (making it really interesting, I think): The one round buffing time completely changes the dynamic of the match. You had three groups of

-The casters, who have range, heavy damage output and flight (thus negating melee characters). Drawback: Heavy buffing.
-The Archers, all of whom are using poison and have an effective range of most of the field. Drawback: Low magic/hard to augment.
-The Ferals/Druids/Spiked Chain characters/Saints: Incredibly strong melee attacks but poor range. Druids require lots of buffing.

When it was unlimited buff time, it looked like the non-casters would get slaughtered right out of the gate. Now that it's a one-round buff, a clear strategy emerges: kill as many casters as quickly as possible through poison or melee attacks. This will get them before they can buff and will benefit the melee characters, who now have no targets they can't reach.

Of course, things are reversed in the maze: as long as you can't see an opponent, there's no reason no to buff.
#210

lilt

Sep 13, 2005 16:42:56
Poison's already on the blades. It was given to me by my fellow orphans and I humbly applied it, in a reciprocal operation where 1) I provide them with money (45,000 GP over 10 levels) and they provide me with poison (7500 GP for 100 doses). I felt it fell under the "begging for spell components" exception, so I humbly submit it to the tourney DM.

And I'd have said it was forbidden on the same rounds that you couldn't borrow someone's cloak of resistance. It's OK for someone else to supply expencive stuff for you, but you can't carry it. I'd suggest you brought allong an orphan to do the supplying, but we're not allowed cohorts :P.
#211

zombiegleemax

Sep 13, 2005 16:43:26
arnt you forgetting about eh really fast guys? that move like heck
#212

zombiegleemax

Sep 13, 2005 16:50:48
And I'd have said it was forbidden on the same rounds that you couldn't borrow someone's cloak of resistance. It's OK for someone else to supply expencive stuff for you, but you can't carry it. I'd suggest you brought allong an orphan to do the supplying, but we're not allowed cohorts :P.

Well, I've pulled the build so I guess it's moot. The new one uses poison 100% legally.

Also remember that for poison, for this contest only two things will matter:
1) Save DC
2) Initial Damage

Secondary damage will be moot because any character hit by the initial damage will be dead long before the secondary comes into play.

WellThatStinks:

As for allowing poison...why wouldn't you? It's not a magic item. Neither are the special arrows, which are no different than buying mithril breastplate. And the OP has already commented favorably on the Cragtop Archer build that innovated by using poison, so I imagine that's consent.
#213

zombiegleemax

Sep 13, 2005 16:58:30
i was changing my post while you posted

its what i call a brain fart went ur not thinking straight, which i was doing
#214

lilt

Sep 13, 2005 17:14:56
-The casters, who have range, heavy damage output and flight (thus negating melee characters). Drawback: Heavy buffing.
-The Archers, all of whom are using poison and have an effective range of most of the field. Drawback: Low magic/hard to augment.
-The Ferals/Druids/Spiked Chain characters/Saints: Incredibly strong melee attacks but poor range. Druids require lots of buffing.

I woudl agree except for one thing. Any caster can probably cast Invisibility or Dimension Door (into cover), giving them infinite buff time against anyone who can't see them. As it generally takes magic to see an invisible creature (at-least to see one at the sort of ranges we're talking about) I still see casting as a must-have to some extent.

Finding cover will be a very important ability. Ideally you only want one person to see you, and that person is the one you just killed. Otherwise survival becomes about who gets shot at last. There are very few builds around here that couldn't kill themselves (albeit another copy of themselves).

What the exact rammifications of this will be depends on the ratio of gun-totters to sly tacticians. If everybody is a gun-totter then the one sly tactician left at the end only gets one kill, that being the last gun-totter. If there are only 2-3 gun-totters, then they kill eachother and the sly tacticians play moe of a waiting game.

I don't really see the point in submitting a gun-totter, a character who can kill 1 person per round but could easily be killed as soon as attention was directed his way. Admittantly my character is fragile and has a high damage output, but as one of the stealthier characters I was going for a tactical character.
#215

zombiegleemax

Sep 13, 2005 18:04:45
I woudl agree except for one thing. Any caster can probably cast Invisibility or Dimension Door (into cover), giving them infinite buff time against anyone who can't see them. As it generally takes magic to see an invisible creature (at-least to see one at the sort of ranges we're talking about) I still see casting as a must-have to some extent.

...

I don't really see the point in submitting a gun-totter, a character who can kill 1 person per round but could easily be killed as soon as attention was directed his way. Admittantly my character is fragile and has a high damage output, but as one of the stealthier characters I was going for a tactical character.

Yep, invisibility would be a smart first buff (before combat), followed by your regular buff routine. This benefits arcane casters the most, since Psions and Clerics generally can't go Invis.

In my experience, character actions (multiple attacks + damage + multiple saves + possibly immediate actions) can take 1-2 minutes to resolve. So it's possible (probable?) that either through attrition and slow resolution the arena battles won't last 10 rounds. Which puts the heavy buffers at a strong disadvantage; they can now continue to buff, but they might find themselves losing out on valuable kills in the 1st and 3rd rounds. In the 2nd round, it makes sense to buff on rounds when you haven't run into anybody.

I agree with you on Offense vs. Defense. The trick is to have one attack capable of taking off at least 50% of a character's HP or abilities AND a way to soak damage.

For my Psion I chose:
1. Overchanneled powers capable of dealing 11d6, with enough versatility to spoof defenses (energy powers or Ego Whip).
2. A suite of powers meant to reduce spells down to no damage + incorporeality for the early rounds of combat.

1 round buff time might make this build too slow though.

For the Archer I chose:
1. A poison capable of knocking out any caster in one hit.
2. A save + ability set strong enough to resist any magic or poison.
#216

phaedrusxy

Sep 13, 2005 18:11:54
And I'd have said it was forbidden on the same rounds that you couldn't borrow someone's cloak of resistance. It's OK for someone else to supply expencive stuff for you, but you can't carry it. I'd suggest you brought allong an orphan to do the supplying, but we're not allowed cohorts :P.

If you ask my gnome nicely, he might trade you some poison... for your soul. :evillaugh

Since everyone is breaking out the nasty poisons and flaws and stuff, I think I'm going to have to do the same. I'm going to add a couple of flaws to my build, and also a bunch of Vile spell components to boost his save DCs and effective caster level. I'm also going to have him dose himself with a drug that adds +2 to his Int while "buffing".
#217

oxybe

Sep 13, 2005 18:18:39
good point on the tactician.

major problem: the tournament doesn't necessasarily favor longevity. dropping as many people as possible is key. you may be last one standing, but if you have the least amount of points, you'll still lose. obviously, the most damaging builds will be targeted first, but sometimes people will surprise you. the weaker people may just find themselves gang-banged by a bunch of maulers or mages. i find newer players often go for the least threatening guy (ie. kobolds...) and hope the big guys smack eachother, but get mauled mid-combat.
#218

phaedrusxy

Sep 13, 2005 18:27:49
Full atk unarmed strike +13/+8 melee (1d8+4 [plus 1d6 holy vs. evil creatures]) or unarmed strike flurry of blows +10/+10 melee (1d8+4 [plus 1d6 holy vs. evil creatures]);

I don't understand how you're calculating your flurry attack bonus. If your unarmed full attack is +13/+8, your flurry of blows should be +11/+11/+6, and that's just counting monk levels for determining which Flurry of Blows you get. If Sacred Fist stacks with monk levels for flurry, it will be better than that.

Edit: The Summon Undead spells are just sick... Anyone got a better Huge sized undead than a 19 HD young adult red dragon skeleton? :D
#219

jayr

Sep 13, 2005 22:18:52
@ PhradeusXY: Yeah, I was wrong there. I haven't really gotten the hang of 3.5 yet (never played a 3.5 monk), but I'm working on it. I'll fix the attack bonus now.

Oh, and I've got a second character, seeing as the whole saint thing is getting old quickly:

Garamond deRoselan, male gravetouched ghoul human Barbarian 1/Fighter 4/Lurking Terror 3: CR 9; Medium undead (augmented humanoid); HD 8d12 plus 16; 81 hp; Init. +5; Spd 20 ft. (4 squares); AC 24, touch 13, flat-footed 21; BAB +7; Grp +10; Atk bite +15 melee (2d6+5 plus ghoul fever and paralysis) or mighty masterwork composite longbow (Str +5) +14 ranged (1d8+5/x3); Full atk bite +15 melee (2d6+5 plus ghoul fever and paralysis) and 2 claws +12 melee (1d4+3 plus paralysis) or mighty masterwork composite longbow (Str +5) +14/+9 ranged (1d8+5/x3); SA ghoul fever, paralysis, whirling frenzy 1/day; SQ darkvision 90 ft., diet dependant (flesh), hide in plain sight, turn resistance +6, undead qualities; AL N; SV Fort +7, Ref +7, Will +7; Str 16, Dex 20, Con --, Int 13, Wis 16, Cha 20.

Skills, Feats, Traits, and Flaws: Hide +14, Jump +12, Listen +7, Move Silently +14, Spot +4, Tumble +8; Ability Focus (paralysis), Improved Natural Attack (bite), Improved Paralysis, Improved Toughness, Multiattack (B), Necromantic Might, Necromantic Presence, Versatile, Weapon Finesse, Weapon Focus (bite); Slow; Inattentive, Shaky.

Ghoul Fever (Su): Disease-- bite, Fortitude DC 22, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

Paralysis (Ex): Victims hit by Garamond's bite or claw attack must make a successful Fortitude save (DC 28) or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.

Whirling Frenzy (Ex): The following changes are in effect when Garamond frenzies: AC 26, touch 15, flat-footed 21; Grp +12; Atk bite +15 melee (2d6+7 plus ghoul fever) or mighty masterwork composite longbow (Str +5) +14 ranged (1d8+7/x3); Full atk bite +13/+13 melee (2d6+5 plus ghoul fever and paralysis) and 2 claws +10 melee (1d4+3 plus paralysis) or mighty masterwork composite longbow (Str +5) +14/+9 ranged (1d8+7/x3); SV Ref +9; Str 20. Garamond's frenzy lasts 3 rounds.

Possessions: Masterwork mithral full plate, mithral dastana, masterwork mighty composite longbow (Str +5), silver dragonhide mantle, 50 serren arrows.

Hit every turn with your bite and claws, delaying if possible so that you can make full attacks. Once in melee, use whirling frenzy. Coup-de-gras paralyzed opponents unless within threatened range of other opponents. Remember undead immunities and resistance to cold 5 granted by the silver dragonhide mantle.
#220

kuroi_kenshi

Sep 14, 2005 5:04:34
Vhenetar, Lawful Good Elf Cleric4/Church Inquisitor6 of Labelas Enoreth
BAB 7
Feats: Domain - Point Blank Shot, Domain - Improved Initiative, Quicken Spell, Rapid Shot, Divine metamagic: Quicken Spell, Extra Turning, [Extra Turning], [Extra Turning]
Flaws: Noncombatant (-2 melee), Vunerable (-1 AC)
Traits: Aggressive (+2 init, -1 AC)
Stats: 12str, 14con, 16dex , 10int (+1), 18wis (+1), 10cha
HP: 8 + 9d8 + 20 (hp), +10hp during Divine Power
AC: 20 (8 armor + 3 dex, -1 trait, -1 flaw), (+1 during Haste, +3 with Shield of Faith)
Flat Footed AC: 17 (+1 during Haste, +3 with Shield of Faith)
Touch AC: 12 (+1 during Haste, +3 with Shield of Faith)
Initiative: +9 (+3 dex, +4 improved initiative, +2 trait)
Movement: 30ft (60ft with haste)
SR: 22 with Spell Resistance up
Saves: 8 fortitude, 6 reflex , 13 will
Immunities: Compulsion, Enchantment (Charm)
Resistances: 5 fire

Skill ranks: Knowledge (Arcana) 5, Knowledge (Religion) 5, Spellcraft 5, Spot 13, Concentration 13, Sense Motive 3
Skills after Modifiers: Knowledge (Arcana) 5, Knowledge (Religion) 5, Spellcraft 5, Spot 19, Listen 6, Concentration 15, Sense Motive 7

Attacks
BAB: +7
Unbuffed AB: 7 + 3 (Dex) + 1 (Masterwork) = 11 (+1 within 30 ft.; PB Shot)
+3 (Divine Power)
+3 (Divine Favor)
+1 (Haste)
+1 (GMW) – the +2 enhancement doesn’t stack with the +1 from masterwork…
+2 (Cat’s Grace)

Full Att: 9/9/4
12/12/7 (Divine Power)
15/15/10 (Divine Favor)
16/16/16/11 (Haste)
17/17/17/12 (GMW)
19/19/19/14 (Cat’s Grace)
20/20/20/15 (PB Shot)

Masterwork Dragonbone Composite Longbow
Damage: 1d8 +1 (+1 within 30 ft.; PB Shot)
+3 (Divine Power)
+3 (Divine Favor)
+2 (GMW)
+ Poison: Dragon Bile (Contact DC 26; 3d6 Str./-) or Large Scorpion Venom (Injury DC 18; 1d6 Str/1d6 Str)
Critical: 20/x3
Range Increment: 130

Special Abilities: Pierce Illusion, Pierce Disguise, Immune to Charms, Immune to Compulsions, Force Shapechange – see Church Inquisitor PrC for details.

Posessions
Masterwork Dragonbone Comp. Longbow (+4str) (900 GP), Masterwork Dragonbone Comp. Longbow (+1str) (600 GP), (6 lbs for all the bows), Masterwork Mithral Full Plate (10,500 GP) (25 lbs), Red Dragonhide Mantle (3,800 GP) (25 lbs), ( Dagger (1 GP), Longsword (15GP) (4lbs), 6 Serren Arrows + 3 Silver Arrows + 3 Cold Iron Arrows all coated with Dragon Bile Poison (18,015 GP), 40 Serren Arrows coated with Large Scorpion Venom (8,002 GP + 3,680 GP for those 46 serren arrows), 20 Silver Arrows (60 GP), 20 Cold Iron Arrows (40GP), 20 normal arrows (1GP) Sunrod (2 GP) (1lb), 1 Vial Anti-Toxin (50 GP), 2 Tanglefoot Bags (100 GP) (8 lb); 4 Smokesticks (80 GP) (2 lb); 8 CMW potions (2400), spell components (500 GP) Wt. 71 lbs, 48745 GP, Max = 49k GP

Spells
Show

Domains: Elf, Time, Inquisition (gains +4 to dispel checks of any kind)
Spells: 5 1st + [1 domain], 5 2nd + [1 domain], 4 3rd + [1 domain], 4 4th + [1 domain], 2 5th + [1 domain]
1st – Divine Favor x 2, Sanctuary, Obscuring Mist, Shield of faith, [True Strike]
2nd –Hold Person, Silence, Delay Poison, Bear’s Endurance, Status, [Cat’s Grace]
3rd –Dispel Magic x4, [Quickened Haste (Divine Metamagic)]
4th – Quickened divine power (Divine Metamagic), Air Walk, Greater Magic Weapon, Divine Power, [Tree Stride]
5th – Quickened Spell resistance (Divine Metamagic), Quickened Divine Favor, [Quickened True Strike]
#221

zombiegleemax

Sep 14, 2005 7:33:50
Koan respectfully declines the invitation for the tournament; he wishes to meditate longer.
#222

zombiegleemax

Sep 14, 2005 7:36:14
I've got one more in me (last attempt, promise!) that tries things from a different, arcane angle.
#223

zombiegleemax

Sep 14, 2005 9:00:31
Questions

Extra Spell to learn a spell outside of your spell list?

--- Sure you just wont be able to cast it with out the slot. ….

Are poisons ok to use?

---Yes

If my character runs around saying: “Good Saint, I will not attack an Exalted creature such as yourself. Let us survive this together” Will the mighty Pun Pun strike me down.

---- Yes. Note I will allow small teams to form up. However, any one trying to trick others with abuse of the roleplaying opportunities inherent in these scenarios, while fell the wrath of Pun Pun and know what it is like to exist as a dung betel for the rest of there life.

Can I just keep trying different builds right up until the dead line?

--- Yes as long as by the dead line you mention what build your going to go with.

Comments

Quickened buff spells where a great idea.
Surprised we have not seen a charged based build of some kind yet. Like a Halfling dog riding pallay warrior ex…
#224

oxybe

Sep 14, 2005 9:39:08
Edit: The Summon Undead spells are just sick... Anyone got a better Huge sized undead than a 19 HD young adult red dragon skeleton? :D

19 HD? is that it. i'm currently working on a 41 HD huge skeleton with nearly 20 attacks in a full round attack... all by templating 1 creature, 1 time... it's amazing what a simple template can do to an already powerful creature...
#225

zombiegleemax

Sep 14, 2005 10:12:02
If my character runs around saying: “Good Saint, I will not attack an Exalted creature such as yourself. Let us survive this together” Will the mighty Pun Pun strike me down.

---- Yes. Note I will allow small teams to form up. However, any one trying to trick others with abuse of the roleplaying opportunities inherent in these scenarios, while fell the wrath of Pun Pun and know what it is like to exist as a dung betel for the rest of there life.

I would not suggest penalizing backstabbing. That's an interesting aspect of combat that comes from 20 strangers getting dumped onto a battlefield. Unless you're with the Saint, can you REALLY trust the person you're fighting beside? And any characters who saw the betrayal would know not to trust that character in subsequent rounds.

The character my case is a LG Cleric Cleric/Monk. Essentially he'd be pushing the Exalted character to ally with him, knowing the Saint could not attack him without losing his powers, and he can stand in the Saint's Aura for extra protection. He wouldn't stab him in the back as that would be out of alignment. Phaedrus' suggestion on the other hand...(shivers).

Surprised we have not seen a charged based build of some kind yet. Like a Halfling dog riding pallay warrior ex…

The reason you aren't seeing a ton of chargers is 1) Wasn't aware that mounts were allowed and 2) really getting the most out of Charger abilities is tough without magic items. If one does turn up (and it just might), it will probably be a flyer.
#226

zombiegleemax

Sep 14, 2005 10:48:41
Mounts would be allowed if they where part of the characters build. I.e. a druid or ranger pet, a paladins special mount ex…

I am will not penalizing backstabbing or alignments between players. It should be noted that Pun Pun has obscured all the saints auras so as to make them undetectable. Those that attempt to abuse the role-playing aspects of the game. Will be punished. What abuse is will be determined in play. When it is detected Pun Pun will most likely warn the offenders with a small 4d6 fire blast.
#227

carnivore

Sep 14, 2005 12:44:47
i am continuing to update my build.......will you post which builds you are using in the competition?


thanks

:D
#228

zombiegleemax

Sep 14, 2005 12:50:55
I will post the builds chosen prior to the game and a brief account of how things go at each of the conventions. Maybe even a few pictures if my digital camera is behaving that day.

Think it will be fun for all of you to hear that character x was dumb enough to do x which of course resulted in his death from x…. ;)
#229

carnivore

Sep 14, 2005 12:53:46
thankx...definately post a Play by Play if you can with the contest results



:D
#230

oxybe

Sep 14, 2005 12:58:48
i have 1 final build in mind...1 last ditch to try to outdo anyone else here... this will be a either a wizard, sorcerer or warlock... still trying to figure out which one is best suited for this type of thing. i either probly do like phaedrus and go with conjuration, just because i have a few awesome summons i'd like to try out... or go warlock and try to outlast / blast everyone.


i am continuing to update my build.......will you post which builds you are using in the competition?


thanks

:D

from what i understand, you pick which of your builds you want him to use.

i could however go divine minion of set human druid 1 / MoMF8 but that would just cheeze off pun-pun :D

EDIT: Nice... pictures AND a play by play? if only we had streaming video..
#231

zombiegleemax

Sep 14, 2005 16:44:36
Here is my final build. It uses the Mount rules to create a mini party. In many ways, they are a wonderful symbiosis of defense and offense.

All apologies to Phaedrus on any similarities. I tried hard to go a Cha caster route, but the gymnastics were just too stressful. Then I tried hard not to be a Conjurer, but the Skymage reqs kept getting in the way.

Anyway:

Zues and Blue

Zeus, Human Wizard [Conjurer: Opposed Evocation and Necromancy] 5/Zhentarim Skymage 5

Atts:
Str 8 (9-1 Age; 14 with Divine Power)
Dex 9 (10-1; 21 as Gloura; 25 w. Cat’s Grace)
Con 12 (12+1 level-1 Age; 14 as Gloura; 18 with Bear’s Endurance)
Int 18 (16+1 Level+1 Age)
Wis 15 (14 +1 Age)
Cha 18 (17 +1 Age)

Flaws: Noncombatant (-2 Ranged) Inattentive (-4 Spot/Listen)

Align: CE
Deity: Tempus

HP: 4+9d4+20 = 46.5 (+56.5 Divine Power, 66.5 Polymorph, 86.5 Bear’s Endurance)
-Shield Other: Blue takes one half of all damage dealt to Zeus (using Share Spell to use Blue as the caster for purposes of the spell).

Init: -1 (!); +5 in Gloura form; +7 with Cat’s Grace

Spd: 30 ft.; 60 with Haste; 60 ft. Fly speed as Gloura (90 with Haste; don’t do this unless Blue is dead!)
-While Blinking, you may move through solid objects at will.

BAB:
+4 (+10 w. Divine Power); Ranged Full Attack: +21/16 (+10 Divine Power +5 Dex Gloura +2 Dex Cat’s Grace +2 Invisibility +1 Higher Ground + 1 Haste); – 2 (Mount Moving) or –4 (Mount running)
Unbuffed Attack: +3!
-While Invisible or Blinking, opponents lose their Dex to AC.

Equipment:
Light Crossbow + 20 bolts (Dragon Bile Poison; DC 26 3d6 Str./no secondary); 8 CMW potions.

AC:
10 –1 (Dex) = 9; touch 9; flatfooted 9
+4 (Mage Armor)
+4 (Shield)
+6 (Dex; Gloura)
+2 (Cat’s Grace)
+1 (Haste)
+1 Def (Shield Other)
+2 Def (Prot. v. Good; overlaps w. Shield Other)
+4 Cover (Zeus should get this from Blue when Blue attacks enemies directly beneath him)
=27/29 v. Good; touch 22/24; Flatfooted 20; potentially +4 w. Cover
-Mirror Image: 1d4+4 fake images.
-Imp. Blink: All non-magical attacks have a 100% miss chance; area spell effects only do 1/2 damage; targeted magical attacks have a 50% miss chance; magical attacks specifically meant to deal with Ethereal creatures have a 20% miss chance. You may also ready an action to turn Ethereal in order to dodge a specific attack.
-Invisibility: Opponents have a 50% miss chance.

Saves:
Base + Ability + Feats + Familiar: 8/1(!)/9
+Polymorph: Gloura: 6/7/9
+Bear’s Endurance: 8/7/9
+Cat’s Grace: 8/9/9
+1 (Shield Other)
+1 Ref (Haste)
+2 (Prot. v. Good; Overlaps w. Shield Other)
=9/11/10;
-Blink: Magical Attacks have a 50% chance of missing you.
-Spell Immunity: Immune to Fireball and Ice Storm
-Prot v. Energy: 120 points protection against Cold, one other Energy form

Spells:
10th Level Wizard
DC: 10+4+Spell Level (+2 Conjuration)
5+1/5+1/4+1/4+1/2+1
-Spells marked “AD” are Arcane Disciple Spells, and can only be used 1/day. They use your Wis for DCs.

Spells Memorized:
1: Critical Strike (Swift) x3, Orb of Force [5d8], Prot. v. Good, Feather Fall
2: Web, Mirror Image, Bear’s Endurance, Cat’s Grace, AD: Shield Other
3: Haste, Protection From Energy [Do Cold!, one other depending on opposition]x2, Mestil’s Acid Breath x2 [Magic of Faerun; 50 ft cone.; 10d6 dmg.]
4: Blast of Fire [Complete Arcane; 60 ft, 10d6 dmg] x2, Greater Invisibility, Polymorph, AD: Divine Power, AD: Spell Immunity [Fireball and Ice Storm]
5: Quickened Mage Armor, Improved Blink, Quickened Shield

Polymorph Form: I like the Gloura; fey; medium; face/reach 5 ft/5 ft; your base stats become Str 10; Dex 21; Con 14; Flight 60 (good); (from Underdark)

Rat Familiar: +2 Fort saves, Share Spells

Feats:
(2 Flaw, 5 Human, 1 Wizard, 3 from Skymage)
Combat Casting
Iron Will
Mounted Combat, Mounted Archery
Quicken Spell, Enlarge Spell, Craft Wand
Arcane Disciple (Protection), Arcane Disciple (War)
Imp. Toughness
Extra Spell (4th level slot)
Spell Focus (Conjuration), Skill Focus (Ride)

Skills:
Concentration: 13+1 = 14; +4 (Combat Casting when casting on Def) + 1 (Gloura form) + 2 (Bear’s)
-Note: It is a DC 10 Concentration check to cast on a moving mount; 15 if they are galloping.
Ride: 13-1 (Dex)+3 (Skill Focus) = 15; +6 (Gloura form); +2 (Cat’s)
Spellcraft: 13 + 4 (Int) = 17
Knowledge: Arcana: 13 +4 (Int) = 17
Handle Animal: 2 + 4 = 6
Diplomacy: 2+4 = 6
Know: Geography: 2+4 = 6
Know: The Planes 6+4 = 10
Know: Religion 6+4 =10
-You can negate damage to your Mount 1/round as a free action with a Ride check; DC is the attack roll that originally hit +1.


Flying Mount: Zeus’ Flying Mount is Blue, a Very Young Red Dragon

Align: CE
Deity: Tempus

Atts:
Str 21 (+6 Divine Power) =27
Dex 10 (+4 Cat’s Grace) = 14
Con 17 (+4 Bear's Endurance) = 19
Int 12
Wis 13
Cha 12

HP: 10d12 + 30 (95; 105 with Divine Power; 125 with Bear’s Endurance)
-Shield Other: Blue takes ½ of all damage dealt to Zeus.

Size: Large

Speed: Land 40 ft.; Fly 150 ft. (Poor); +both 30 ft. (Haste)
-While Blinking, you may move through solid objects at will.
-Blue can Hover.

BAB: 10
Base Grapple: 19 (22 w. Divine Power)
Full Attack:
+14 (Bite: 2d6+5; 2d6+8 w. Divine Power) +9/9 (2 Claws, 1d8+2; 1d8+4 w. D.Power) + 9/9 (2 Wings, 1d6+2; 1d6+4 w. DP) +9 Tail (1d8+7; 1d8+12 w. DP)
+3 Att (Divine Power)
+1 Att (Haste)
+2 (Inivs or blinking)
+1 Extra Bite Attack (Haste)
=+22/22 (Bite), 17/17 (Claw), 17/17 (Wing), 17 (Tail)
-Mage Slayer: Casters cannot cast defensively in a square Blue threatens.
-Large and in Charge: Blue can prevent opponents from leaving a square he threatens on a successful AoO and an opposed Strength check.
-While Invisible or Blinking, opponents lose their Dex to AC.
-Critical Strike (Swift): If your opponent is denied their Dex to AC, you get +1d6 damage, your Crit range is doubled and you have a +4 to confirm crits for one round.
-A hovering dragon cannot make Wing attacks.

Breath Weapon:
4d10 Cone of Fire (40 ft. cone)
-Blue may recover his Breath Weapon one round faster than normal (now 1d4 rounds; Recover Breath).

AC:
18 (-1 Size, +9 Natural); Touch 9; Flattfooted 18
+2 (Cat’s Grace)
+4 (Mage Armor)
+4 (Shield)
+1 Haste
=29/25/27
-Mirror Image: 1d4+4 fake images.
-Familiar Mirror Image: Your Familiar can share spells with you; both of you should Polymorph into a Gloura, then cast Mirror Image. You now have 1d4+4 x2 images of you, side by side.
-Imp. Blink: All non-magical attacks have a 100% miss chance; targeted magical attacks have a 50% miss chance; area magical attacks do 1/2 damage; magical attacks specifically meant to deal with Ethereal creatures have a 20% miss chance. You may also ready an action to turn Ethereal in order to dodge a specific attack.

Saves:
Base + Abilities+Feats: 10/7/9
+2 Ref (Cat’s Grace)
+1 Ref (Haste)
+2 Fort (Bear’s)
+2 (Prot. v. Good)
=12/10/9 (14/12/11 v. Good)
-Immune to Fire, Sleep, Paralysis
-Vulnerable to Cold
-Blink: Magical Attacks have a 50% chance of missing you.
-Spell Immunity: Immune to Fireball and Ice Storm
-Prot v. Energy: 120 points protection against Cold, one other Energy form


Feats (4): Hover (MM), Large and in Charge (Draconomicon), Mage Slayer (Complete Arcane), Recover Breath (Draconomicon)


Skills:
Max Spot and Listen
-Dragons have Blindsense out to 60ft., allowing them to pinpoint invisible characters within range.

Tactics!
-Dispel Magic is your only true weakness. Go after the casters first. No melee build can touch you, and Archer builds can’t knock down your buffs (they can't even see you while you're invisible).

Arena:
-Buff Round: Assuming no meta-gaming, in this first Arena round, no one will know that you have a Dragon with you. Cast Greater Invisibility and Quickened Mage Armor. When you enter the arena, you will both be invisible.
-Round 1: Zeus should cast Improved Blink and a Quickened Shield; thanks to Share Spell, both Zeus and Blue are now Blinking (10 round duration) and Shielded (10 minutes). Blue should pick the nearest opponent who looks like a caster (preferably one that hasn't gone) and fly so that he’s 10 ft overhead (you have a fly 150). You are now outside melee range, but they are within range of your attacks.
-Opponent’s round: If your opponent tries to cast, they find they can’t without getting hit (Mage Slayer). If your opponent tries to move, use your bite and force them back where they started (Large and in Charge).
-Round 2: Zeus casts Divine Power, which Blue now shares. The now DP'ed Blue full attacks (bite, 2 claws, tail; alternately the breath weapon against groups), finishing off (hopefully!) his opponent.
-Now that you are out of quickened spells, if Blue has the opponent in a position where they lose Dex to AC (ie you are Invisible and/or Blinking), Zeus can cast Critical Strike (Complete Adventurer) as a Swift Action (still get your normal spell as well). Blue now gets enormous combat bonuses for the next round.
-Round 3: Zeus casts Haste on himself and Blue. Blue now has 2 Bite attacks and flys at 180.
-Round 4: Spell Immunity (Fireball, Ice Storm)
-Round 5: Prot. v. Energy (Cold)
-Round 6: Bear's Endurance
-Round 7: Mirror Image
-Round 8-11: Cat's Grace, Polymorph, Shield Other, Prot. v. Energy as needed. There's a good chance the field will be winnowed out at this point.
-Round 12+: Blast the hell out of any unlucky survivors.

Maze:
In the maze you have a little more time to prepare for an actual encounter, and there will be fewer threats at any one moment.
-[/b]Buff Round:[/b] Cast Quickened Mage Armor and Spell Immunity.
-Round 1: Quickened Shield and Prot. v. Energy (Cold)
-Round 2: Imp. Blink or Greater Invis
-Round 3: Divine Power
-[/b]Round 4:[/b] Haste
-Round 5: Imp. Blink or Greater Invis
-Round 6+: Same

General Tactics:
-The Share Spell class ability is the key to this build. It means that every time you cast a spell on yourself, Blue gets the full benefit so long as the two of you are in contact. Let Blue do the attacking; he's better at it anyway.
-Use the size of the arenas to your advantage. Try and isolate one opponent and murder him, while staying at least Medium range from the next nearest caster to avoid their Dispels. Your fly speed is so good that you'll make up ground quickly when it is time to attack them.
-The order of danger for this build is Casters (for Dispel and potential Energy damage), Archers (can hit you at range; potentially knock Zeus out with poison), melee (basically armored snacks; ignore them). It is crucial you try and winnow out the casters first using Blue+Mageslayer for battlefield control. Remember that Blue's 60ft. Blindsight means they can't hide from you with invisibility or concealment [ie hiding in the bushes].
-Temporary Charisma damage, like a Wilder's Ego Whip, will not make Blue turn on you. Only PERMANENT Cha damage is capable of this (Zhentarim Skymage description, Lords of Darkness).
#232

zombiegleemax

Sep 14, 2005 17:25:25
since everyone is having fun with optimizing their chars so will I

now since my ghost cant have equiment and all that corporal junk that you ppl you in your builds, ill switch my improved turn resistance for ghostly grasp which will allow my ghost to wear some armor and wield weapons. so here are the changes

equipement:

explosive spores moon-ivy armor (+4 defense, arms and equipments guide, p.15)

so basicly it helps my ac by 4 points, which it is now at 28 normaly :D and can be somewhat usefull versus some chars

so now my guy can wear armor and wield weapons which is pointless for him, and have all the other gear he needs :D
#233

zombiegleemax

Sep 14, 2005 17:54:32
may we use feats from dragon magazine
#234

zombiegleemax

Sep 14, 2005 18:56:41
i think i will come up with a player to it sounds neat
#235

oxybe

Sep 14, 2005 20:37:11
edit: gotta redo the character... will be posted sometimes in the future
#236

zombiegleemax

Sep 14, 2005 21:01:04
Hi All,

Please let me know what you think Templates seem all the rage so I went with a VOP human lycanthrope. Large size, great str/con, improved grab, and up to 5 natural attacks make a potent combo!

B

Tye of Clan Grrr

Human Lycanthrope WereTiger ("WT") ECL2 Template
Tiger ("T") 6, War Shaper ("WS") 2

(stats are for hybrid form; remove T bonuses for stats in human form)
S 36/+13 = 17 + 1 (4th level) + 12 (T) + 4 (WS) +2 (Vow of Poverty)
I 10/+0
W 14/+2 = 12 + 2 (WT)
D 18/+4 = 14 + 4 (T)
C 27/+8 = 16 + 1 (8th level) + 6 (T) + 4 (WS)
CH 9/-1

HP 103 (T6-30 WS2-9 Con-64)
Move 30' (40' in tiger form)
Initiative +4
Base Attack +6 (Tiger and War Shaper use the same progression to combine to +6 at 8th level)

Combat Stats:
AC 27 = 10 - 1 (size) +4 (dex) +6 (VOP) + 7 (nat) + 1 (def)
Touch 14 = 10 - 1 (size) +4 (dex) + 1 (def)
Flat 23 = 10 - 1 (size) +6 (VOP) + 7 (nat) + 1 (def)

Full Attack: 2 claws, 1 bite, 2 rakes (when grappling via improved grab)
Claw: +19/+19 2d6+14 (+15 vs evil) = +6 -1(large) +13s +1(vop)
Bite: +17 2d8+7 (+8 vs evil)
Rake: +17/+17 2d6 + 7 (+8 vs evil)
Javelin: +17 d6+14 (+15 vs evil)
Grapple: +23 = 6 + 13s + 4 (large)
Quarterstaff: +17 d8+19

Saves (similar progressions are combined)
ALL SAVES: add +1 vs spells and spell likes
F +6 +1 + 9c plus: Vow of Abstinence - +4 vs poison and drugs
R +6 +1 + 4d
W+2 +1 +1 +2w plus: Vow of Chastity-+4 Will vs charms & phantasms; Vow of Obedience-+4 Will vs compulsions)

Flaws:
Shaky (-2 to ranged attacks)
Inattentive (-4 spot/listen)

Feats: 7 = 3 (8th level) + 1 (human) + 2 (flaws)
Sacred Vow (Exalted: +2 diplomacy), Vow of Poverty (VOP, at 8th level), Thick-skinned (Savage Species: +2 to DR), Brutal Throw (Complete Adventurer: +str instead of dex to thrown weapon attack roll), Mage Slayer (Complete Arcane: +1 to Will, threatened spellcasters may not cast defensively), Multiattack (bite, rake attacks at -2 penalty), Alertness (bonus), Improved Natural Attack:claw, bite (bonus)

Special Abilities & Qualities:
DR 7/silver (WT, feat)
Low Light Vision (WT)
Natural Attacks (WS - Morphic Weapons, Large Size, Imp Natural Attack): 2d6 claw, 2d8 bite
Alternate Forms - Tiger & Hybrid, Tiger Empathy (WT)
Large Size (T)
Scent (T)
Natural Armor +6 (plus +1 enhancement for VOP)
10' Reach (large size)
Immune to Critical Hits (WS)
Immune to Stun (WS)
Shapechanger
Improved Grab (opponent must be M or smaller; free grapple attempt, no AO, on a claw hit, grapple +23)
Rake (when grappling via Improved Grab, may make additional attacks rake attacks for 2d6 + 7)
Pounce (may charge and make a full attack in the first round of combat)

Vow of Poverty abilities
-AC+6
-Stat +2
-Exalted Strike+1 (all attacks act as a +1 magic)
-5 bonus exalted feats
-Natural Armor +1
-Mind sheilding
-Resistance +1
-Deflection Bonus +1
-Endure Elements

VOP Exalted Feats (5, VOP 8; all from Exalted Book)
1-Nymphs Kiss (+1 vs spells & spell likes; +1 skill point/level)
2-Vow of Abstinence (+4 Fort vs poison & drugs)
4-Vow of Chastity (+4 Will vs charms & phantasms)
6-Vow of Obedience (+4 Will vs compulsions)
8-Sanctify Natural Strike (natural attacks: +1 damage vs evil; +d4 damage vs evil undead/outsiders; good aligned vs DR)

Skills: (T-28 WS-12; 4 per level = 2 + 1 (feat) + 1 (human))
Spot +7 = 7 +2w +2(feat) -4 (flaw)
Listen +7 = 7 +2w +2(feat) -4 (flaw)
Tumble +9= 5 +4d
Control Shape +14 = 12 +2w (makes DC15 automatic)
Open Lock +5=1 +4d
Move Silent +4 = +4 (racial) - 4 (size) +4d
Hide +4 (racial) - 4 (size) +4d

Gear: (remember he is large sized!)
20 javelins (d6+11)
large size sling
large size quarterstaff (d8)
40 large size bullets (d6)
large size dagger (d6)
lantern, oil, torches
50' rope
iron spikes, hammer, 10' pole

Tactics:
Obviously Tye prefers using natural attacks in melee, but with Brutal Attack and a good supply of javelins he can dish out a greal deal of damage to flyers or others who keep at range. Tumble if you need to get through a crowded area. Don't forget Sanctify Natural Strike - +1 damage vs evil, and natural attacks are considered good aligned vs DR.

Use Improved Grab and grapple whenever possible; it lets him add 2 rake attacks, and prevents opponents from using anything but small weapons or casting spells with somatic components.

Always pounce on and grapple a wizard or other lightly or unarmored target in the first round of combat!

AC 27, DR 7/silver and immunity to stuns&critical hits should keep him alive.

Always pounce on and grapple a wizard or other lightly or unarmored target in the first round of combat!

Remember Scent! It is invaluable to defeat invisibility, mirror image, blur, and similar effects. Getting within 30' gives you the general direction; then get within 5' and improved grab the invisible/blured/whatever opponent!


Will saves are not great, but being Large sized and the Vow feats provide immunities and bonuses to common Will spells (hold, charm, dominate, etc.)

Use the quarterstaff two handed on any door you can't unlock!

10' reach and improved grab should mean that any melee fighter that comes close will get AO'd, grappled via improved grab, and ripped apart.

10' reach, improved grab, and mage slayer mean that any spell caster that gets close to Tye is toast! Tye should charge casters that are targetting him and try to grapple them; failing that, Mage Slayer should keep them from casting in his face. If they try to run away without tumbling, AO and grapple them!
#237

phaedrusxy

Sep 14, 2005 21:55:25
how does one create the spoiler boxes anyways?

{sblock}YOUR TEXT HERE{/sblock} Replace the { and } with [ and ]

P.S. I am guessing you're going to get the Summon Undead spells nerfed or banned with that character, lol. I was being a bit abusive, but nothing like that, hahaha! If I were playing my character, and knew what you had planned, I think I'd revise my strategy to "nuke the Divine Minion to death first". :heehee
#238

jayr

Sep 14, 2005 22:08:16
I could be wrong, but to me both new builds seem invalid:

@ThetaBrent: Weretiger is ECL 9. 6 hit dice, +3 LA.

@ oxybe: The spellstitched template has LA --. Thus, you cannot apply it unless you have the ability to spellstitch yourself, which requires Craft Wondrous Item, the ability to cast 6th-level spells, 1,000 gp, and 9,500 XP. Also, Libris Mortis mentions that since wild shape is based on the polymorph spell, it cannot be used by undead, thus making your build about 99% invalid.
#239

zombiegleemax

Sep 14, 2005 23:48:18
Afflicted Lycanthrope is ECL2 (what Tye is); Native Lycanthrope is ECL3. Afflicted has less DR (5 instead of 10), can't make new lycanthropes, and requires Control Shape checks.

There seem to be a lot of stacking mistakes with these characters and lots of illegal combinations - I assume a DM will proof them first? A common one - VOP gives an exalted ARMOR bonus which does NOT stack with armor, mage armor, etc.

I particularly like the characters with 10 levels in nothing but prestige classes... :\

B
#240

zombiegleemax

Sep 15, 2005 4:19:03
Here is a question for Pun-Pun:

Zhentarim Skymage (Lords of Darkness) has flavor text that implies it's only used by Arcane casters. But the mechanical requirements for entry can be met by a Cleric with the proper domains/feats, and the spellcasting advanced is "+1 to any," not +1 to arcane." Therefore: which trumps, mechanics or flavor text?
#241

lilt

Sep 15, 2005 4:34:29
You can't use Summon Undead to summon creatures with any more templates applied than it says. If it says you can summon a celestial badger, you can't summon a half-dragon spellwarped mineral warrior celestial badger. Similarly, if it says huge skeleton then that doesn't mean you can go crazy with the multi-headed template.

Where is the fire skeleton template from?
#242

oxybe

Sep 15, 2005 6:46:48
summon undead only has size as a factor in deciding what you can and can't summon...

fire skeleton isnt a template, it's a skeleton variant in libris mortis

actually, i had only planned a normal undead druid/momf... then i read the updated pun-pun thread and saw dave the divine minion... and i thought, why not srew with people a bit more then i have to? :D
#243

lilt

Sep 15, 2005 7:11:41
summon undead only has size as a factor in deciding what you can and can't summon...

Just like how 'celestial badger' is one of the things you can summon with summon monster one. That doesn't mean you can summon a 2-headed half-farspawn phrenic insectile winged celestial badger and expect to get past 'celestial badger'. Why do you expect to get a 12-headed creature past?

Also, I've not checked the exact legality of your suggested forms but note that the PGTF errata limits you to a maximum hit-dice of your CL+1.
#244

oxybe

Sep 15, 2005 7:28:47
celestial badger is a creature. there is no creature called "huge skeleton" in 3.5. i doubt it can or will get past, but im just saying that within the limits of the spell (which is quite vague, and thus quite powerful) you can use insane creatures.

from the SRD:
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s druid level.

divine minion gives you the wild shape abilities of a 11th level druid. MoMF stacks with druid for deciding what HD you can wild shape into. so i'm just putting 2 and 2 together and thinking i can wild shape into 18hd creatures... though i havent posted one.

the player's guide to faerun's version of Summon undead is no longer valid. libris mortis (a later book) has a newer version, which im using.
#245

lilt

Sep 15, 2005 9:47:48
my point is that you can't add templates beyond what it says to. Yes, you need a base creature to turn into a skeleton, but you are not at liberty to apply templates to the base creature left right and center.

True, libris mortis does contain the spells and is more recent. I'd consider the errata to carry over to the LM version, as it's a word-for-word reprint, but that's up to the GM.
#246

oxybe

Sep 15, 2005 9:57:29
originally posted by Jayr:

@ oxybe: The spellstitched template has LA --. Thus, you cannot apply it unless you have the ability to spellstitch yourself, which requires Craft Wondrous Item, the ability to cast 6th-level spells, 1,000 gp, and 9,500 XP. Also, Libris Mortis mentions that since wild shape is based on the polymorph spell, it cannot be used by undead, thus making your build about 99% invalid.

1-spellstiched can be applied by someone else. most undead would do it themselves, but they dont have to.

2- I will have to check the libris mortis section on wild shape later, can you give me the page? worse comes to worse ill just change the build into a living person. the build's real original power comes from the divine minion template+MoMF. i just turned him undead to get some added power from spellstiched.

originally posted by lilt:
my point is that you can't add templates beyond what it says to. Yes, you need a base creature to turn into a skeleton, but you are not at liberty to apply templates to the base creature left right and center.

True, libris mortis does contain the spells and is more recent. I'd consider the errata to carry over to the LM version, as it's a word-for-word reprint, but that's up to the GM.

1- i'll need proof to back that up, no offence was meant by my templating, it was just an exercise in min/maxing. if you can show me proof, it will be changed quite quickly into a normal, run of the mill, young aduld red dragon skeleton.

2- like everything in this tournament, it's all up to the gm, although i'm pretty sure he said that the latest version was always used.
#247

phaedrusxy

Sep 15, 2005 10:48:19
2- like everything in this tournament, it's all up to the gm, although i'm pretty sure he said that the latest version was always used.

Thank you for demonstrating that that is not always the best policy, lol.
#248

oxybe

Sep 15, 2005 10:53:28
lol, yeah newer does not always = less headaches or heartaches
#249

lilt

Sep 15, 2005 11:52:07
1- i'll need proof to back that up, no offence was meant by my templating, it was just an exercise in min/maxing. if you can show me proof, it will be changed quite quickly into a normal, run of the mill, young aduld red dragon skeleton.

In that case I'd suggest you find proof that you can't use summon monster 1 to summon a 2-headed half-farspawn phrenic insectile winged celestial badger. I it doesn't say you can't, but it doesn't say you can either which is the important part. The rules essentially say that you can summon a huge creature with the skeleton template applied. To say that allows you to apply other templates is going down the "it doesn't say I can't" path, which isn't the right way to read the rules.

We are using the latest versions, but I'd expect errata to exactly the same spell (a spell capied and pasted from one book to another) to carry over even if it was printed before the copied spell.
#250

phaedrusxy

Sep 15, 2005 11:55:32
We are using the latest versions, but I'd expect errata to exactly the same spell (a spell capied and pasted from one book to another) to carry over even if it was printed before the copied spell.

Yes of course you're right. I was just being contrary. :P The spells obviously do need to be limited in some fashion. I can't say that I think caster level +1 in HD per creature is the way I'd have chosen (better to limit it by CR), but I can live with it. I'll edit my post later.
#251

oxybe

Sep 15, 2005 12:16:04
because the list given in summon monster 1 SAYS celestial badger. 2-headed half-farspawn phrenic insectile winged celestial badger is not "celestial badger". If you're going by RAW, with summon undead 1 you CAN summon the celestial badger's skeleton. a very young red dragon, no matter the heads 1, 12 or 0, is a huge corpse, and thus a huge skeleton. and thus, by RAW, viable. as i said, show me otherwise and i will change without a fuss.

Summon undead has a summon list but it's vague and open to interpretation. Huge Skeleton or large zombie. show me proof that i can't. until then or until the gm says otherwise, it will stay up.
#252

lilt

Sep 15, 2005 12:44:39
because the list given in summon monster 1 SAYS celestial badger. 2-headed half-farspawn phrenic insectile winged celestial badger is not "celestial badger".

Yes, it is.
#253

oxybe

Sep 15, 2005 12:52:49
look, lets just drop it until the gm gives hi ruling. right now we are acting childish and i dont want to drag this into the ground, ok?
#254

jayr

Sep 15, 2005 15:31:34
@ oxybe: It would cost 47,500 gp to get a spellcaster to expend that much XP for you, plus 1,000 for material components. So spellstitching is out. The "no wildshape" rule is on page 25 under the corrupted wild shape feat.

@ thetaBrent: Sorry, I didn't read that part... however, thanks to his 6 racial hit dice Tye is stil ECL 8 + class levels. Before you start arguing, let me point out that if lycanthrope racial HD didn't apply to ECL, I could be a legendary weretiger and gain 26 bonus HD in exchange for +2 LA. And that just isn't right.
#255

oxybe

Sep 15, 2005 15:46:10
doesnt the average 10th level PC start with 49K (as stated on page 135 of DMG)? my character would be level 10 normally, but he lost 1 level because of the necropolitan template (1 wiz / 7MoMF / 1divine mininon / -1 because of necropolitan template) so he should be level 10.

with the 47500 gp for exp + 1000gp for material components he should have 500gp left over.

i can add the corrupted wild shape quite easily in the build so he can keep on wild shaping even when undead.
#256

zombiegleemax

Sep 15, 2005 15:53:40
halfing (ver. 1.0001b)
sorcerer 6/ ruathar 2/thrall of demogorgon 1/spellsword 1
fifth level of sorcerer is planar substitution – force charged energy*** (planar handbook)
- 1 spell known 2lv

ruathar(RotW)
spellsword(CW)
thrall of demogorgon(BoVD)

HP 6d4 +2d6+2d8+30= 4+5*2,5+2*3,5+2*4,5+30= 62 (62,5)

str 8 dex 16 con 16 int 10 wis 12 cha 18

saves: F 6+3 + 1HF bonus= 10 , R 5+3+1 = 9 , W 10+1+1= 12(14 fear)

BAB +6
Melee +4 (6-1 strenght+1 small-2 noncombatant) ( 1d4-1 dmg)
Ranged +10 (6+3dex+1 small) / +11 with throwing wepons(flasks)
/ +12(dagger or darts) (-1 dmg)
/ +11 with shortbow(+2 str)

INITIATIVE= 3
AC (no buffs) = 10 +1 small+3 dex+1 scaly flesh-1 vulnerable = 14
w/buffs = 14+4 mithril chain shirt+1 mithril buckler (4 shield)=19(22) no ASF!!!

FEATS:
1Bonus(flaw). Willing deformity(+2 intimidate)
1Bonus(flaw). Thrall to demon(+1 luck to one roll once a day)
1.sp. focus(illusion)
3. g.sp. focus(illusion)
6. malign spell focus (BoVD)
9. extra spell(dispell magic)

FLAWS
Noncombatant -2 melee
Vulnerable -1 ac

TRAITS:
Farsighted +1 spot -2 search

skills:
concentration = 13 +3 = 16
spellcraft = 13
spot = 6+1+1 trait= 8

spells per day
0lv - 6
1lv - 7
2lv - 7
3lv - 7
4lv - 7
5lv - 4
spells
0lv - acid splash*** , resistance, light +player choice???
1lv - mage armor, shield, true strike, m.missile, lesser orb of acid***(CA)
2lv - darkvision, see invisibility,e.splendor
3lv - fly, fireball***, curse of the putrid husk(BoVD),dispell magic
4lv - enervation, g.invisibility
5lv - draconic polymorph(draconomicon)

DC = spell LV + 4, +6 e.splendor,
DC for curse of the putrid husk is 21 or 23(e.splendor) +3 if m.spell comp.= 24 or 26
DC for fireball*** = 17 – does ½ force dmg***


Items:
poison (large scorpion venom dc 18 1d6/1d6 str) x 25 = 5000 gp
m. Short bow(+2)
mithril chain shirt
mithril buckler
arrows (c.iron x5, adamantine x5, silver x5) all with poison
mastw. dagger(silver + c.iron)
alchemical sleep gas(FRCS) x 5
mastw..acid darts x 20(?? RoF) (1d4+1d6 acid + poison on 10 darts)
8 x cure moderate wounds
20 x healing salve(LoD)(cures 1d8 hp –alc. Item)
antitoxin x 1
acid x 20
a.fire x 20
masterwork belt(FRCS)
masterwork bandoleer(sp.??? FRCS)
+ standard eq. (sunrods, rope+++)

Metamagic spell components(UA):
(didnt write names only cost)
(you dont need a higher spell slot nor does the casting time change)
Enervation – empowered spell x 4 = 4x1900gp
Fireball - widened x 2 = 2 x 1900
Fireball – empowered x 4= 4 x 1500
Fly – extended x 2= 2x 650
G.invisibility- extended x 3 = 3 x 850
Curse of the putrid husk- highten(+3lv=DC +3) x 7=7x 2550
Price by the book for 3rd level spell and highten +3
= 39100 gp

ploymorph forms
1. Bearhound (MM3) + draconic poly.
large
str 35 dex 15 con 23
AC= 10 -1 size+2 dex+11 natural-1 flaw= 21 +m.armor+shield=29
HP = +30
speed 40 ft. If fly spell 60 fly speed(good)
Attack = 6 -1 large + 12= 17/grap.=22
bite 1d8+18
saves : F 13 R 8
imp.grab
trip
-----------------------------------------------------------------
2. pixie(MM) + draconic poly.
large
str 15 dex 18 con 13
AC= 1 more then halfing(dex)
HP= -20
Saves : F 8 R 10
Speed 20 or 60 fly(good)
Can use items!!! And cast spells!!!!!!!!
Attacks: melee +3 to hit +3 dmg(15 str)
Ranged + 1 to hit - throwing +1 to hit + 3 dmg

Tactics
begin - cast g.invisibility(use Metamagic spell component), see invisibility,
d.polyorph(pixie), e.splendor
when you have nothing better to do –
shield,fly(for when you are not in pixie form),
m.armor, darkvision(if dark)

Always use Metamagic spell component!!!!!! On all spells!!!!

Melee
1. curse of the putrid husk - CDG

Ranged
1. see melee 1.

caster
1. enervation + true strike if you can
after 1. - curse of the putrid husk+CDG or fireball
Or start with curse of the putrid husk
Or dispell magic(invis. or fly or poly. or mirror image or if they see you!!!)

warlocks - 1. fireball*** 400 ft.+++
2. if close see caster

use higher level slots on enervation and CotPH
be invisibile all the time( 2,3 x g. Invisibility with Metamagic spell component )

group of people = fireball*** wait 1 round then fireball***

if spells run low use items(acid, poison, darts, bow...)
------------------------------------------------------------------------
The halfing is searching for a familiar!!!! to be updated!!!!

Huh a long one.

------------------------------------------------------------------------
Finaly the casters are on par with the nocasters!!!!!
Metamagic spell components(UA): :P
( i didnt know what to buy with all that cash)


Questions:

darknoj-
Can the players use sacrifice rules from BoVD?
(with a 30 knowledge religion you could have an 16 HD outsider in 1 round)

Ruathar gives me an item of aprox. 2000+ value.
Can i have the item or the GP?


ck2001wendt-
Orb of force (where???)
#257

zombiegleemax

Sep 15, 2005 18:01:19
Somebody out there needs to buy a calculator...

ECL8 + 2 class levels = 10 levels total

Last I checked, this WAS a 10th level character creation contest ;)

B
#258

jayr

Sep 15, 2005 18:04:20
@ oxybe: All right, you can say that, but then you run into the final problem: you're assuming that the caster lets you become spellstitched with no profit. If you assumed that, you could buy magic items for 80% of normal price. Except you can't- spellcasters charge a 25% mark up on their wares. Unless the DM says that you can become spellstitched at cost, I'd say that this isn't legal.

@ ThetaBrent: Ah. That would be my stupidity and not-too-careful reading speaking. Feel free to ignore me.
#259

kuroi_kenshi

Sep 15, 2005 18:39:35
Do the metamagic spell components require you to have the metamagic feat to apply them accordingly, or do you just have to spend money to save on feats, spell level increase, and casting time?
#260

zombiegleemax

Sep 15, 2005 18:49:21
Do the metamagic spell components require you to have the metamagic feat to apply them accordingly, or do you just have to spend money to save on feats, spell level increase, and casting time?

1.No.
2.Yes
#261

kuroi_kenshi

Sep 15, 2005 22:58:33
Question on ambiguous rules directed towards darknoj.
#262

thepuregamer

Sep 16, 2005 1:46:30
Fjorde, hater of the magic missile 1fighter/1cleric/1 fighter/7 forsaker.
Human- Lawful Evil. He stays on a strict regimen of killing wizards and destroying magic. No straying from the course. All magic must die.
Str 17 -->18 HP: 10 +d8 +d10 +7d12 + 70
Dex 12 AC= 10+8armor + 1 dex + 7 natural= 26(28 using heavy shield)
Con 16 --> 24 spd: 20ft
Int 10 Saving throws: F/R/W= 20/6/11
Wis 14 Skills: Climb= 13ranks +6 str -5 armor check= +14
Cha 9 Sense motive= 13 ranks + 2 wis= +15
Intimidate= 13 ranks - 1 cha= +12
BaB= 9
Attacks- Adamantine falchion(1) or Baatorian greensteel Falchion(2)
AB= 10bab + 4 str + 1MW= +15
(1) 2d4 + 6 damage (2) 2d4 + 7 damage

(3) Masterwork Composite longbow(+4 str)
AB= 10 bab + 1 dex + 1 MW= 12
(3) d8 + 4 damage

Feats: Iron will, Great fortitude, Lightning reflexes, Power attack(fighter bonus feat), Cleave(fighter bonus feat), Close quarters combat( AoO when someone tries to grapple. If you hit, grapple is broken. If they have improved grapple, add damage to grapple check), and improved critical(falchion).

Special qualities: Spell resistence 17, damage reduction 7/ magical, damage reduction 3/ adamantine, Fast healing 2(40 hp limit), Slippery mind, tough defense( con mod as natural armor bonus), Magic destruction, forsake magic, no using magic at all. Domains- Bestial and Darkness for granted powers blind fight and scent. I assume I don't lose them since they aren't spells or spell-like abilities.

Equipment: Adamantine full plate( about 20k), Adamantine falchion(3.5k), Baatorian Greensteel Falchion(about 3.5k note it gives +1 enhancement bonus to attack and damage), locked gauntlet, Bag of marbles( 2 sp dc 15 balance check or you slip and fall prone), Might +6 composite longbow(about 1000k), 60 arrows + quiver, 5 bags of caltrops( 5gp, you can always use caltrops), 20 tanglefoot bags (1200g if they try to run away, throw one at them, longsword, and heavy shield in case you think you need more armor class. Torch, 10 pints of oil, Large bag, Clothing, shoes, clean socks, there must be more that I should get... Earthsilk Jersey(200g DR- 1/ slashing or bludgening). Other money spent on the 8 healing potions I destroy to get DR (700g worth of magic/day to keep DR)


Tips: you are a magic hating monster in a low magic competition meaning you should be ahead of most people in terms of stats. You have somewhat good saves( fort and will), damage reduction of 2 kinds, can defend against grapplers( with AoO) and disarmers(locked gauntlet), have fast healing, and you can hand out fair ammounts of pain. I would advise you to attack fast and if your enemy runs, throw a tanglefoot bag on them. no matter what it ends up being useful. If they fail their reflex save, they are stuck to the ground. If they make it (dc15) they move at half speed allowing you to catch up with them. Also if you want, set up your battlefield. Lay out caltrops in rooms where you expect people to charge at you. Its all about controlling peoples mobility.You also have marbles, I believe they are hard to stand on. That is what I am told atleast. Oh and position yourself to make use of cleave when you are fighting tons of little guys.


If this had been a lvl 11 challenge, I would have made a 1cleric/ 1 monk/ 1 barbarian/8 thrall of jubilex for polymorph as a supernatural ability at will. Free unlimited healing. But everyone seems to be making polymorphing characters these days. Anyway forsaker should do ok. Reply if I have made more errors in my build.
#263

phaedrusxy

Sep 16, 2005 2:03:20
None of the saving throw feats (Iron Will, etc) are fighter bonus feats, so that doesn't work. If you use the optional rules for monk feats from Oriental Adventures, monks can take Iron Will as their first level bonus feat, so monk1/forsaker1 would work then.

Forsaker is a good idea for this, but I'd go with a Monk2/Forsaker8 with the Vow of Poverty I think (if the referee will let you take VoP with a Forsaker).
#264

zombiegleemax

Sep 16, 2005 3:48:09
Question on ambiguous rules directed towards darknoj.

If this is about metamagic spell components.
There are no "ambiguous rules".

UE says that you dont need the feat and dont need higher LV slot and you dont need more time!!!

Forsaker is a good idea ....

Are the potions enough to keep all the abilities(SR, DR ....)?
value = 8x300=2400 gp
#265

zombiegleemax

Sep 16, 2005 8:37:47
Questions

Will the buildes be checked for accuracy before the game?

--Yes my little team of DMs will help me check the builds, any build found incorrect will just be removed from the game.

Zhentarim Skymage (Lords of Darkness) has flavor text that implies it's only used by Arcane casters. But the mechanical requirements for entry can be met by a Cleric with the proper domains/feats, and the spellcasting advanced is "+1 to any," not +1 to arcane." Therefore: which trumps, mechanics or flavor text?

--- Gone go with the arcane casters, only.

Can I summon monsters with templates after template applied to them?

---No you can’t. If the spell does not specifically specify a template to add to your summoning you can only have a base creature of that type.

Can the players use sacrifice rules from BoVD?

---I will have to go take a look at them again, but I think I will rule a no for know. I seem to remember a long prep time for a sacrifice. Ps: The idea of a 16HD outsider makes me cry.

Ruathar gives me an item of aprox. 2000+ value.Can i have the item or the GP?

----- No sorry, I already limited magic items to the Kenshi class.

Can my evil character take a bunch of drugs?

---sure. Drugs thought usefull have draw backs associated with them and are not overly unbalancing.

Can my character use metamagic spell components?

--- These items produce a potion or wand like one time effect and so will be ruled as magic items to allow melee build to continue to be a viable option. With the introduction of a massive free metamagic the game would quickly dissolve into a wizard spell casting death feast. I realize that this hurts some peoples builds and was not original stated but I am going to have to remain firm on this.
#266

oxybe

Sep 16, 2005 8:44:30
alright! now that those things have been settled, time to mod the guys.

can i use all my money to spellstich my character? this would cost me 48500gp... and the starting gold is 49k (dmg p.135), i could just ditch the last 500 to my church :P
#267

thepuregamer

Sep 16, 2005 11:02:15
Darn fighter bonus feats!! Fixing character on original post now. Also Vop monk/ forsaker does not combine well in terms of abilities. Well VoP and forsaker do not. Tough defense (con to ac as natural armor bonus) is wasted since you get a natural armor bonus from Vop, also the two magical damage reductions do not stack either... more waste. What you end up getting out of it is 2 free stat points, a +2 weapon, 1 point armor loss, 1 point deflection gain, and 1 point saving throw bonus. Not very worth it since you lose 2 feats.
#268

zombiegleemax

Sep 16, 2005 11:42:08
Can my character use metamagic spell components?

--- These items produce a potion or wand like one time effect and so will be ruled as magic items to allow melee build to continue to be a viable option. With the introduction of a massive free metamagic the game would quickly dissolve into a wizard spell casting death feast. I realize that this hurts some peoples builds and was not original stated but I am going to have to remain firm on this.

OK. Will change the build.

Can we use Evil spell components(BoVD pg. 45)?
They are not so overpowered as metamagic spell components and they work only on spells with the EVIL descriptor.

The souls are tempting. :evillaugh
#269

zombiegleemax

Sep 16, 2005 12:09:16
Question

Can i use all my money to spellstich my character?

--- Sadly no. People would then use there money to pay for other spell casting services before the battle. i.e. great magic weapons, permanent bull strength ex…
The idea is to do the best you can with out outside magical help. ;) I am sure you will still be able to kill lots of people.

Can we use Evil spell components(BoVD pg. 45)?

---- Since some of the evil spells require those components I will have to say yes. Buy your souls and enjoy.
#270

lilt

Sep 16, 2005 12:36:20
look, lets just drop it until the gm gives hi ruling. right now we are acting childish and i dont want to drag this into the ground, ok?

Apologies if that sounded childish, it was supposed to sound more zen.
#271

oxybe

Sep 16, 2005 15:25:53
originally posted by darknoj
Can i use all my money to spellstich my character?

--- Sadly no. People would then use there money to pay for other spell casting services before the battle. i.e. great magic weapons, permanent bull strength ex… The idea is to do the best you can with out outside magical help. I am sure you will still be able to kill lots of people.

aw shitake. i guess ill have to redo the build to accomodate this. now to get rid of his undead-ishness.

out of curiosity, will druid stack with divine minion for wildshape duration? since it says wild shape like a 11th level druid, but then you have 1 level of druid...?

originally posted by lilt:
Apologies if that sounded childish, it was supposed to sound more zen.

no, we both sounded childish arguing over something even when neither of us had the final say. it was going nowhere, so i just decided to stop the pointless arguing. also, i often miss zen. i prefer the road of logic then the road of enlightment.
#272

phaedrusxy

Sep 16, 2005 17:07:36
i prefer the road of logic then the road of enlightment.

You think they are not the same road? Keep walking. ;)
#273

doodle

Sep 16, 2005 22:49:03
Hope I'm not too late....

Juan Pablo Sanchez Y Metiera

Human Bard 10
Feats
1st Extra Music, Power Attack (H)
3rd Song of the Heart (Eb)
6th Lyric Spell (Eb)
9th Arcane Strike (CW)

Stats
Str 14
Dex 16
Con 12
Int 10
Wis 10 (+1 4th Level)
Cha 18 (+1 8th level)

Skills
Perform (Oratory) 13 + 4 Stat
Concentration 13 + 2 Stat = 15
Tumble 13 + 3 Stat +2 synergy = 15
Diplomacy 13 + 4 stat + 6 synergy = 23
Escape Artist 13 + 3 Stat
Bluff 5 + 4 Stat
Jump 5
Sense Motive 5
Knowledge Nobility 5

Spells Known:
1st Level: Hold Person, Grease, Hideous Laughter, Feather Fall
2nd Level: Alter Self, Summons Swarm, Mirror Image, Bladeweave (CV)
3rd Level: Dispel Magic, Cure Serious Wounds, Haste, See Invisible
4th Level: Dimension Door, Greater Invisibility

Items:
Mithral breastplate, Rapier(s)/Dagger(s)/Staff (for PA) (adamantium. silver, cold iron), Bow and various arrows, usual other crap.

Tictacs:
Throw up the old troglodyte Alterself.
Throw up the old +3 bardsong.
Summon bat swarms to attack pesky flying casters/attackers.
If it comes to melee, use bladeweave + arcane strike. If Bladeweave sticks then PA.
If there is time to "talk" use diplomacy to try to convince big bad fighter types that we should work as a team 1st - then stab them in the back.
Use lyric spell to cast spells (leaving spells to power arcane strike) but always have 3 - 5 spell uses in reserve for bard song.
If time for full buffage, combat it looks like this:
bard song, trog, arcane strike, haste, greater Invis, mirror image, see invis

Best BAB (hasted + Arcane Strike + bard song): +15/+15/+10
Best Damage (Arcane Strike + bard song + power attack): 1d6weapon + 3d4AS + 1str + 3BS + 14PA = 29 average
Best AC (hasted + trog + greater Invis): 10 + 5 armour + 3 dex + 6 trog + 1 haste + 4 invis + 3 fight defensive = 32

Yer players can figure out the rest.

Me.
#274

Shado

Sep 17, 2005 19:29:02
OK, I don’t have nearly the available books at my disposal as a lot of you do, and this probably isn’t the strongest build ever, but it’d be a lot of fun! So, with just the 3.5 PHB and the XPH I give you...

Level 10 Human Wilder

STR: 9
DEX: 14
CON: 16
INT: 10
WIS: 13 (8)
CHA: 18 (4)

Fort: 6 (3 Base, +3 CON)
Reflex: 5 (3 Base, +2 DEX)
Will: 8 (7 Base, +1 WIS)

HP: 6 +9d6 +30(CON) Ave. 68 (118 w/Vigor, effective 202 w/Vigor/Share Pain)
AC: 17 (+5 Breastplate, +2 DEX) or 23 (+5 Breastplate, +2 DEX, +6 Force Screen (9pp))
Init: +2
Move: 30’
BAB: +7/+2

Feats:
Psicrystal Affinity (1)
Empower Power (1)
Psicrystal Containment (3)
Quicken Power (6)
Psionic Meditation (9)
Alertness (Psicrystal)

Skills:
- Concentration +19 (13 Base, +3 CON, +3 Psicrystal)
- Tumble + 17 (13 Base, +2 DEX, +2 Synergy, -1 chk pen)
- Bluff + 16 (12 Base, +4 CHA)
- Jump + 7 (7 Base, -1 STR, -1 chk pen, +2 synergy)
- Balance + 8 (5 Base, +2 DEX, -1 chk pen, +2 synergy)
- Spot + 10 (7 Base, +1 WIS, +2 Alertness)
- Listen + 10 (7 Base, +1 WIS, +2 Alertness)

Abilities:
Wild Surge +3
Elude Touch (+4 AC against touch attacks)
Surging Euphoria +1
Volatile Mind (2pp)

Equipment:
- MW Deep Crystal Spear (+1 to hit, d8, 20/x3 – for 2 pp +2d6 damage)
- MW Mithril Breastplate (+5 AC, Max DEX +5, -1 check penalty)
- MW Darkwood Light Crossbow (+1 to hit)
- MW Darkwood Bolts x 20 (+1 to hit)
- Cure Moderate Wounds Potion x 8

Power Points: 108 (88 Base + 20 from CHA)

Powers Known: 6

1st Level:
- Force Screen
- Vigor

2nd Level:
- Ego Whip
- Share Pain
- Swarm of Crystals

3rd Level:
- Energy Burst

Psicrystal (Single Minded)

STR: 1
DEX: 15
CON: -
INT: 10
WIS: 10
CHA: 10

Fort: 6
Reflex: 5
Will: 8

HP: Half Master’s – Ave. 34 (84 w/Vigor)
AC: 20
Hardness: 8
Init: +2
Move: 30’ (Climb 20’, Flight 50’)
BAB: +0

Feats/Abilities:
Alertness
Improved Evasion
Self-propulsion
Share Powers
Sighted
Telepathic Link
Deliver Touch Powers
Telepathic Speech
Flight

Skills:
- Climb +14
- Move Silently +6
- Search +2
- Spot +6
- Listen +6

This character’s starting strategy is to buff themselves and their Psicrystal with Vigor for 50 temp. HP each (10pp), Share Pain with their Psicrystal (3pp) and throw up a Force Screen +6 AC (9pp). All three of these powers should last more than long enough (10 hours for Share Pain and 10 minutes/100 rounds for Vigor and Force Screen)

At this point, in the arena and the open field, position themselves as best they can in the middle of a large group, then go BOOM!

Rnd 1: Quicken Cold Burst w/+3 Surge
- Fort DC 18, 7d6 +7, Ave. = 31.5, Save = 15.75
Empowered Cold Burst w/+3 Surge
- Fort DC 20, 16d6 +16, Ave. = 72, Save = 36
Psionic Focus
Rnd 2: Quicken Cold Burst w/+3 Surge
- Fort DC 18, 7d6 +7, Ave. = 31.5, Save = 15.75
Psionic Focus
Empowered Cold Burst w/+3 Surge
- Fort DC 20, 16d6 +16, Ave. = 72, Save = 36
Rnd 3: Psionic Focus
Quicken Electric Burst w/+3 Surge
- Reflex DC 20, 7d6, Ave. = 24.5, Save 12.25
Electric Burst w/+3 Surge
- Reflex DC 23, 13d6, Ave 45.5, Save 22.75

The basic idea is that round one and two should drop any pure d4 casters and a good number of d6 rogue types, even with made saves. Round 3 cleans up and starts hitting the tanks where it hurts… low Reflex saves. Obviously exact element type choices should be reserved for on the spot decision making… if surrounded by tanks, go fire/electric... cold for the evasion classes.

For comparison, a Dwarf Barbarian starting with the 17 in CON, adds 1 at either 4th or 8th (20 CON) should have about 121 HP (12 +9d12 +50), or 141 while Raging. Assuming they make all four saves in rounds 1 and 2, that still about 103 points of damage. Round 3 is very likely to finish off even this HP tank. One missed save finishes them off even sooner, and if there are no Evasion types near, the Reflex save of Electric Bursts or Fire ones makes survival even more difficult.

With a 40’ radius… 4 times the area of a Fireball/Energy Ball this should allow the Wilder to clean up pretty well in the point department… won’t make him any friends, but for this scenario, it doesn’t matter. The arena should be easy pickings for point clean-up. The field could allow for some good bombings. The maze is where Ego Whip and Swarm of Crystals come into play. The character isn’t going to clean up in the maze like they will in the arena, but the overall score should still reflect well.

Obviously there are infinite ways to take this guy down, and there’s always the chance of Psychic Enervation rearing its ugly head, but where’s the fun in playing it safe?
#275

oxybe

Sep 17, 2005 19:49:37
originally posted by PhaedrusXY
You think they are not the same road? Keep walking. ;)

knowledge is taught, enlightment is saught. the spiritual and the physical can never meet. science cannot disprove god's existance, yet it cannot prove it either...
#276

thepuregamer

Sep 18, 2005 0:58:12
What monsters can necromancers come into the competition with? Anything they could have killed on their own or will there be some limit?
#277

zombiegleemax

Sep 18, 2005 1:28:29
No purchased magical item. Expect for cure medium wounds potions, which you can only purchase a maximum of 8.

Can we say artificer? The artificer could have crafted some nifty stuff by lvl 10, and with proper use of action points he is ultimate in diversity.....

Perhaps we should get a ruling on crafted magical items here yes?
#278

zombiegleemax

Sep 18, 2005 4:12:39
Hunger the Strange Tentacled Feral Guy

Feral, Half-Fey Human

Barbarian/Paladin of Slaughter/Fighter/Soul Eater

1 Barb
2 Pal
3 Pal
4 Fighter
5 Fighter
6 Souleater
7 Pal

Str 20
Dex 12
Con 14
Int 6
Wis 11
Cha 22

Fort: 10(18)
Ref: 2(9)
Will: 2(8)

HP= 12+6d10+14=59 average
AC= 25 (6 nat, 1 dex, 8 full plate)
Speed= 40 ground, 80 good (flight)

Flaws: Shaky (-2 ranged attack), feeble (-2 wis)

Feats: Alertness, Weapon Focus(claw), Abberration blood, deepspawn, inhuman reach, multiattack, improved unarmed strike, life drain

equipment: Mithril Full plate, mighty composite longbow, arrows, adamantine greatsword, 8 healing potions, whatever else.

BA = 7 (10' range)
Full attack = unarmed (11/6) + 2 claws (10/10) + 2 tentacles (9/9)

Energy Drain. Every succesful attack bestows a negative level and drains an extra 6 hp. (does 11 damage and grants 11 temp hp's + -1's for loss of level)

Special stuff: Rage, Charm Person (at will, dc = 17), hypnotism 1/day, glitterdust or faerie fire 1/day, detect lay 3/day, sleep or enthrall 1/day, protection from law 3/day, tasha's hideous laughter or suggestion 1/day, confusion or emotion 1/day. detect good, smite good 2/day, debilitating aura, deadly touch, divine health

Tactics: With 5 attacks leaching 11 hp's each, taking out the less armored combatants first will load this guy up with hp's...Hope you take him out early. Lots of spell like abilities to mess with and high fly speed.

not sure if I missed anything
(edit blah, was missing two feats, fixed)
#279

oxybe

Sep 18, 2005 8:25:01
it's already been ruled as the Kensai is the only way to get any magic items. not even ruathar (which is given a magic item) can use his. so on UMD artificiers.

the logic behind this was that the kensai's whole point was his magic weapon, not allowing it would make the PrC 100% useless.
#280

thepuregamer

Sep 18, 2005 9:56:22
isnt the whole purpose of the artificer to make magic items?
#281

oxybe

Sep 18, 2005 18:32:57
@Ragnarok55: your thinking about pathetic not feeble (-2 str, dex & con checks and abilities). you cant take the aberrant blood(which has humanoid as a prereq), the half fey template changes you into a fey

also, how do you drain life with energy drain? the entry states that it drains levels not life...

@thepuregamer: we'll just leave this to the dm... though if the artificer can create items, the wizard, cleric, druid, psion, ect... would be able to too. also the kensai can only have 1 magic item, his weapon. the artificier could have many, many magic items
#282

jayr

Sep 18, 2005 18:47:17
@ Ragnarok55: Because your starting stat modifiers are higher than +8, you don't qualify for the Pathetic flaw.
#283

saru

Sep 19, 2005 2:29:38
this is a small try for this contest :

human fighter 1/ sorceror 6/ EK 2/ spellword 1


stats :

str 12 = 12(base)
dex 16 = 16(base)
con 14 = 14(base)
int 10 = 10(base)
wis 10 = 9(base) + 1(lvl)
cha 18 = 17(base) + 1(lvl)


hp : 10(fighter) + 6d4(sorceror) + 1d8(spellsword) + 2d6(EK) + 20(con)
hp 61 = 10 + 18 + 5 + 8 + 20

AC : 21 = 10(base) + 3(dex) + 4(spell : shield) +4(mithral shirt)
flat-footed : 18 = 10(base) + 4(spell : shield) +4(mithral shirt)
touch : 13 = 10(base) + 3(dex)
in troglodyte form :
AC = 27
flat-footed AC = 24
touch AC = 19

initiative 7 = 4(improved initiative) + 3(dex)

BAB : +7/+2
melee attack : +8/+3 (+9/+4 with masterwork weapon)
ranged attack : +10/+5 (+11/+6 with masterwork bow)

speed :
land - 30 ft
fly - 0 ft (30 ft under fly spell)

saves :

fort 10 = 2(con) + 2(sorceror) + 2(fighter) + 3(EK) + 1(spellsword)
ref 5 = 3(dex) + 2(sorceror)
will 6 = 5(sorceror) + 1(spellsword)

feats :
1 - human - empower spell
1 - fighter - improved initiative
1 - lvl 1 - combat casting
3 - lvl 3 - sudden maximize spell
6 - lvl 6 - power attack
7 - EK bonus - arcane strike
9 - lvl 9 - extra spell(dispel magic)

skills :

spot
listen
concentration
spellcraft
move silently


caster level : 8
spells per day :

0 lvl - 6 (DC = 14)
1 lvl - 7 (DC = 15)
2 lvl - 7 (DC = 16)
3 lvl - 6 (DC = 17)
4 lvl - 4 (DC = 18)

spells known :

0 lvl (8) - acid splash, light, detect magic, ghost sound, touch of fatigue
mage hand, ray of cold, resistance
1 lvl (5) - magic missile, ray of enfeeblement, shield, summon monster 1, true strike
2 lvl (3) - alter self, see invisibility, scorching ray
3 lvl (2+1) - dispel magic, fireball, fly
4 lvl (1) - greater invisibility

items :
masterwork adamantine greatsword (damage : 2d6 + 1(str), 19-20/2)
masterwork adamantine short sword (damage : 1d6 + 1(str), 19-20/2)
masterwork composite longbow(+1 str) (damage : 1d8 + 1(str), 19-20/2)
arrows (cold iron, adamantine, silver, normal)
mithral shirt
8x cure moderate wounds potions
10 thunderstone
10 tanglefoot bag
5 acid flasks
5 alchemist's fire
5 antitoxin

small tricks :
- use summoned monsters to trigger traps in cave part of the challenge
- use ray of enfeeblement to paralyse your opponents (when they re at 0 in str)
- use dispel magic to remove spell resistance and see invis
- stay flying if you can to avoid melee opponents until you weakened them with spells
- use true strike, power attack and arcane strike in melee
#284

kuroi_kenshi

Sep 19, 2005 12:39:06
You can't take arcane strike as a fighter bonus feat :/ Also I might suggest you just go SS3 and drop EK2, since SS2 and 3 give you a bonus feat and CL just like EK, but gives more hp/saves.
#285

zombiegleemax

Sep 19, 2005 20:04:05
fixed look
|--\..|----....|.........+----+.....\............/\............/
|...|..|.........|.........|......|.......\........./...\........./
|---..|----....|.........|......|........\....../......\....../
|...|..|.........|.........|......|..........\.../.........\.../
|--/...-----...-----...+----+...........\/............\/
#286

phaedrusxy

Sep 19, 2005 20:10:40
8 Druid / 2 Ranger Half-Gold Dragon

That is Equivalent Character Level (ECL) 13.

Edit: Question for Darknoj: Can we summon creatures with advanced hit dice with the Summon Undead spells? Or only the base creature given in the Monster Manual (or other book)? I am assuming you're going to be applying the errata that limits creatures summoned with these spells to caster level +1.
#287

zombiegleemax

Sep 20, 2005 8:09:28
Can we summon creatures with advanced hit dice with the Summon Undead spells? Or only the base creature given in the Monster Manual (or other book)? I am assuming you're going to be applying the errata that limits creatures summoned with these spells to caster level +1

--- Any base creature giving in the monster manual or other books. I will indeed be applying the errata that limits the creatures summoned with the spells to caster level +1.

Can if I am a evil cleric or necromancer start the game with some undead minons I may have created and controlled? What monsters can necromancers come into the competition with? Anything they could have killed on their own or will there be some limit?


--- This is the same as asking if wizards could start with golems or warriors could start with cohorts if they take the leadership feat. I am not going to allow the leadership feat. I am not allowing golems. I will therefore not allow wizards to start with undead. Fell free to have a Skelton or group of skeletons on hand to cast animate undead on during the buff round or battle. I will be using the encumbrance rules, so don’t try to bring a dragon Skelton around before the battle, with out some interesting way to transport it.

I have ruled that druids and ranges get there pets, paladins ex.. get there mounts.

Can my artificer come with magic item?

--- Sorry I have decided that this would get to out of control. Therefore only the Kensai can bring a magic item into the games.
#288

zombiegleemax

Sep 21, 2005 14:04:34
I will be using the encumbrance rules, so don’t try to bring a dragon Skelton around before the battle, with out some interesting way to transport it.

I was going to sit by quietly but a challenge that has piqued my interest has arrived. Before a build arrives expect to see my plans for transporting the corpse of some dead animal to the arena. I think I will go for something gargantuan. Oh yes... just you see!

Edit: the candidates are 3 huge dire bear. Gargantuan creatures weigh 16-xxx tons. Yeah that requires too much imagination for me. 3-6 tons though I can do that.
#289

Lokiyn

Sep 21, 2005 16:30:29
Human Psion 10 (Shaper)

Int 17

Feats.

Psicrystal affinity
Improved Psicrystal [x7] {Artiste}

Bluff(cha) +13
Craft[Alchemy] (Int) +13
Craft[Desserts] (Int) +13
Craft[poison] (Int) +13
Profession[Baker] (Wis) +13
Knowledge[Nature] (Int) +13

Skills Modified by Psicrystal Unnamed bonus

Craft[Alchemy] (Int) +13+24=37
Craft[Desserts] (Int) +13+24=37
Craft[poison] (Int) +13+24=37

Minor Creation, Psionic
Metacreativity (Creation)
Level: Shaper 1
Display: Material
Manifesting Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonpsionic, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
As the minor creation spell, except as noted here.

Now tactics.

This character Which i shall Dub "Der Baker" will utilize Minor creation to create a Pie/Cake/Donut/Etc. This Pie will be laced with Any one of

Black lotus extract
Striped toadstool
Id moss
Bloodroot
Blue whinnis

All Vegetable based non-living, non-magical plant matter poisons.

Now in case you are wondering, yes it is possible to make a pie using only vegetable material.

And to prevent being slaughtered immediatly Wall of ectoplasm serves nicely.

The duration of the power allows the poison to take full effect. even if the power ends later the poison has taken its full effect by then.

I may or may not further this build, now i must go make a butcher and a candlestick maker.


*edit* forgot to account for original psicrystal bonus
#290

zombiegleemax

Sep 21, 2005 18:17:55
Here is the solution to the heavy bones problem:

Heavy warhorse can drag 4500 lbs
Assuming 8 tons each x3= 24 tons x 2000 = 48,000 lbs
9000 lbs per 2 warhorses( 2 warhorses dragging one wagon)- 400lbs wagon= 8600lbs per 2 warhorses.
48000/ 8600= 5.58 pairs of warhorses x 2 warhorses(per pair)= 11.16 warhorses.
Since you cant have .16 warhorses, I must round up. Therefore I need a total of 12 heavy warhorses and 6 wagons.

12 heavy warhorses x 400gp each= 4800 gp
6 wagons x 35 gp each= 210 gp
Hire 6 hirelings to man the wagons and pay them with horses and wagons ( wont need them afterward).

Now there we have it, 24 tons of 20hd huge dire bears transported to competition.
#291

zombiegleemax

Sep 21, 2005 19:08:00
heres my fixed entry sorry about it being disjointed i had to convert it from a different kind of thing to this hope you like it! (please comment)P.S. the level thing is fixed and as alway COMMENT PLEASE

_______________ _______ _________
CHARACTER NAME PLAYER CAMPAIGN

6 Druid / 1 Ranger Half-Gold Dragon Elf Chaotic Neutral
CLASS AND LEVEL--------RACE-------ALIGNMENT

ABILITY NAME----ABILITY-SCORE
STR
strength.................18........+4
DEX
dexterity................14........+2
CON
constitution............16........+3
INT
intelligence.............10........+0
WIS
wisdom..................12........+1
CHA
charisma................10........+0

-TOTAL---------SPEED
hit points 98......30ft.

AC
armor class...........18.........=...........10........+.............4
.......................TOTAL..................BASE............ARMOR BONUS

+...........2..........+.............2
....DEX MODIFIER......NATURAL ARMOR

TOUCH armor class / 12 FLAT-FOOTED armor class 14


INITIATIVE----TOTAL----------DEX MODIFIER-----MISC MODIFIER
..modifier..........+6.........=..............2............+...........4

SAVING THROWS
FORT-----------TOTAL----------BASE SAVE-----ABILITY MODIFIER
constitution.........10.........=.............7.........+.............3

REFLEX
dexterity..............7..........=............5..........+............2

WILL
wisdom................7..........=............6..........+............1

DAMAGE REDUCTION............1/--
SKILLS
SKILL NAME---------------KEY----SKILL------------ABILITY
-------------------------ABILITY MODIFIER---------MODIFIER-------RANKS
(cc)Balance¤....................dex........2............=...........2...........+......0
Climb¤.............................str.........4............=...........4...........+......0
Concentration¤.................con.......14...........=...........3......... ..+.....11
(cc)Escape Artist¤.............dex........2...........=...........2......... ..+......0
Handle Animal...................cha........7...........=...........0......... ..+......7
Heal¤..............................wis.........5...........=...........1........ ...+......4
Hide¤..............................dex.........2...........=...........2...........+......0
Jump¤.............................str..........4...........=...........4...........+......0
Knowledge (dungeoneering).int..........3...........=...........0...........+......3
Knowledge (nature)...........int..........6...........=...........5...........+......1
Listen¤...........................wis..........7..........=............1...........+......6
Move Silently¤.................dex.........5...........=...........2............+......3
(cc)Open Lock................dex..........2...........=...........2............+......0
Profession......................wis..........1...........=...........1.............+.....0
Ride¤............................dex..........7...........=...........4.............+.....3
Search¤.........................int..........2............=...........0.............+.....2
(cc)Sense Motive¤..........wis...........1..........=............1............+......0
(cc)Sleight of Hand.........dex..........2...........=............2............+.....0
Spellcraft.......................int..........4...........=............0............+.....4
Spot¤...........................wis..........6...........=............1............+.....5
Survival¤......................wis...........5...........=............1............+.....4
Swim¤..........................str...........4...........=............4............+.....0
(cc)Tumble...................dex..........2............=...........2............+.....0
Use Rope¤....................dex..........2............=............2...........+.....0

BASE ATTACK BONUS 7/2/0/0 SPELL RESISTANCE 0

GRAPPLE
modifier 12 = 8 + 4

ATTACK..........................................ATTACK.............DAMAGE...CRITICAL
Adamantine Longsword (masterwork)...6/1/-1/-1.............1d8+4....19-20/x2
NOTES
4lb, Med, dual wielding,

ATTACK......................................ATTACK....DAMAGE...CRITICAL
Adamantine Longsword (masterwork)....3..........1d8+2.....19-20/x2
NOTES
4lb, Med, dual wielding



POSSESSIONS
ITEM-------------------------------------LB.
Crowbar - - - - - - - - - - - - - - - - - - - -5
2 x Adamantine Longsword (masterwork) - -8
Backpack (empty) - - - - - - - - - - - - - - 2
Darkwood Club (masterwork) - - - - - - - - 3
Darkwood Quarterstaff (masterwork) - - - -4
Flask - - - - - - - - - - - - - - - - - - - - - 0
5 x Oil (1-pint flask) - - - - - - - - - - - - -5
Spyglass - - - - - - - - - - - - - - - - - - - 1
Adamantine Chain shirt armor (masterwork)25
2 x Arrows (100) - - - - - - - - - - - - - - 30
2 x Bullets, sling (50) - - - - - - - - - - - -50
Darkwood Longbow, composite (masterwork)3
Darkwood Sling (masterwork) - - - - - - - -0
Mithral Shield, small, steel (masterwork) - -6
8 x cure medium wounds potion - - - - - - 0
Traveler's outfit - - - - - - - - - - - - - - - 5


PLATINUM 3111
GOLD 334
SILVER 4
COPPER 7

1-100lb.-----101-200lb.---201-300lb.---300lb.-------600lb.-----600lb.
LIGHTLOAD-MEDIUMLOAD-HEAVYLOAD-LIFT OVER---LIFT OFF---PUSH OR
- - - - - - - - - - - - - - - - - - - - - HEADEQUALS-GROUND2x--DRAG5x
- - - - - - - - - - - - - - - - - - - - - -MAX LOAD--MAX LOAD-- MAX LOAD

FEATS, LANGUAGES & ABILITIES

FEATS
Eschew Materials, Improved Initiative, Endurance, Diehard, Armor Proficiency (light),
Armor Proficiency (medium), Martial Weapon Proficiency, Shield Proficiency,
Simple Weapon Proficiency, Track, Two-Weapon Fighting

LANGUAGES
Draconic, Common, Elven

DRUID ABILITIES
Wild shape (2/day), Resist nature's lure, Trackless Step, Woodland stride, Nature Sense, Animal companion, Wild empathy

RANGER ABILITIES
Style (Two-weapon combat), Track, 1st favored enemy, Wild empathy

ELF ABILITIES
Immunity to sleep spells, +2 save bonus vs Enchantment spells, Low-light vision,
Proficient with longsword, rapier, Proficient with most bows

HALF-DRAGON ABILITIES
Water breathing (at will), Speak with animals (at will)
Detect lie, Bless and, sleep (twice per a day), Dragon fear (three times per a day)
immune to fire and gas, 90-foot infravision, Claw attacks (1d6/1d6),
Breath weapon (spray fire 10 feet long doing 3d6 damage, usable twice a day)

Druid spells
Spell Save / DC LEVEL / SPELLS PER DAY / BONUS SPELLS
11……………….0…………..…….6…………………...0
12….………….1st…………..…….4…………………...0
13….…………2nd…………..…….3…………………...0
14….…………3rd…………..…….3…………………...0

Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know, Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance,
Virtue

Level 1
Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants,
Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry
Hide from Animals, Jump, Longstrider, Magic Fang, Obscuring Mist,
Pass without Trace, Produce Flame, Shillelagh, Speak with Animals,
Summon Nature.s Ally I

Level 2
Animal Messenger, Animal Trance, Barkskin, Bear’s Endurance, Bull.s Strength, Cat.s Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere,
Gust of Wind, Heat Metal, Hold Animal, Lesser Restoration, Owl's Wisdom,
Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb,
Summon Nature.s Ally II, Summon Swarm, Tree Shape, Warp Wood,
Wood Shape

Level 3
Call Lightning, Contagion, Cure Moderate Wounds, Diminish Plants,
Dominate Animal, Meld into Stone ,Neutralize Poison, Plant Growth,
Poison, Protection from Energy, Remove Disease, Sleet Storm, Snare,
Speak with Plants, Spike Growth, Stone Shape, Summon Nature.s Ally III,
Water Breathing, Wind Wall

Appearance, Traits + Disadvantages
dark gold hair, golden irises and, pale gold scaly skin.

History
he was born into the world as a half-gold dragon elf and recieved a fanfare of happines from both his father and mother. he grew up near the ocean. he was raised by his mom in a town called Dragons Hold not far from a forest where his father a friendly Gold Dragon that saved the town once has his lair. his mother a elf sorcerer is focused in her family, and respected by the community. In his childhood, was praised for his skill at Magic, which caused him to be both admired and hated. his closest friend is his cousin Raukick female Half-Elf but went a way when he was young so for a few years he went and lived with his father and helped sort the hoard and shine it.

Goals
began adventuring because he wanted to collect a hoard as large as his fathers and advanced his magick to try to match his Mothers.
#292

zombiegleemax

Sep 22, 2005 10:56:14
So now that we have more than 20 contestants, what's the decision rule on who gets in?
#293

phaedrusxy

Sep 22, 2005 11:00:23
I will be posting my new entry just before the deadline, since some people seemed to be building their characters' defenses around my last one's offensive tactics, and "borrowing" things from the character for their own. ;)
#294

zombiegleemax

Sep 22, 2005 11:12:15
feats :
1 - human - empower spell
1 - fighter - improved initiative
1 - lvl 1 - combat casting
3 - lvl 3 - sudden maximize spell
6 - lvl 6 - power attack
7 - EK bonus - arcane strike
9 - lvl 9 - extra spell(dispel magic)

By level 9 you have 3rd level spells so you cannot take dispell magic, you must take a spell one level lower.

So now that we have more than 20 contestants, what's the decision rule on who gets in?

I would like to know to, before I change my build.
#295

zombiegleemax

Sep 22, 2005 12:19:51
So now that we have more than 20 contestants, what's the decision rule on who gets in?

I will print out all the builds. Me and my co-DMs will go through them and pick the 20 we think the players will have the most fun with. Extra consideration will go to those that have been active on the thread and help with there suggestions / advice to make the game more fun. I will post the chosen builds and the first round results when I return from the first convention. Leaving Oct 8, be back in a week, so should have a post up some time around Oct 16 for every one to enjoy. The more unique the build the better your chance of it getting in. i.e. o another poison using archer… well the first one was really cool and so was the second. we will keep them...but do we really need a third one?
#296

kuroi_kenshi

Sep 22, 2005 16:41:39
I will be posting my new entry just before the deadline, since some people seemed to be building their characters' defenses around my last one's offensive tactics, and "borrowing" things from the character for their own. ;)

Smart man :D
#297

zombiegleemax

Sep 22, 2005 18:12:18
I will be posting my new entry just before the deadline, since some people seemed to be building their characters' defenses around my last one's offensive tactics, and "borrowing" things from the character for their own. ;)

i @lso @gree sm@rt m@n so i will just h@ve to w@it till he posts it to upgr@de mine w@it i uh i me@n i will do it to h@ h@ funny right @nyw@y minor upgr@des like @ different items or simple stuff like th@t and not telling people th@t your w@iting might work

all about the @
Show
BELIEVE IT OR NOT THERE ARE 19 @ IN MY POST!! WOW!!!!
#298

deathwishjoe

Sep 22, 2005 22:01:36
okay lets go with strong heart halfling warlock 6/ rogue 3/ shadowdancer 1
str 12 -2 racial to 10
dex 17 +2 racial 19
con 16 +2 from level 10 18
int 14
wis 10
cha 9

feats
1 mortal bane
1 combat reflexes
3 practiced spell caster
6 extra invocation
9 craven

flaws - noncombatant, inattentive
feats from flaws - dodge, mobility
invocations- fell flight, voracious dispelling, walk unseen, see the unseen, balefull utterance.

items: master crafted adamantine chain shirt, 8 cmw potions, lots of antitoxin

AB: 6+ (BAB) +1 (size) == 7 (dont need more though as were doing ranged touch attacks on flatfooted people)

AC: 10 base + 4 dex +4 mastercrafted adamantine chain shirt +1 size == 19 (try not to get to where the enemy can hit you in the first place)

saves (decent but nothing to rely on)
fort 3 + 4 (stat bonus) == 7
refl 7 + 1 (stat bonus) == 8
will 6 == 6 (-2 for fear saves from cravenv+2 racial bonus for fear so it cancels out)

HP: 6 + 8d6 +1d8 + 40 == AVE. of 78.5

skills of note:
tumble, -1 (armor penalty) +4 (dex)== 16
hide +4(racial) -1 (armor penalty) +4 (dex)== 20
move silently +2(racial) -1 (armor pentalty)+4 (dex)== 18
perform (dance) 4 =1 (cha) == 5
listen +2(racial) == 16
concentration 9 +4 (con)== 13

strategy: start off invisible then first turn cast fell flight and move to a different spot before someone decides to cast a AoE on all the invisible spots in the arena where people are supposed to be but arent. then move over to an archer char who cant see you but stay away in case some caster hits your target with a fireball or something. might as well cast see the unseen this turn as well for later use. cast baleful utterance on his bow weapon. laugh and sneak attack with eldrtch blast for 5d6 (eldritch blast) +2d6 sneak attack +10 craven == 7d6 + 10. after you sneak attack use the hide in plan sight ability to hide as a move action. rinse repeat. you can also use mortal bane 5X on the tougher opponents. other interesting strategies include casting baleful utterance on all the potions a target has or casting voracious dispelling on all the fairies flying around using invisability (on the polymorph self spell not the invisability part. the wizard changes back to human, falls, takes damage and is now visable to melee chars). also remember that because you do so much damage a round you can steal kills from other people by hitting them with a mortal baned eldritch blast sneak attack and not only get the kill but possibly get the most damage as well. if you play smart you can steal kills from all the melee characters get tons of kills by hurting the archer characters and kill or counter most of the low HP spell casting characters. In the dungeon try and float close to the ceiling this way you can manuever around most land bound characters and still sneak attack them. in the larger rooms work it just like the arena. in teams well remember that the meatshields your with when they get into a melee you can flank them and sneak attack them.
#299

kuroi_kenshi

Sep 22, 2005 22:26:13
Ok, time for more questions on little quirks in the rules.

1) Does the cha bonus to saves from paladin, witch hunter, blackguard, and hexblade stack since they're (in nearly all cases) differently named abilities, and unnamed?

2) Since No Thought from shiba protector stacks with str and dex for hit/damage, if one took zen archery, will the hit bonus from that feat stack with No Thought?

EDIT: ok, forgot something

3) You say any books, but is dragon magazine allowed?

That's all for now :P
#300

zombiegleemax

Sep 22, 2005 22:26:33
Here is the build- Auden Frost
Venerable Human 6 sorceror/2 shadow adept/ 2 arcane devotee
Str 12 -6age=6 (7 )
Dex 9 -6age=3 (18 )
Con10 -6age=4 (11 as pixie)
Int 14 +3age +1(4th lvl)=18
Wis16 +3age +1(8th lvl)-2 wisdom from shadow weave= 18
Cha17 +3age= 20
Bab= 5
Hp=10 minimum (40 in pixie form) AC= 10-4= 6 (15 in pixie form)
spd= 30ft (20ft/60ft fly in pixie form)
Saving throws
Fortitude= 3base -3(0 in pixie)- 3 flaw= -3(0)
Reflex= 3 base- 4(+4)= -1(7)
Will= 11 base + 4 + 2 feat= 17
flaws: noncombatant + meager fortitude
Skills:
Concentration= 13 ranks +2 discipline -3 con(0)= +12(15)
Spellcraft= 13 ranks +4 int= +17
Knowledge (arcana)= 13 ranks +4 int= +17
Knowledge( religion)= 13 ranks +4int = +17
Hide= 13 ranks +4 dex + 4 size( in pixie form)= + 21
Move silently= 13 ranks + 4 dex (pixie form)= + 17
Feats: discipline(+2 will, +2 concentration feat from flaw), enlarge spell( feat from flaw) , shadow weave magic, assume supernatural ability(Pixie's greater invisibility), corpse crafter(+hp/hd, +4str), destructive retribution(upon death d6 10' radius negative energy blast +d6/2hd dc 15 reflex), Tomb-tainted soul(heals from negative energy)
Class abilities: Insidious magic, Pernicious magic, Tenacious magic, Shadow defense (+1 on saves against enchantment, illusion, and necromancy), low light vision, Reach of the holy(free enlarge 5/day), Sacred defense(+1 on saving throws against divine spells, spell-like abilities, and supernatural abilities).
Equipment: Wizard's robe, walking stick, Material components( do I really have to write all these down?), 3 20HD dead huge dire bears, 160 dead 1/4 HD bats, 320 1/8HD dead hairy spiders.
Spell slots:
1st lvl-7
2nd lvl- 7
3rd lvl- 7
4th lvl-6
5th lvl- 4
spell's known list :
9-0 lvl- Resistence, detect magic, dancing lights, ghost sound, prestidigitation, light, message, mage hand, mending
5-1st lvl- summon undead I, Feather fall, Unseen servant, Shield, Mage Armor
4-2nd lvl- flaming sphere, command undead, see invisibility, bear's endurance
3-3rd lvl- summon undead III, animate dead, fireball
2-4th lvl- Summon undead IV, polymorph
1- 5th lvl- Summon undead V

Tips: First round, polymorph into a pixie and become invisible. Fly up 30 or so feet and cast ventriloquism to throw your voice in a direction away from you. So that the words you speak to cast your spells do not sound like they are coming from you. 3rd round, cast bear's endurance to bring your hp up to 60. 4th round, start animating 2 of your 3 huge dire bears as skeletons. You will have to use command undead on the bears. Once you have 2 skeletal huge dire bears to defend you. Start animating your hairy spider corpses as skeletons. Animate 160 of them. After you have 2 dire bear skeletons and 160 as zombies using animate dead. About 80 every round. Only ressurect as many as you can control at one time( 80 bat zombies controllable at one time) While your dire bears slaughter their foes, use the bats and spiders to finish enemies while also rejuvenating your dire bears health(they explode doing d6 damage in negative energyeach within 10ft of them. this hurts all living targets and heals all undead targets as well as yourself). If you ever take any damage, use your spiders to heal yourself by having them kill each other around you. Once the bears, bats, and spiders are out wreaking havoc, cast see invisibility on yourself. After that spend your extra 4th and 5th lvl spells summoning allips and shadows(summon undead IV and V) to take out the enemies with high armor class and the flying enemies. You can also take out flying enemies with your explosive bats. Send them in large numbers at a target and use a flaming sphere to set them off. Have them kill casters first as melee combatants cannot touch you while you are flying. Also, since non-casters cannot find you kill all magic users in the first round you see them(bears and spiders if they are on the ground, bats and incorpeal undead if they are in the air. Stay hiding far away from the combat 40 feet or so(Stay hidden using your invisibility and real cover just in case someone has see invisibility on, you have a natural +17 hide and move silent check). When your summoned shadows kill their enemies, use command undead on the shadows that spawn. If they survive to make more spawn, you will control those spawn indirectly since you control the spawns master. If you survive first few rounds, you should have a massive army of shadows, explosive spiders and bats, and huge dire bears at your disposal.

Note: In case you didn't read my long winded plan... Staying hidden and killing the biggest threats should be your basic plan.

Dire bear skeleton stats:
str 44
dex 13
con --
int--
wis 10
cha 1
HP=20d12(avg 130) +40hp= avg 170 hp
AC=12(9 touch)
F/R/W saves=7/8/9
AB= 10bab +17str-2size= +25
Grapple check= +35
2Claws +25= 2d6+17 damage
bite+20= 3d8+8
Immune to frost, DR 5/bludgeoning
upon death blows up for 10d6 negative energy damage in a 10' radius
Zombie bats: 3 hp
spd: 5ft, 40ft fly(clumsy)
AC 15( 4 size, 1 dex)
AB=3
skeleton spiders: 1 hp
spd: 20ft climb 10ft
ummm these two are supposed to just die and blow up for d6 negative damage...
#301

Lokiyn

Sep 23, 2005 0:04:26
Oh just to let you know "der baker" is an actual build. Its currently only bare bones at the moment. Since the build depends on a massive amount of creativity i need appropriate time to write out a guide on how to use him. Which takes more time that i have until the weekend rolls around.
#302

deathwishjoe

Sep 23, 2005 0:34:13
darkmatter thats a pretty brave build youve got there. only 10 hp (40 in pixie form) would scare me. what if someone can see invisible?
#303

kuroi_kenshi

Sep 23, 2005 0:46:54
Not to mention those saves, lol
#304

Lokiyn

Sep 23, 2005 2:26:54
Bah you will both fall to my tasty poison pies and deadly desserts :D :P
#305

deathwishjoe

Sep 23, 2005 2:44:34
yes I have to admit Im wondering how your build will work. what will you do with your build? its not like you canmake me eat the pies ond I dont think you get get poisioned by someone who throws a pie at you. non weapon objects do subdual damage and yeah im confused now but still interested on how itll work out in the end. been looking over at the other builds. a couple of them worry me. the one with the globe of unvulnerability (cant remember what type of globe exactly just one of invulnerability) my main source of damage comes from a level 1 SLA. not much I can do against him. the others Im worried about ether have waaaay to many HPs (180+) or have an extreamly high flatfooted touch attack. allmost every one else will die after 2-3 rounds of my eldritch blast sneak attack. Im also considering gtting rid if two of my feats (battle caster/ medim armor profeciency) swapping stats around and going with a mstrcftd breastplate. this allows a better chance of hiding in my armor (my invisability is gone after attacking but if Im hiding then it doesnt matter) need 2 more feats though that'll help with the stealth part. might try and take maximize SLA or quicken SLA as well.
#306

Lokiyn

Sep 23, 2005 3:43:49
yes I have to admit Im wondering how your build will work. what will you do with your build? its not like you canmake me eat the pies ond I dont think you get get poisioned by someone who throws a pie at you. non weapon objects do subdual damage and yeah im confused now but still interested on how itll work out in the end.

Well Basically i'm focusing on the fact that i have an unnamed +24 bonus(+30 if i used flaws) to ALL craft checks. That means that what i can do is use the creation and fabricate suite of spells combined with craft checks to produce hiding places. Immagin if you will i slide up to a rock and then create a thin layer of stone with a small holes and through virtue of my craft checks it looks like a natural extention of the rock itself. From there i can direct constructs. Even worse i can use two pp to create a bucket and then fill that bucket with lotus extract and have the astral construct dip its hands in the bucket befort attacking. For example in the first part i'm probably going to take out the lions by throwing them special treats poisoned to heck. I also might have a barrel of caltrops that i fill with lotus extract and coat the field with poisoned caltrops. Various drugs and poisons that i can produce powerdered will be scattered to the winds on the field. etc. Rememver these aren't ordinary pies. This pies at minimum are produced with a +38+roll so these are the most appetizing delicious confections to ever grace a battlefield. Remember also that i can produce linen clothing dyed with plant bsed dyes that replicate the costumes of a judge official or othe official representitive. Also remember that oil can be produced from plants so a 10ft cube of oil is nothing to sneeze at. Now the second challenge shouldn't be too hard. again with the poisons i can scatter caltrops poisoned with them all over the place s i pass through and also i can produce enough oil to set large tracks of the cave on fire, probably combining that with inhaled poisons to make the smoke extra lethal.

The group combats will be simplest with a fallback to the poisoned astral constructs and possibly a tidbit for the bear to eat. if i run into an emergency there is always wall of ectoplasm to help me out. And of course i can always use ectoplasmic coccoon and if i'm feeling nasty spawn a barrel and fill it with poison and dip you in head first.

Lets see boxes labeled mid course rations with fresh tasy bread and cake are an option. Fabricate should let me close off some passages with thin layers of stone if i have time.

Speaking of time probably in the original fight i'll simply manifest some ration boxes with bottles of wine and beer (both vegetable matters ;) ) and then time hop myself and then go after the battered survivor with constructs and such. Its the invisible creatures i'll have a problem with. However since i can spawn cubic feet of flour that shouldn't be too much of a problem. Even more fun flour and grain dust explode when particulated. So if i Concussion blast a 20cubic ft stack of poweder then order an astral construct with a torch to charge the particulate cloud.........


Ok the things i can do with a near infinate supply of mundane materials
#307

zombiegleemax

Sep 23, 2005 8:06:16
Ok, time for more questions on little quirks in the rules.

1) Does the cha bonus to saves from paladin, witch hunter, blackguard, and hexblade stack since they're (in nearly all cases) differently named abilities, and unnamed?

--- Don’t have my books with me right now, but I think there was some ruling that they did not. Any one who knows for sure fell free to correct me on this.

2) Since No Thought from shiba protector stacks with str and dex for hit/damage, if one took zen archery, will the hit bonus from that feat stack with No Thought?

--- To my knowlage yes.

3) You say any books, but is dragon magazine allowed?

--- most dragon magazines will be allowed, a few are just to broken to even think of using… You know the ones.
#308

phaedrusxy

Sep 23, 2005 10:13:22
--- Don’t have my books with me right now, but I think there was some ruling that they did not. Any one who knows for sure fell free to correct me on this.

There is no such ruling in any form from WotC, as far as I know.
#309

zombiegleemax

Sep 23, 2005 10:32:05
Does the cha bonus to saves from paladin, witch hunter, blackguard, and hexblade stack since they're (in nearly all cases) differently named abilities, and unnamed?

--- ok where gone let it go. make a crazy save monster. ;)
#310

zombiegleemax

Sep 23, 2005 10:46:05
darkmatter thats a pretty brave build youve got there. only 10 hp (40 in pixie form) would scare me. what if someone can see invisible?

Well this necro should stay far away from combat and hidden behind real concealment as well as his invisibility while summoning and commanding his little army. That way, even if they see through his invisibility, they still have to spot him first. +21 hide bonus without invisibility is pretty good. Otherwise, he should kill off casters first with combinations of allips and shadow. Also hopefully the huge dire bears should provide a big enough distraction. Then again, maybe I should have him polymorph into something better. But the constant invisibility should keep him safe from all non casters and and magic users should drop fast against the stat damage of allips and shadows.

question for the boss- Can I add templates to my huge dire bears if my necro could have killed the huge dire bears improved forms. 4 or 5 allips can basically knock any dire bear unconscious in 1 round. So I only need a round or 2 to knock the bears out. I was thinking of them being 2 headed half (multiheaded template- savage species) dragon huge dire bears. Let me know if that is unrealistic.
#311

deathwishjoe

Sep 23, 2005 13:01:31
Rememver these aren't ordinary pies. This pies at minimum are produced with a +38+roll so these are the most appetizing delicious confections to ever grace a battlefield.

Remember also that i can produce linen clothing dyed with plant bsed dyes that replicate the costumes of a judge official or othe official representitive.

OMFG! that character is hilarious! I love it!
#312

zombiegleemax

Sep 23, 2005 14:30:01
I would have to agree the pie man is defiantly the most unique build yet. Lol

Question can I added templates to my dire bears?
--No. Two head dire bears are to dam hard to find at tenth level. ;)
#313

Lokiyn

Sep 23, 2005 16:34:05
Well you have to remember that minor creation has a one min per manifestation time and major has a 10 min per manifestation, as well fabricate takes time. So likely sa not the majority of times "Der Baker" will arive 30 min early and fill Casks with the materials he need such as poisons and drugs and such. If I where thinking hard i would have a cast filled with sponges soaked with the poisons to lace the constructs with or have the barrells of flour purchased outright for the explosions. If nothing else i could have a wagon food stand and set it up in a corner of the field and disguise it as an official cart of some kind, prehaps a healer stand. +13 to bluff isn't just to take up space ;)
#314

deathwishjoe

Sep 23, 2005 16:49:24
its like iron chef meets gladiator. only question is while the pies and what not may be good tasting since there arent any rules on the save DC to resist the worlds most scrumptouse food wouldnt that mean players could just choose not to eat them? you still have the constructs doing damage but yeah.
#315

Lokiyn

Sep 23, 2005 18:57:20
its like iron chef meets gladiator. only question is while the pies and what not may be good tasting since there arent any rules on the save DC to resist the worlds most scrumptouse food wouldnt that mean players could just choose not to eat them? you still have the constructs doing damage but yeah.

Attraction
Telepathy (Charm) [Mind-Affecting]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on interaction checks increases by 1.

buwahaha

Or of course i could make a +24(Unnamed)+3(int)+Roll = x Craft[Salespitch] check to make the ultimate sales pitch.

Or i can use the sprayers from A&EG filled with lotus or luhix weed placed on a wagon designed using my Craft[Sprayer wagon] and Craft[clockwork] to make a primative tank that spews out clouds of poison and drugs onto the field.

And of course my craft[spring barrel] lets me make barrels of flour that pop like a jack in the box and ignite the resulting cloud of powder. Or a simple sprayer of oil to coat the field with oil would be nice. And of course a Craft[Hot air ballon] check will let me make a hot air balloon to float above the battlefield with. and my craft[tofu] will let me make realistic looking dummies of myself to scatter around the field.

and my craft[sillyness] check lets me make these builds. :P

of course since my psicrystal is considered level 18 due to improved psicrsystal i can use it as the emmination ppoint for my powers. or just use it to fight. since it has roughly 6 feats from its construct levels to play with.

Lets see if the crystal takes Wild Talent it now has a pp reserve and can now benefit from the shareing of ranks in Concentration. {side note remember to bump int to 18}

Gain Psionic Focus: Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused as a special use of the Concentration skill.
If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.

Unfortunatly its stats are too low to rake most of the fun feats, however if i the manifester get 5 ranks in jump the crystal could take psionic leap which would result in me hiding the crystal in a pie and having it leap out at someones face and attack them.......

Or i can have it take simple weapon proficiency and craft[weapon] a tiny tiny crossbow for it to poison and shoot at people with its little ectoplasmic limbs.

Oh the fun i can have.

p.s. 95% of the people i play with consider me insane :D


p.p.s and that other 5% merely rolled a 1 on thier common sense check.


*edit* Oh by the way how many mounts obtained through encounters. ( ie hunting down and capturing them as part of our encounters?) i'll even through in a deduction of 100 days worth of food for the mounts as part of the gold spent as part of the chacters overall wealth.
#316

zombiegleemax

Sep 24, 2005 18:27:06
you people seem to be having alot of fun since i was away for a few weeks, and i noticed some ppl have made a handfull of build, which is more then i can say for myself... nevertheless, i would like to applaud Lokiyn on his build, which was very creative, and all those ppl who made alot of builds and all that stuff.

i CANT wait to see whos going in this tornament and whos ganna win


i would like to know who you ppl would win in this challenge, i know my ghost wont win...or will he?

neways good luck to every ones build, and let the best build win!!!
#317

zombiegleemax

Sep 25, 2005 15:30:39
Minor question about flaws from UA-- How many will we be allowed? the book says 2 to start but says that flaws taken later are up to the dm. So how about 4 or 5 flaws eh?

Can undead be polymorphed?
#318

Lokiyn

Sep 25, 2005 15:44:03
Minor question about flaws from UA-- How many will we be allowed? the book says 2 to start but says that flaws taken later are up to the dm. So how about 4 or 5 flaws eh?

Heheheh Every flaw you allow makes my pies tastier.

No Flaws +24 from crystal
2 Flaws +30 From crystal
4 Flaws +36 from crystal
5 Flaws +39 from crystal :D
#319

zombiegleemax

Sep 25, 2005 16:23:14
What ability do you have for your psycrystals that is affected by character flaws?
#320

Lokiyn

Sep 25, 2005 16:37:10
What ability do you have for your psycrystals that is affected by character flaws?

Every Flaw Gives you a bonus feat, i can apply that bonus feat to improved psicrystal Note that the craft isn't the only bonus i could use. With someone willing to reform me i could replace all those improved psicrystal [artistes] with any of these

Psicrystal Personalities<br /> Personality Benefit to Owner<br /> Artiste +3 bonus on Craft checks<br /> Bully +3 bonus on Intimidate checks<br /> Coward +3 bonus on Hide checks<br /> Friendly +3 bonus on Diplomacy checks<br /> Hero +2 bonus on Fortitude saves<br /> Liar +3 bonus on Bluff checks<br /> Meticulous +3 bonus on Search checks<br /> Nimble +2 bonus on Initiative checks<br /> Observant +3 bonus on Spot checks<br /> Poised +3 bonus on Balance checks<br /> Resolved +2 bonus on Will saves<br /> Sage +3 bonus on checks involving any one Knowledge skill owner already knows; once chosen, this does not vary<br /> Single-minded +3 bonus on Concentration checks<br /> Sneaky +3 bonus on Move Silently checks<br /> Sympathetic +3 bonus on Sense Motive checks
#321

zombiegleemax

Sep 25, 2005 17:45:35
Minor question about the feat you are using. It says, "
For improved psicrystal:
Special: You can gain this feat multiple times. Each time, you implant a new personality in your psicrystal."

Does this mean that you can keep putting the same personality into your psicrystal or does it mean you must put a "new" or different personality in?
#322

Lokiyn

Sep 25, 2005 18:05:36
Well you must take the feat as a whole

IMPROVED PSICRYSTAL [PSIONIC]
You can upgrade your psicrystal.
Prerequisites: Psicrystal Affinity.
Benefit: You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal’s personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level.
Special: You can gain this feat multiple times. Each time, you implant a new personality fragment in your psicrystal, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your psicrystal’s abilities.

Note that
1.) in the benifits it says another which does not exclue the selection of the same trait. also
2.) Placing another Artiste psersonality in the crystal is still the same thing as a "new" personality. Its like buying a computer. Even if you buy a second one its still a new computer. Its just that the psicrystal will be so artistic minded that its probably going to annoy the crap out of you.
#323

zombiegleemax

Sep 25, 2005 20:56:30
I think the problem with the feat is that it is vague. Although the word new in itself implies something different. A change from old. Your previous psicrystals personality was artiste, your new psicrystal's personality is ... But there is no specific denial so it is not entirely important. I.E.- you cannot pick the same personality multiple times.
#324

zombiegleemax

Sep 26, 2005 8:04:19
Minor question about flaws from UA-- How many will we be allowed? the book says 2 to start but says that flaws taken later are up to the dm. So how about 4 or 5 flaws eh?

---=We will stick with the flaws as outlined by the book. So if it says only two flaws… then only two flaws please. I don’t have my book in front of me to check this.
#325

zombiegleemax

Sep 26, 2005 11:44:57
some questions:

- you have 1 round to buff or do something before you are teleported into the arena. What about spells that last 24 hours ? I would say it would be more realistic if such spells would be considered active (but the spellslot is expended of course).


- what about different worlds
i think you havn't specified that all characters have to come from FR or Eberron ... so i think characters from different worlds can meet each other. my question is weather it is possible for a character to possess a feat or spell or ... from a different world or not ?
#326

zombiegleemax

Sep 26, 2005 11:55:24
you have 1 round to buff or do something before you are teleported into the arena. What about spells that last 24 hours ? I would say it would be more realistic if such spells would be considered active (but the spellslot is expended of course).

----- Could you specify what types of 24 hour spells your talking about… depends on the spells. If it is combat orientated, your gone have to past them during the buff round.

what about different worlds
i think you havn't specified that all characters have to come from FR or Eberron ... so i think characters from different worlds can meet each other. my question is weather it is possible for a character to possess a feat or spell or ... from a different world or not ?

---- you can use skills or feats from any world, as long as it is a published book.
#327

zombiegleemax

Sep 26, 2005 12:33:15
you have 1 round to buff or do something before you are teleported into the arena. What about spells that last 24 hours ? I would say it would be more realistic if such spells would be considered active (but the spellslot is expended of course).

----- Could you specify what types of 24 hour spells your talking about… depends on the spells. If it is combat orientated, your gone have to past them during the buff round.

yeah i was thinking of buff spells like endure elements, persistant spells or contingency or the like (i know that contingency is 6th grade, this are only an examples ...)

but if you say no i will take it for that.
#328

deathwishjoe

Sep 26, 2005 12:42:21
a few questions.

does the divine minion template qualify a character for the MoMF PrC? (no im not trying to go pun-pun or the shambling mound con combo, just want to be able to have many forms to change into)

and do MoMF levels combine with the wild shape class ability levels for how powerful a monster you are allowed to change into? the errata Ive been told seems to suggest that yes this doesn but Ive been unable to find this.

and does equipment that is melded into you because of your form hinder you?
#329

zombiegleemax

Sep 26, 2005 13:20:58
i always liked the idea of what you can do with the ranger class

1.make him or her a walking talking gun
2.or a bad ass with two blades (stoopid devrishes)
3. and finbaly the ultimate swashbucleing pirate

(\_/)
(-_-)
(''''''''------\
mm-----) /
##### this is kitty
worship and post her,she is far better than bunny
for she rules all and hates bunny
#330

Lokiyn

Sep 26, 2005 13:57:32
By the way about that question earlier. What about mount and monster minions you obtain through encounters up to level 12. For example instead of purchasing a normal mount you could find and subdue one as an encounter then use part of the starting gold to get a trainer. I'd even be willing to include a number of days worth of food.

Also if you don't think that injecting a new Artiste personality each time is fair then would you mind if i replace this build with something else.

Of course using the same trick with the crystals i could also pump intimidate and force the enviromental combatants to aid me. ;)
#331

zombiegleemax

Sep 26, 2005 14:42:27
Not allowing any allies, so I would not allow any monstrous mounts unless it was part of your class (i.e. druid, sky mage, paladin ex…)

You could try and force the environmental combatants to aid you. There would defiantly be – to trying to convince a dire lion to join you. That is if you figured out a way to talk with it. ;)

I do believe that the MoMF does stack with your wild shape, but the divine minion template does not qualify you for MoMF. Again I do not have my books on me so any one can fell free to correct me on this one…
#332

deathwishjoe

Sep 26, 2005 15:29:24
as far as I know RAW it could go both ways but as most GMs find the divine template to be broken they rule against it. Ill let you decide which way it goes according to RAW

heres a link to the divine minion template. http://www.wizards.com/default.asp?x=dnd/mb/20050209a

Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (divine minions of Set also have a vermin form). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor.

the MoMF says that it requires the wild shape class feature.

from the MoMFs bible
The main rule argument against that is that wild shape gained from a template is not a "class feature" as the prerequisites of the MMF demand. The reply usually is that you get the ability to "wild shape as an 11th-level druid", not just like one, so it could mean you get the druids class ability.

#333

zombiegleemax

Sep 26, 2005 21:23:10
Also if you don't think that injecting a new Artiste personality each time is fair then would you mind if i replace this build with something else.

Of course using the same trick with the crystals i could also pump intimidate and force the enviromental combatants to aid me. ;)

I dont care if it is fair or not. Was just pondering its legitimacy. Even further, it doesnt really matter if I think it is legitimate since Im not one of the dms. But my point was just that taking artiste personality a second time is not a change from the first personality. I.E. not new. that was my only point. Anyway the way you are using it is not so abusive as you said. You could be using it for intimidate checks. What are the dc's of your poisons by the way? Is it based off of your craft checks or is it from a specific book like BoVD?
#334

Lokiyn

Sep 26, 2005 23:25:55
Poison dc's are standard since only the rate of production is changed for poisons., actually the point i was making was that the new artiste is legit. The artiste personality is a new personality that merges with the old personality. Its like if you took that feat extra familiar ( i think its from a dragon magazine someone here should know the source of it.) You could use one of these
Familiar Special<br /> Bat Master gains a +3 bonus on Listen checks<br /> Cat Master gains a +3 bonus on Move Silently checks<br /> Hawk Master gains a +3 bonus on Spot checks in bright light<br /> Lizard Master gains a +3 bonus on Climb checks<br /> Owl Master gains a +3 bonus on Spot checks in shadows<br /> Rat Master gains a +2 bonus on Fortitude saves<br /> Raven1 Master gains a +3 bonus on Appraise checks<br /> Snake2 Master gains a +3 bonus on Bluff checks<br /> Toad Master gains +3 hit points<br /> Weasel Master gains a +2 bonus on Reflex saves<br /> 1 A raven familiar can speak one language of its master&#8217;s choice as a supernatural ability.<br /> 2 Tiny viper.
#335

phaedrusxy

Sep 28, 2005 10:09:59
#336

deathwishjoe

Sep 29, 2005 3:22:39
edited after first convention

lothorian the everchanging AKA "the betrayed"
elf lawful good
battle sorcerer (Unearthed Arcana) 8/paladin 2/

8 + 7d8 + 2d10 = 50.5 (58.5 in malaugrym form)(130.5 in pit fiend form)(150.5 in balor form)(100.5 in hydra form)
BAB: +8/+3
fort: 9 refl: 7 will: 13
(fort: 10 refl: 8 will: 13 in malaugrym form)
(fort: 17 refl: 14 will: 13 in pit fiend form)
(fort: 19 refl: 13 will: 13 in Balor form)

1: feat otherworldy
2:
3: assume supernatural ability (alternate form)
4:
5:
6: improved assume supernatural ability (alternate form)
7:
8:
9: battle caster
10:

str 10
dex 12 +2 racial
con 10 -2 racial
int 14
wis 17
cha 18 +2 level bonus

AC: (19 elf)(25 malaugrym)(49 pit fiend)(44 Balor) + 4 with shield cast
touch AC: (11 elf)(12 malaugrym)(17 pit fiend)(16 Balor)
flatfooted AC: (18 elf)(23 malaugrym)(40 pit fiend)(36 Balor) +4 with shield

equipment: master crafted mythral full plate. lawn chair, large umbrella (just large enough to give shade in the winners circle and nowhere else), table, pitcher full of lemonade, glass of lemonade. Bowl of ice, a half dozen female slaves purchased off of the local slave market dressed in bikinis(non combatants. not available untill after you win), a butler named jeeves (also not available in battle).

spells per day
5/5/5/4/3
spells known
0. 7 *shrugs* whatever
1. 4 shield feather fall and Ventriloquism
2. 2 alter self, detect invisability
3. 1 dispell magic
4. 1 greater invisability

----------------------------------------------------------------------
malaugrym pg 64 MoF
str 12 dex 14 con 12
AC: +7 5 natural 2 dex
alternate form
poison immunity
DR 15/ silver
silver vulnerability: max damage from silver
fast healing 3
SR 15

speed 30 feet fly (perfect)
-------------------------------------------------------------------------
pit fiend MM1
str 37 dex 27 con 27
AC: +30 (23 natural 8 dex -1 size)
Speed: 40 ft. (8 squares), fly 60 ft. (average)
A pit fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): A pit fiend deals 2d8+26 points of damage with a successful grapple check.
Disease (Su): A creature struck by a pit fiend’s bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Regeneration 5(Ex): A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Damage reduction 15/good and silver
darkvision 60 ft.
immunity to fire and poison
resistance to acid 10 and cold 10
see in darkness
spell resistance 32
telepathy 100 ft.
--------------------------------------------------------------------------
Balor MM1
str 35 dex 25 con 31
AC: +25 (19 natural 7 dex -1 size)
speed: 40 ft. (8 squares), fly 90 ft. (good)
Death Throes (Ex):When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.
Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.(its not right but we do have a sword in this form)
Flaming Body (Su): The body of a balor is wreathed in flame.
Anyone grappling a balor takes 6d6 points of fire damage each round.
True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).
Skills: Balors have a +8 racial bonus on Listen and Spot checks.
Damage reduction 15/cold iron and good
darkvision 60 ft.
immunity to electricity, fire, and poison
resistance to acid 10 and cold 10
spell resistance 28
telepathy 100 ft.
--------------------------------------------------------------------------
Twelve-Headed cyro/pyro-hydra MM1
str 23 dex 12 con 20
AC: +25 (13 natural 1 dex -2 size)
speed: 20 ft. (4 squares), swim 20 ft.
Darkvision 60 ft.
fast healing 22!!!!
low-light vision
scent
These hydras can breathe jets of frost/flame 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head (36d6 damage when all heads breath!!!!! ave. 126). A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + hydra’s Con modifier (DC 21).
-----------------------------------------------------------------------
Maulgoth Feind Folio
str 29 dex 25 con 27
AC: +29 (27 natural 7 dex -2 size)
speed: 60 ft. (4 squares), climb 60 ft. burrow 60ft
Darkvision 60 ft.
DR 30/+4
perfect climbing
SR 37
termor sense 60ft
xorn movement - leaves no trace when moving through stone
-------------------------------------------------------------------------
first things first. trust no one. while I suggest teaming up with other players for max beatdowns dont leave yourself open to betrayal by casting spells when others can hurt you. EVEN DURING THE TEAM CHALLANGE! you are at your most vulnerable while buffing. a few tips on what we can do to limit this problem. my first tip of the day is to send the DM scaps of paper telling him what you plan on doing. instead of announcing what your doing to the whole group. this will keep people from getting too scared of what your character can do untill its too late. it is my understanding we have a one round buff time before each part of the compitition. use this time to cast improved invisability. next cast ventriloquism. project your voice into the ground and then move away from where you were. your essentially completly silent and invisable. if they dont know where you are they cant attack you.

after weve protected ourselves from attack hile we buff we then cast alter form into an malaugrym. malaugryms have this nice supernatural ability to use shapechange as a 20th level sorcerer. we now have that ability. we then shapechange into a pitfiend. then I suggest casting see invisable. after this your free to lay down some whoop ass. your only allowed to chaneg shape once a turn. as pitfiend is one of two really good defensive forms try and stay in that the most. if you need healing or there is a nice group of people all bunch up together try going into ether a pyro or cryo hydra form. the fast healing 22 of a hydra should really help especially when combined with the regeneration 5 of a pitfiend giving you 27 HPs in a round where you change from one to the other. if the people are bunched together you can use a breath weapon on a bunch of them dealing 36d6 points of fire or ice damage. I would say its worth the change from a defensive form for a turn if you can hit 4+ peope with your breath. your very likley to kill them all and get quite a few points for this. if somehow you are very low on HPs change into the balor for more CON to HPs bonus. the lower SR and lack of healing though make this a less desireable form then the pitfiend. special note: if somehow your see invisability is dispelled or what not and you need to see invisable things change into the balor as it has constant true seeing effect.

when it comes to defense remember that your invisable have a damage reduction of 15 and autostop most spells that allow spell resistance. use all these advantages to gain the ability to outlast your opponents. remember that if you need to regenerate switch between the hydra and pitfiend form for tons of HPs a round untill your back to full. make sure you balance out need with the new vulnerability the hydra leaves you between turns. the hydra while its got some sweet abilitys has no SR at all and thus leaves you open to enemy spell casters. so just be careful about it.

In the dungeon challange I highly suggest turning into a Maulgoth instead of a pitfiend. the maulgoths DR reduces twice as much damage as the pitfiend and even though the DR vulnerability is only +4 instead of the exotic good AND silver no one is allowed magic weapons so no one will have +4 weapons. also the Maulgoth can move through stone on walls and normally as fast as the pitfiend can fly. so its more manueverable has equivalanet SR and has better DR. its stats arent quite that of the pitfiend but I feel the benifits are better for this challenge then a pitfiend. remember that your hydra form is quite large and may not fit in a smaller hallway. try and stay close to the larger rooms where you can still pull out the can of hydra whupass.

In the team challange remember to keep a safe distance from your teammates while in the buffing rounds. not only could someone send a fireball your way hurting more of you but there are no rules against turning on your teammates in this challange and while your buffing would be a perfect time to use an attack of opportunity to stop your spell casting and then sneak attack you. try an dwork together as a team and just remember that you should be able to take allmost any other character one on one when fully buffed. so if your buffed and they were stupid enough ot turn on you kill them and make a throw rug from there carcass.

other possibly good forms are beholder with its antimagic cone from center eye.

Note: you most certainly do not have a familiar, otherwise Pun-Pun the kobold Over-God would surly smite you before you could enter the tournament.
#337

deathwishjoe

Sep 29, 2005 3:37:17
can anyone think of any better combat forms for my build? what would you use with 40HD?
#338

kuroi_kenshi

Sep 29, 2005 12:30:10
So you meet the general requisite of monstrous feats of requiring a monstrous form or one or more monstrous abilities by being able to cast alter self? If so, you don't have the 17 wisdom required for improved assume supernatural ability. But if so, congradulations on making a character that can, at level 5, cast a level 9 spell as a level 20 sorceror with the help of a few feats :D
#339

deathwishjoe

Sep 29, 2005 12:57:07
So you meet the general requisite of monstrous feats of requiring a monstrous form or one or more monstrous abilities by being able to cast alter self? If so, you don't have the 17 wisdom required for improved assume supernatural ability. But if so, congradulations on making a character that can, at level 5, cast a level 9 spell as a level 20 sorceror with the help of a few feats

thanks for catching that wisdom issue. problem fixed by switching cha with wisdom.

assume supernatural ability and improved assume supernatural ability are both general feats and the only other prerequisit for ether of them is to be able to assume a new form magically. I now meet all the requirements for both feats. and actully I can cast a 9th level spell as a 20th sorcerer at level 3. *pats himself on the back*
#340

phaedrusxy

Sep 29, 2005 13:00:58
Shapechange was limited to your caster level in Hit Dice, up to 25, in the Errata. Not like it matters much... a pit fiend form should be enough to wipe the floor with everyone else I think, heh.
#341

Lokiyn

Sep 29, 2005 13:18:43
I poison your lemonade, your ice, your wine, your wenches, and your butler then use a hastily crafted hot air ballon to escape. And make a craft (escape route) to make it work ;)
#342

deathwishjoe

Sep 29, 2005 13:32:06
Shapechange was limited to your caster level in Hit Dice, up to 25, in the Errata. Not like it matters much... a pit fiend form should be enough to wipe the floor with everyone else I think, heh.

*grumble swear grumble* I worked hard to find two of the most nastiest creatures available and now Im told there too powerful?!?!

*sighs* oh well. a question on shape change does it give me the spell like abilities and spell casting of the creaure I change into? I didnt think so and thats why I got rid of any listing of what the monsters had.

the probelm with this character is that after one round of showing what it can do I fully expect everyone to gang up on him. that and Im not as powerful as the creature Im changing into. I dont have the wisdom int and cha of the creauture and I only have 10 HD. while still very over powered I'm still worried about getting ganged up in a back corner alleyway after the first turn of whiping out 3 characters in one blow.

I poison your lemonade, your ice, your wine, your wenches, and your butler then use a hastily crafted hot air ballon to escape. And make a craft (escape route) to make it work

*bows to your characters genius* unfortunatly that doesnt count as a kill in this game as I will be enjoying the said poisoned items inbetween rounds and after they resurect me for the next round I will be forced to leave your character alive untill the last so as to make his death all the more enjoyable. *grins evilly*
#343

phaedrusxy

Sep 29, 2005 13:35:17
a question on shape change does it give me the spell like abilities and spell casting of the creaure I change into?

Edit: I guess it doesn't expicitly say no. Well, no. You don't get the spells and spell-like abilities of the form. You do get all the supernatural and extraordinary abilities...
#344

giel_geerits

Sep 29, 2005 13:45:20
Cleric 1/Wizard 9 [Human]

1--lvl 1 Cleric [Maximize Spell, Empower Spell]
2--lvl 1 Wizard [Scribe Scroll]
3--lvl 2 Wizard [Divine Metamagic: Maximize Spell]
4--lvl 3 Wizard
5--lvl 4 Wizard
6--lvl 5 Wizard [Divine Metagmagic: Empower Spell, Twin Spell]
7--lvl 6 Wizard
8--lvl 7 Wizard
9--lvl 8 Wizard [Divine Metamagic: Twin Spell]
10-lvl 9 Wizard

Str---9
Dex---12
Con---14
Int---18 [+1 lvl 4]
Wis---11[+1,lvl 8]
Cha---16

BaB melee:+3
BaB ranged:+5
Saves:+7/+4/+8

Wizard Spells/day: 4/5/5/4/3/1
Cleric Spells/day: 3/1

Wizard Spell prepared:
lvl 0
mage hand
detect poison
read magic
open close

lvl 1
shield
mage armor
true strike
ray of enfeeblement
charm person

lvl 2
mirror image
mirror image
cat's grace
blur
melf's acid arrow

lvl 3
displacement
vampiric touch
dispel magic
fly
haste

lvl 4
assay resistance
enervation [maximed,Empowered, Twinned--> divine metamagic]
enervation [maximed,Empowered, Twinned--> divine metamagic]

lvl 5
True Strike [Quickend]

Cleric Spells prepared
lvl 0
Detect Magic
Read Magic
Flare

lvl 1
sanctuary

This build needs 4 items to funcion: 4x nightstick [Libris Mortis:+4 turn/day]
Other sugestions are some srolls, headband of intelect, etc...

I'm not sure if I can take quickend spell but there must be at least a domain wich gives you a free metamagic feat, otherwise prepare hold monster as a fifth level spell.

Thank you for your time and let me know if this works.
#345

zombiegleemax

Sep 29, 2005 13:57:31
Cleric 1/Wizard 9 [Human]

1--lvl 1 Cleric [Maximize Spell, Empower Spell]
2--lvl 1 Wizard [Scribe Scroll]
3--lvl 2 Wizard [Divine Metamagic: Maximize Spell]
4--lvl 3 Wizard
5--lvl 4 Wizard
6--lvl 5 Wizard [Divine Metagmagic: Empower Spell, Twin Spell]
7--lvl 6 Wizard
8--lvl 7 Wizard
9--lvl 8 Wizard [Divine Metamagic: Twin Spell]
10-lvl 9 Wizard


lvl 4
assay resistance
enervation [maximed,Empowered, Twinned--> divine metamagic]
enervation [maximed,Empowered, Twinned--> divine metamagic]


This build needs 4 items to funcion: 4x nightstick [Libris Mortis:+4 turn/day]
Other sugestions are some srolls, headband of intelect, etc...

I'm not sure if I can take quickend spell but there must be at least a domain wich gives you a free metamagic feat, otherwise prepare hold monster as a fifth level spell.

Thank you for your time and let me know if this works.

Giel, your build has two problems (at least):

1. This is a no items contest.
2. Divine MM (as per the C.Div errata) does not work on Arcane spells.
#346

deathwishjoe

Sep 29, 2005 13:59:04
This build needs 4 items to funcion: 4x nightstick [Libris Mortis:+4 turn/day]
Other sugestions are some srolls, headband of intelect, etc...

I'm not sure if I can take quickend spell but there must be at least a domain wich gives you a free metamagic feat, otherwise prepare hold monster as a fifth level spell.

Thank you for your time and let me know if this works.

sorry those are all magical items. cant have any of them for the challane. also If it were me Id go with sorcerer instead of wizard. that way you can max out cha giving you more to your primary spell casting stat AND turn undead. not that this build works all that well anyways with out magical items
#347

deathwishjoe

Sep 29, 2005 14:00:12
This build needs 4 items to funcion: 4x nightstick [Libris Mortis:+4 turn/day]
Other sugestions are some srolls, headband of intelect, etc...

I'm not sure if I can take quickend spell but there must be at least a domain wich gives you a free metamagic feat, otherwise prepare hold monster as a fifth level spell.

Thank you for your time and let me know if this works.

sorry those are all magical items. cant have any of them for the challange. also If it were me Id go with sorcerer instead of wizard. that way you can max out cha giving you more to your primary spell casting stat AND turn undead. not that this build works all that well anyways with out magical items
#348

kuroi_kenshi

Sep 29, 2005 16:08:50
assume supernatural ability and improved assume supernatural ability are both general feats and the only other prerequisit for ether of them is to be able to assume a new form magically.

I have to disagree. They are under the chapter Monstrous feats, and in the first page of that chapter, under the "Monstrous Feats" header, it gives the universal requisites for the feats in that chapter as I mentioned in my inquiry. If they were fully general feats and not restricted to monstrous creatures, the chapter would be named "New Feats" like in every other splatbook (a prime example being Dragonomicon, which has two separate feat chapters - one limited to dragons, the other open to everyone).
#349

phaedrusxy

Sep 29, 2005 16:30:51
So you meet the general requisite of monstrous feats of requiring a monstrous form or one or more monstrous abilities by being able to cast alter self?

This falls into the same category as whether you can take feats like Power Attack when your Strength is only high enough to use it when magically enhanced somehow. When he uses Alter Self to turn into a monster, he does indeed have a monstrous form and hence qualify for those feats.
#350

zombiegleemax

Sep 29, 2005 20:19:55
Time to up the competitiveness of my build but first.
Has anyone done the destructive retribution + bat zombies trick? I was thinking of doing that to be on a competitive lvl with the new scary shapechanger. the 1/4HD creatures means 160 little explosive bats. Its not too original but that force dragon is scary. Once again it looks like the most exploitable part of dnd is its non core monsters. Shapchange at 5th lvl? That's freaking nuts!


Original build on pg 10 amended. Everything should be there, let me know if anything needs fixing.
#351

phoenixinferno

Sep 29, 2005 22:44:29
Human Hexblade 3/Swashbuckler 1/Thrall of Demogorgon 6

STR 14
DEX 17+1
CON 16
INT 10
WIS 9+1
CHA 12

BAB +10
HP 4d10+6d8+30 = 22+27+30=77 HP
AC 18 (touch 13, flat footed 14)
Attacks +15 Spiked Chain 2d4+3
+15/+10 Spiked Chain 2d4+3
Saves F/R/W 11/7/5 (12/8/6 vs spells)


Hexblade 1 Willing Deformity, Thrall to Demon, Combat Reflexes, Power Attack
Hexblade 2
Hexblade 3 Improved Bull Rush
Swashbuckler 1
Thrall of Demogorgon 1 Deft Opportunist
Thrall of Demogorgon 2 Weapon Focus (Spiked Chain)
Thrall of Demogorgon 3
Thrall of Demogorgon 4 Shock Trooper
Thrall of Demogorgon 5
Thrall of Demogorgon 6

Skills
10 Hide (6 ranks + 4 DEX)
09 Intimidate (6 ranks + 1 CHA + 2 Willing Deformity)
02 Knowledge (Arcana) (2 ranks)
02 Knowledge (Dungeoneering) (2 ranks)
02 Knowledge (Religion) (2 ranks)
10 Move Silently (6 ranks + 4 DEX)
06 Search (6 ranks)

Feats
Willing Deformity - +2 to Intimidate
Thrall to Demon - +1 luck bonus to any roll when performing an evil act
Combat Reflexes - up to DEX mod AoOs
Power Attack - trade BAB for damage
Improved Bull Rush - +4 to Bull Rush checks, no AoOs
Deft Opportunist - +4 to hit vs AoOs
Weapon Focus (Spiked Chain) - +1 to hit
Shock Trooper - enables 3 combat maneuvers

Flaws
Shaky - -2 to ranged attack rolls
Vulnerable - -1 to AC

Class Features
Hexblade's Curse 1/day -2 on attacks, saves, ability checks, skill checks, weapon damage for 1 hour. Will DC 11+CHA
Arcane Resistance - CHA mod to saves vs spells
Mettle - Successful Will or Fort save negates any partial effect
Scaly Flesh +2 - +2 Natural Armor
Hypnosis - as the spell, but 1/day, as a 30ft gaze attack. Will DC 15+CHA
Touch of Fear - as Cause Fear 3/day. Will DC 15+CHA
Reaching Touch - 3/day, gain an extra 5ft reach
Dual Actions - 2/day, can take two full rounds worth of actions instead of one.
Summon Demon - 1/day, summon a demon of up to 5 HD, as a 15th level caster casting Summon Monster
Rotting Touch - 3/day, 1d6 CON damage as a touch attack

Equipment
Mithril Breastplate
Adamantine Spiked Chain
8 Potions of Cure Moderate Wounds

Summon Demon - Maurezhi from Fiend Folio

Tactics:
Use your reach to your advantage. Be sure to use Reaching Touch, Dual Actions and Rotting Touch because they refresh between the 3 stages - but don't waste 'em.
#352

phaedrusxy

Sep 29, 2005 23:30:14
the 1/4HD creatures means 160 little explosive bats.

The zombie template automatically increases their HD to 1.
#353

deathwishjoe

Sep 30, 2005 2:49:27
have to disagree. They are under the chapter Monstrous feats, and in the first page of that chapter, under the "Monstrous Feats" header, it gives the universal requisites for the feats in that chapter as I mentioned in my inquiry. If they were fully general feats and not restricted to monstrous creatures, the chapter would be named "New Feats" like in every other splatbook (a prime example being Dragonomicon, which has two separate feat chapters - one limited to dragons, the other open to everyone).

well you can disagree all you want. I dont know what book your reading but in my book on the right side of page 29 it says FEATS chapter four. and while I do see the subject heading of "Monstrous Feats" I also see how that first paragraph starts out with "Many of the feats described in this chapter belong to a new category, monstrous feats (see the second half of table 4-1 on page 32)." when we move to page 32 we see that the table goes across 2 pages of the book. in the right most section hither to known as the second half of table 4-1 you will notice that ASA is not there. and you will also notice that in the left half hither to known as the first half you will see ASA listed under the heading of General Feats. if you can find a paragraph stating that ALL the feats listed in chapter four may only be taken by characters who exibit some monstrouse trait then that might be different. but even the precise wording of ASA seems specifically directed at standard spell casters who have the polymorph spell or what not Im sorry Im just not convinced.

PS: just realized that the build doesnt get to be a malaugrym untill level 5 as he doesnt have the HD requirements untill then and not at lvl 3 like i supposed earlier.
#354

kuroi_kenshi

Sep 30, 2005 12:22:30
Yeah, good point. As said, congradulations :P
#355

zombiegleemax

Sep 30, 2005 15:22:24
The zombie template automatically increases their HD to 1.

Actually, it says,"Drop any HD from class lvls( to a minimum of 1)... double the number of HD left" the minimum HD from classes is 1. There are no HD from classes though at all. If there are no class HD, then you double their normal HD. So 1/2 HD bats. So I was semi-off because they would be 1/2 HD creatures.

Look at the challenge rating table based off of HD in the zombie and skeleton template sections. They have a 1/2HD listing.

Build once again amended... sigh I make so many mistakes.
#356

phaedrusxy

Sep 30, 2005 16:39:25
Actually, it says,"Drop any HD from class lvls( to a minimum of 1)... double the number of HD left" the minimum HD from classes is 1. There are no HD from classes though at all. If there are no class HD, then you double their normal HD. So 1/2 HD bats. So I was semi-off because they would be 1/2 HD creatures.

Hmm... yeah, you are probably right. I always read (to a minimum of 1) to mean that you never dropped their hit dice below 1 at all, regardless of whether they had class levels or not. But I think you're right and I was just reading it incorrectly. Good news for the Destruction Retribution nanite death squad. :P
#357

zombiegleemax

Sep 30, 2005 17:57:14
Any creatures with fewer than 1/4 HD btw 80d6 10' explosion just doesnt pack the same punch as 160d6.

1 monster-- Hairy Spider has 1/8 HD

By the way, can someone give my builds directions a quick look and tell me if they are too complicated? Do you think the player will even read them?
#358

deathwishjoe

Oct 01, 2005 16:24:04
another question on shapechange and Im pretty sure I know the answer. do you get equipment that is listed as being part of the new form. such as the armor worn by a war troll or the weapons of a Solar? I'm thinking no.
#359

zombiegleemax

Oct 03, 2005 13:06:25
@ deathwishjoe

The maulgrim's type is shapechanger how do you qualify to use alter selfe to change into one ? Your type is native outsider [due to otherworldly] isn't it ?
#360

zombiegleemax

Oct 03, 2005 13:26:42
You would not get the items worn by the monster in the MM.

------------------------------------------

Ok my little DM helpers are going through the entries and picking out the ones they like the most. You still of course, have time to get your builds in and they will be looked at by the helpers for selection.

We will be leaving at 5:00 am in the morning for are drive down to the first convention. We are gone stay in town for a few days after it is done just to hang out with some friends, so you should see the first results posted some time around the 17th of October.

I have been told that the first two days of our game are already full with pre-reregistered people and the third is almost 2/3 full as well. I fell confident that we will fill up all the days. ;)

I would like to thank the board for taking the time to help me make this game a reality. With out the funky builds you all submitted I am sure it would only be half as fun. Looking forward to running this and I am sure all the players are gone have a good time.
#361

deathwishjoe

Oct 03, 2005 14:58:40
@Mirror-Image

actually if you notice that shapechanger is a subtype and not a type. apparently this was clarified in later errata that malaugrym is an outsider with the shapechanger subtype.

still need some good things to change into though.

Ive narrowed it down to some of these. maybe more if I can find some.

wartroll
wyrmling force dragon
cyro and pyro hydra
funny looking dog thing that has awsome blindsense and can track things that are intellegent.
will o the wisp.

wartroll seems to be pretty solid with the regeneration good AC bonus decent SR and the best stats from what I remember. Its a bit low on the offensive and movement though.

wyrmling force dragon as good AC decent SR good stats but is lacking in the ability to heal itself.

cyro and pyro hydra. stats I can live with insain fast healing of 22 insain breath weapon of 36d6 but is lacking in AC and SR.

funny dog thing would only be used to track down things I cant see and wouldnt be in that form too long.

will o the wisp for stealthy ventures. invisability at will and immune to spells.

what id really like is to be able to stay in force dragon/wartroll form during everyone elses turn but be able to change into one of the hydra variants during my turn and then change back into force dragon/wartroll before ending it.
#362

zombiegleemax

Oct 03, 2005 18:17:06
as a form to shapechange into i would suggest:
Dread Linnorm from MM II page 141

it has nearly everything one wants:
ac 31
SR 36
DR 15/magic
breath 24d6 (2 different elements) [DC 25 i think]
5 attacks that deal lots of damage 4d6+7 is the worst
reach 15 feet
bite hits bestow negativ levels
fly 90 good

drawbacks:
perhaps size (colossal)
no regeneration/fast healing

-----------

for hitpoint regeneration the phoenix MMII page 168 might help
AC 23
SR 35
DR 15/ magic cold iron
Immolation(SU) full round action that deals 40d6 fire damage in a 15 feet radius spread. this kills the original phoenix and produces an unharmed new one. But I dont know if this can be used for this purpose ...
#363

deathwishjoe

Oct 04, 2005 17:38:02
okie dokie it took me a while to find out how but I think I've got it. the shapechange character is now competative (not unstopable as before) and within the rules of the errata for shapechange. still overpowered and broken but legal now. I just cant allow too many opponents to gang up on me all at once or Im done for.

*edit changed build yet again. no longer am I trying to keep my SU via shapechange. shapechange specifically forbids this abuse in the spell description. (as was brought to my attention by darkmatter) couldnt use ASA as it forbids the keeping of SU when not in the form that contains them. all I really wanted was to be able to use the hydras breath weapon and fast healing while keeping the higher HPs AC and SR during the opponents turn. found a nice way of doing that I feel. check it out if you want. *smiles*

BTW I'm pretty sure that with these combos this character is now THE BEST shapeshifter char around. even above the divine minion MoMF second turn combo.
#364

zombiegleemax

Oct 07, 2005 19:38:20
till what time do the builds have to be posted ?

and i have some more questions:

1) you are a gnome and have a feat (lets call it "gnom's cunning" ) which has as a prequisite "you have to be gnome to take this feat ...". Now you use wild shape / polymorph ... into a human etc. will you loose the access to the feat ?


2) if you are a cleric and workship a philosophie you can choose 2 domains. Can you also choose a free weapon that you can wield like the favored weapon of a deity ?


3) the feat "spellfire wielder" form FRCS page 56 says:
"a spellfire wielder can ready an action to absorb spells targeted at her as if she were a rod of absorption."
Now in 3.5 the function of rod of absorption was changed from a ready action into "no action" [it is active all the time]. The question is weather the feat "spellfire wielder" uses still a ready action or is it a free action too ?
#365

zombiegleemax

Oct 07, 2005 22:35:04
i should have done this some days before but im too lazy ^^
so here is my hopefuly correct character for the competition. Cause i didnt see a convincing Melee Cleric i present you my try:




Warg Gyrok the Halforc
Cleric 1 / The Arcane Disciple 9
Alignment: Chaotic Neutral
worship: the philosphy of "ethernal life" -> undeath and planning domain choosen, spiked chain as favored weapon

Str 12+2-1 (age)
Dex 9-1 (age)
Con 14-1 (age)
Int 10-2+1 (age)
Wis 17+2+1 (age)
Cha 16-2+1 (age)


The Arcane Disciple is a Class from Dragon Magazine #311 page 49
- it gets spells like a cleric (wisdom it attribute)
- gets no domains or domain spellslots but can use the spells from the magic domain
- gets no turn undead
- has d6 hp
- profienced only up to medium armor
- every level he adds 1 arcane spell to his spell list and casts them as divine spells. This spells have to be one level lower then the divine spells you can cast
- BaB and saves like cleric
- skills 4+int
- gets bonus feats at level 1,5,10,15 (metamagic feats)


Feats:
1 extra Turning
1 divine Metamagic (flaw: shaky -> -2 on ranged attack rolls)
1 extra Turning (flaw: feeble -> -2 on all str,dex,con checks)
D extend spell ( planning domain )
D extra Turning (undeath domain )
B Quicken Spell (bonus from the arcane disciple class)
3 PA
6 Cleave
B persistant spell (bonus from the arcane disciple class)
9 Headlong Rush
is profienced in spiked chain cause its the "favored weapon" of his "philosophy"

Turn attempts:
3+2+3*4 = 17

Skills:
- concentration 11+1 = 12+7(as troll)
- spot 10/2+5 = 10
- listen 10/2+5 = 10
- move silently 0+0-5 = -5+1(as troll) [do you get a bonus while flying ?]
- hide 0+0-5 = -5+1(as troll)

Spells:
wizard spells added to the divine spell list [feature from "the arcane disciple"]
1: shield,???
2: wrathstrike,see invisible
3: fly,displacement
4: polymorph


memorized as arcane disciple with caster level 9: 6/5/4/3/2
5: extended polymorph, quickened shield
4: polymorph,divine power,extended displacement
3: fly, girallons blessing,sardism,blindsight
2: see invisible,wrathstrike,brambles,CMW,CMW
1: shield,Cure Light Wounds,shield of faith,CLW,CLW,CLW

memorized as Cleric with caster level 1: 4/
1: CLW,CLW,CLW,CLW



equipment:
adamantine spiked chain made for 8 arms - drawn weapon
MW duskwood spiked chain made for 8 arms
MW silver spiked chain made for 8 arms
adamantin full plate
8 CMW Potions


--- you wont need this bad stats if all goes according to plan ----
saves:
fort: 2+6+1 = 9
ref: 0+3+0 = 3
will: 2+6+5 = 13

hp: 8+3.5*9+10*1 = 49,5
AC: 10+8 = 18
weapon: spiked chain
attacks: 6+1+1 = 8/3
damage: 2d4+1



Concept:
You use some spells to buff yourselfe then at the 3rd round of the battle you POUNCE at the opponents and smash them.



Time table
Round 0:
extended Polymorph-> Cave Troll[large giant] (Str29,Dex13,Con27,natural11,reach10,Pounce) {duration 18 rounds}
Fly (quickened with divine metamagic [5 turn attempts]) {duration 90 rounds}

Round 1:
quickend shield {duration 90 rounds}
extended displacement {duration 18 rounds}
move 15 feet up into the air

Round 2:
girallons blessing {90 minutes}
wrathstrike (persistant with divine metamagic [7 turnings]) {duration 24 hours}
move into a position so that you can charge at some foes in the next round

Round 3:
divine Power (quickened with divine metamagic [5 turnings]) {duration 9 rounds}
Charge at the enemies


stats buffed (round 3):
Str 35
Dex 13
Con 27
Int 9
Wis 20
Cha 15

ini: +1
speed: 40 fly
saves: 16/4/13
hp: 49,5+70+9 temorary hp = 128,5
DR: 3/-

ac: 18+11+1-1+4 = 33 (touch 10, flatt footed 32)
-2 if charging

attacks: 8+8+7-1(-2) = 20/15
+2 if charging
+1 if you are are on higher ground as the enemie [always while flying]
- you make a full attack on a charge (pounce)
- you only need to hit the touch ac of the opponents due to wrathstrike
- if you succed at a will save DC 20 while casting girallons blessing you dont get the -2 penalty on the attacks
- you have a reach of 20 feet (10 feet from troll and +10 feet cause spiked chain is a reach weapon)
- you dont get the rake attacks while pouncing cause they have not 20 feet reach
- your adamantine weapon counts as magic
-remember your cleave attack which will also deal double damage on a charge

damage: 2d6+12*3.5+1 = 2d6+43
- the 3.5 times strength come from girallons blessing as you are wielding the chain with 6 arms now
- you can deal double damage on a charge but then get AoO from all foes in your path and the one you charged [Headlong Rush][cause you should have more reach then others you dont get the AoO]

Yeah 100 damage per hit roxx





Tactic Notes:
after your buffing you do this sceme

a) you see some opponents -> pounce at them ( you reach targets within 40*2 = 80 feet )
b) you dont see opponents -> next buff from the buff list and then move 40 feet in a direction of you choise



Usefull Notes:

1) Charging Positions
you should not choose the nearest enemie as targed for your charge if tere is a creature close to it. You should choose the one further away so that you can make your remaining attacks at that target. Cause you will hit nearly everytime and have 2 attacks +1 cleave you can assum that you will drop 2-3 enemies each time you attack cause you deal aboute 100 damage per strike so having 2-3 targets in your reach is a good thing.
the point for staying 15 feet in the air and not 20 is that you have a much bigger threatened area concerning targets on the ground. 20 feet hight -> 3x3 squares. 15 feet hight -> 7x7 squares

2) Recasting
if an important spell like polymorph is at an end cast a new one. If it gets dispelled cast a new one and try to either kill the dispeller or run far from him.

3) Buff List
- see invisible (effects ranges as far as you can see normaly)
- sardism -> for every 10 point of damage you deal you get +1 luck bonus to attack/saves/skill checks so if you deal 200 damage a turn you get +20 on your attack,saves,skills next turn. Remember to use full Power attack if you have such a good boost
- shield of faith for +3 deflection bonus to ac
- brambles on the duskwood spiked chain -> +9 damage per hit
- blindsight -> you see all invisible and hidden foes within 30 feet

4) Power attack
i think you should use a bit Power attack to deal even more damage cause it is realy good if you can kill an enemy with 1 hit, but you have to judge weather you can reduce your attack or not. Your secondary attack should be +13. Up to this limit i expect Power attack to be save against the most enemies.

5) primary and secondary targets
you have a decent armor class with 33 or 36 so the most danger will be spells or the like. So if you see someone throwing such spells judge weather you
can catch him -> kill him
or if he is too fast for you -> move to enemies that are far away from the caster
remember to have 2-3 targets in your reach and kill the ones who can harm you in the air first


6) defense against sneak attacks
if you have displacement active you should be immune to sneak attacks cause if someone suffers from a miss chance he cant make sneak attacks. In general dont forget this 50% miss chance it will safe your butt frequently i suppose [especialy vs dispell magic]

7) healing
you will come to a point were you will be low on health. this character is not good at healing so you can just use the potions(2d8+3) and cure spells(2d8+9) but normaly judge weather it will benefit you more if you attack and kill 1-2 enemies more then die or gain 18 hp due to healing and then die. So in general if your on low health and see an opponent kill him if you dont see one and are not attacked by an unseen opponent use the CMW.

8) reach
remember that if someone approaches from 20 feet to 15 feet you get an AoO against him.

9) grappling
normaly you should not come into a situation were you are grappled cause you are flying and fliers will normaly not try to grapple you. If you are still being grappled drop your chain and use the claw/bite attacks from the cave troll. look into the monster manual III cause he has some special attacks like improved grab/rend/rake/dazing blow. after this pull out a new chain or pick up the dropped one.

10) immunity to some enchantments
enchantments that target humanoids like hold person,charm person,dominate person have no effect on you cause your not a humanoid but a giant.


Assumtions:
- you dont loose the ability to use the feat Headlong rush when changing into a troll
- you can choose a favored weapon for your philosophy (spiked chain) else wield a long spear from PHB


Reference:
Classes:
The Arcane Disciple [Dragon Magazine #311 page 49]
Feats:
Headlong Rush[Races of Faerun 164]
Flaws [Unearthed arcana ]
Spells:
Girallons Blessing [Savage Species 66] [rule for additional arms Savage species page 42]
Sardism [Book of Vile Darkness 103]
Dragonskin [Draconomicon 112] - is out
Blindsight [Savage Species 63]
Wrathstrike [Complete Adventurer 158]
the philosophy of ethernal life is made up by me to basicly gain the 2 domains and perhaps the spiked chain profiency, so dont try too look in a book to find this philosophy
Weapon:
Duskwood Material [Magic of Faerun 178]


Final Notes:
hope you dont get dispelled. If someone tries it kill him
hope you dont get toasted by the hydra. If she tries kill her


HAVE FUN!


ps. i will go to sleep now and look in about 8 hours again if this character got choosen and or if some corrections have to be made. i hope i made it in time. i will add the sources of the feats/spells ... for better reference if i have sleeped its quite late/early here in germany 5:30am

---
Edit: corrected some things like
age,skills,DR,spelllist,added references
#366

deathwishjoe

Oct 08, 2005 0:04:16
well its too bad your not awake. there are a few things you probably should have gone over. I'll try and point them out here in the hopes that the GMs or you can edit them before the compitition.

Round 1: quickend shield

Round 4: quickened Shield -> +4 ac & immune to magic missles

you only have one prepared quickened shield. maybe the 4rth round or something a see invisable would be what you want to do?

- you can choose a favored weapon for your philosophy (spiked chain) else wield a long spear from PHB

its good that you have contingincies for this situation as Im going to guess the answer will be no.

memorized as arcane disciple with caster level 9: 6/5/4/3/2
5: extended polymorph, quickened shield
4: polymorph,divine power,divine power
3: fly, girallons blessing,blindsight,girallons blessing
2: sardism,see invisible,brambles,CMW,CMW
1: shield,Cure Light Wounds,CLW,CLW,CLW,CLW

memorized as Cleric with caster level 1: 4/
1: CLW,CLW,CLW,CLW

not seeing wraithstrike here and Im guessing its pretty pivitol to your build. I know its got me worried *chuckles nerviously*

there may be a few other things you need to look into but otherwise good char.
#367

zombiegleemax

Oct 08, 2005 2:11:41
So, its now the 8th... which characters are being used? Looks like there's a few... :D
#368

zombiegleemax

Oct 08, 2005 8:25:54
@deathwishjoe
thanks for pointing things out

1) added wrathstrike as spell known instead of sardism so sardism is now 3rd level spell

2) removed the casting of shield in round 4 but i dont add casting see invisible as i dont want to loose another round. so see invisible will have to wait a bit


@ lord arkan
perhaps he can manage to make it a 30 ppl battle :D
#369

zombiegleemax

Oct 08, 2005 9:28:05
Human Monk1/Cleric2/Master of Shrouds 7

Heh. Very nice build Phaedrus! I was wondering what it would be!

I can only suggest two things:

1. Don't worrying about buffing yourself until after you've sent all your undead attacking.
2. I would have gone w. Divine MM Quicken, to get your Summons off as fast as possible, ie MoS a Spectre and then DMM Quicken a couple of Red Dragon skeletons in the same round.
#370

phaedrusxy

Oct 08, 2005 16:20:50
Heh. Very nice build Phaedrus! I was wondering what it would be!

I can only suggest two things:

1. Don't worrying about buffing yourself until after you've sent all your undead attacking.
2. I would have gone w. Divine MM Quicken, to get your Summons off as fast as possible, ie MoS a Spectre and then DMM Quicken a couple of Red Dragon skeletons in the same round.

Thanks! :D

1) I thought of that originally, but decided to buff first, then summon and attack with them. I think that they will be more effective with the cleric coordinating and fighting with them, rather than them being sent off alone.

2) You can't Quicken summoning spells can you? Because they're full round actions? Or are the Summon Undead spells just a standard action to cast? Either way, I don't have time to mess with the build anymore, and I think it's past the deadline already anyway, isn't it?
#371

zombiegleemax

Oct 08, 2005 17:56:10
Thanks! :D
2) You can't Quicken summoning spells can you? Because they're full round actions? Or are the Summon Undead spells just a standard action to cast? Either way, I don't have time to mess with the build anymore, and I think it's past the deadline already anyway, isn't it?

Oops! Yes, Full Round. Could have helped with Buffs, though. I just don't think you'll have enough time to get all your bling off before the arena runs out of time.

I had thought about a MoS build briefly, with Skeletons as "Corpse Bombs" (using the Destruction Retribution feat from LM). Those Red Dragon Skeletons would do 9d6 when killed, and the idea of all that effort just to get whacked in the backlash was amusing.
#372

phaedrusxy

Oct 08, 2005 23:00:07
Oops! Yes, Full Round. Could have helped with Buffs, though. I just don't think you'll have enough time to get all your bling off before the arena runs out of time.

Well, it's not like I'm going to be personally running the character, anyway. If someone picks it, they can change the tactics however they want. I do tend to be a bit paranoid and excessive when it comes to buffing and defense.
#373

zombiegleemax

Oct 09, 2005 4:31:57
Well, it's not like I'm going to be personally running the character, anyway. If someone picks it, they can change the tactics however they want. I do tend to be a bit paranoid and excessive when it comes to buffing and defense.

Me too. The Wizard I play has devoted himself to counter-spelling and counter magic. Not because it's optimal, but because he's (and my extention me) terrified that a single spell could kill him. He's also is willing to spend tons of money on equipement (particularly spellblades) capable of countering magic, death effects, energy drain...
#374

deathwishjoe

Oct 16, 2005 17:19:57
bump. were supposed to get results on this compitition soon! weeeeeeee!
#375

zombiegleemax

Oct 17, 2005 11:31:00
Yeah i thought so too some moments before. I just hope that my char is/was in

*tension is rising*
#376

zombiegleemax

Oct 18, 2005 12:06:30
I know you have all been waiting for it. I also know I was a little late posting this but we stayed a extra day to hang out with friends. ;) So here are the results form the first convention. But first a few thoughts on the convention;

SolenCom 3 went great, we where full on all three days. The game was a little harder to run then anticipated but became smother on the second day with the introduction of turn cards and a fourth DM. Every one that played loved the game and enjoyed the side game of monster slaying. We drew a large crowed each time we ran it with people cheering and chanting for there favorites.

I would like to thank my co-DM”s and I would epically like to thank Dave the man who put hundreds of hours into terrain design and panting of the miniatures. The whole thing may have taken three tables and 1 hour to set up but was stunning to see. Sadly I do not have any digital pictures to share since my camera was once again misbehaving.

So who was selected for the game (in order of submission):

By Faithless the wonder Boy
Kasomir Hackworth, NG Human Druid 6/Nature's Warrior 2/Warshaper 2

By PhaedrusXY
Human Monk1/Cleric2/Master of Shrouds 7

By Oxybe
Feral Human (Chaotic Good) (monstrous humanoid)

By Jstorrie
“Stab Face” Elf Ranger 6 / Cragtop Archer 4

By LordArkan
Outlast! Male Human Warlock 10

By Lift
Human Divine Minion of Anhur Spellthief 9

By Cvazi
Human Wilder 10

By Medicelious-Melharmonac
Cleric 6 / Divine Oracle 4

By Carnivore
“Fred” Warmage 1/ Psion(Egoist) 3/ Cerebremancer 6

By PhoenixInferno
Feral Human Barbarian 4/Fighter 2/Champion of Gwynharwyf 3

By Jayr
Suki, female human saint Monk 4/Cleric 2/Sacred Fist 2

By interpretivechaos
Hexblade 9 Arcane Archer 1

By tate
Faffle Dwe'o Maercraft, Human Ftr2/Wiz4/SS4

By Baudolin
Cleric 7/Sacred Exorcist 2

By Kuroi Kenshi
Vhenetar, Lawful Good Elf Cleric4/Church Inquisitor6 of Labelas Enoreth

By ck2001wendt
Zues and Blue - Zeus, Human Wizard [Conjurer: Opposed Evocation and Necromancy] 5/Zhentarim Skymage 5

By Shado
Level 10 Human Wilder

By DeathWishJoe
warlock 6/ rogue 3/ shadowdancer 1

By DarkMatter
Venerable Human 6 sorceror/2 shadow adept/ 2 arcane devotee

By DeathWishJoe (yes we took both of Joe’s submitions but changed this one slightly to make it more blanced for the game)
lothorian the everchanging - battle sorcerer (Unearthed Arcana) 8/paladin 2

By Mirror Image
Warg Gyrok the Halforc - Cleric 1 / The Arcane Disciple 9

So why where some people not selected…Dam I have no idea all the builds where good. These where the ones my co-dm”s selected during a drunken night prior to leaving on the trips, as we assembled packages ex….

The top three point holder where in order:

1st: PhaedrusXY Human Monk1/Cleric2/Master of Shrouds 7 and army of the dead
2nd: DeathWishJoe Battle sorcerer “everchanger” --- who we only really let change once
3rd: Zues and Blue by ck2001wendit

Special mention to the Human wilder that killed more players in the arena then any one else with a fantastic run of exploding death. Till he was promptly gang banged ;)

I will take some time tomorrow to give you all some highlights of the battles.
cheers
#377

deathwishjoe

Oct 18, 2005 12:41:26
that actually went as expected. I could have guessed the top 3 before the battle. it'll be interesting to see how much the nerf on the everchanging effected his placement. IE if the extra fast healing or breath weapons would have equaled more kills at certain times. honestly though he was a bit overpowered for the level he was. well I await the details
#378

zombiegleemax

Oct 18, 2005 14:50:20
Well to describe the whole battle would take way to long. So I will just give you some snippets of battles I found funny or thought was a key turning point for someone to get the points need to help them move into higher ranking.

Day 1

The Story of Fred and his Fans

“Fred” the Cerebremancer became a hero of the people for a unknow reason before the battles even began. It seems the guy playing him had brought along his girl friend and brother, both of which had nothing better to do then begin chanting Freds name. Other spectators took up the chant and soon freed had a small cheering squad of six or eight, since this was almost 1/3 of the people watching the game, it had a large effect on both the other players and Freds confidence.

In the arena battle many players attempted to stay away from fred due to his obvious uberness. The fact he killed some poor warlock with negative energy magic missles by the second turn helped too. However, once Fred ran out of spells and was forced into his melee combat mode he was finally eaten by Blue as Zeus laughed. The crowed grew restless and bowed the poor sky mage. Freds fans would not leave his side thought as he made his way over to the monster arena.

In the maze Freds fan base had grown even larger but several of the players he had killed in the last round had it out for him and decided to make a tempera alliance to crush the poor mage. Once this became obvious the fans erupted and pleaded to Pun Pun to help poor Fred. Pun Pun wanting the crowed to enjoy them selfs cloned Fred and gave control of this clone to Fred so that he was only outnumbered 3 to 1 against the small alliance. Fred may have even won……If only that two fireball and breath weapon had not been thrown into the room killing both Freds and most of the group who had chosen to gang up on him.

The Master of the Monster Arena

Thought he was sadly one of the first ones dead in the maze having run into a small undead horde the Feral Human by PhoenixInferno was a hit at the monster arena. He lived the longest killed the most monsters and was rolling so good most believed that Pun Pun must have given him weighted dice. As other joined him in the arean, he quickly took command of the group tactics and more often then not the other players fell into line. With some healing help the dead hero”s made it all the way to the second last monster spawn my co-DM had created. (that is over 18 monster spawns they survived. To put it into perspective the other two days the best any one got to was 12. ) When the heros first saw a few orks appear they thought this was going to be a easy victory. Under estimating there opponents the tossed a few fire balls killing many orks and decided that they would melee the rest down. This is when the ork shamans and the reaming 40 orks popped out of mass invisibility. Sadly the heroes did not fare so well against 40 lv 2 orks and 3 lv 18 boss types. Our hero however died while slaying there barb war chief as he rolled two criticals and max damage on both… for his finl blow. Causing a eruption from the on lookers and pats on the backs from his team mates.

The death of Everchanger

After a very successful maze battle and performing ok in the arena people really started to see the Everchanger as a threat. His group decided that they would stick close together and wait until the Everchanger had time to change before they moved out.

He was paired with “stabface”, DeathWishJoe Shadowdancer and Faffle Dwe'o. All of his team members crowed around him and held there actions waiting for the Everchanger to do his thing. As soon as he began casting the player who was using stabface asked if his spell casting would provoke a attack of opportunity. I told him that it would if he was a enemy. Stab face mentioned he was and took his attack, the shadowdancer agreed and join in. with the two of them attacking and since they flanked poor Everchanger they watched him for enough damage to stop the spell casting and almost kill him. Since they both had held there actions they finished the Everchanger off in one round. This alone may have cause the Everchanger not to take first place.

“stabface” was known as the Betrayer from this day on. Infact the Everchangers player liked the game so much he came back the next day to warn every one of the evil betrayer stabface…….

----------

If people are interested I will post similar info packs about the two other days…If no one cares, well then I will just stop typing so dam much…

cheers
#379

carnivore

Oct 18, 2005 14:57:59
yay for Fred........but i just wish his player had been more careful...oh well :P


thanks for the opportunity to make a fun Build

:D
#380

deathwishjoe

Oct 18, 2005 16:04:54
oh hell yeah I want more info! that was sweet. all the way around. curse me for making that other character before the everchanging! and curses to stabface! *cant wait to hear how the wilder killed so many in the arena* oh and more info on 1st: PhaedrusXY character. want to see how he did as well. I was quite impressed by his actually.
#381

kuroi_kenshi

Oct 18, 2005 16:28:57
lol, funny stuff.
#382

zombiegleemax

Oct 18, 2005 16:47:25
Well done, Phaedrus!
#383

zombiegleemax

Oct 18, 2005 20:42:10
Yup looks like a 40 hit point necromancer was too ripe. Congratulations to the winners though for their... "grumble grumble"... awesome builds.
#384

Lokiyn

Oct 18, 2005 22:38:45
Darn, well i hope the baker at least made an appearance at the concession stand ;) or the after party buwahahahaha

(not that i expected him to make an appearance anyway he's more an rp character. although he is awsome in an actual longer running campaign with his ability to fix/jurry rig anything)

p.s. its fun to play a con artist when you actually have all the skills to pull off a con. play a carpenter to get into castle, play a chef to get in the kitchen, poison the castle, loot in peace.... plus craft(brew) keeps the party dwarf happy ;)
#385

zombiegleemax

Oct 19, 2005 3:22:05
Do you have a point breakdown as well, Darknoj? I'd be interested in seeing how the characters did overall, or in each scenario.
#386

zombiegleemax

Oct 19, 2005 10:05:11
Funny you mentioned the baker. Every one was always asking who that person was that stood next to the might pun pun watching over the games. When I mentioned it was his cook (the only one fit for a god) every one would just laugh. ;)

Remember that this was only the first of the 3 conventions and in two weeks I will be heading down to the Toronto area for the second. Builds still have a chance to win it all and be crowned best 10th level character.

So some one asked for the full point break down after the three days, while here it is:

Total points scored: -- note due to group challenge the total points is higher then what would be available for a single person to get.

Maximum points available for one person: 267 each day if one person did all the slaying and killed there own group off at the end for a total of 801 if they won each day.

Total points earned are in ()

1st: PhaedrusXY Human Monk1/Cleric2/Master of Shrouds 7 and army of the dead (115)
2nd: DeathWishJoe Battle sorcerer “everchanger” (105)
3rd: Zues and Blue by ck2001wendit (99)
4th: By Carnivore “Fred” Warmage 1/ Psion(Egoist) 3/ Cerebremancer 6 (93)
5th: By DeathWishJoe warlock 6/ rogue 3/ shadowdancer 1 (84)
6th: By Shado Level 10 Human Wilder (72)
7th: By Lift - Human Divine Minion of Anhur Spellthief 9 (66)
8th: By Baudolin Cleric 7/Sacred Exorcist 2 (63)
9th: By tate Faffle Dwe'o Maercraft, Human Ftr2/Wiz4/SS4 (60)
10th: Kasomir Hackworth, NG Human Druid 6/Nature's Warrior 2/Warshaper 2 (54)
11th: By Kuroi KenshiVhenetar, Elf Cleric4/Church Inquisitor6 of Labelas Enoreth (48)
12th: By Mirror Image Warg Gyrok the Halforc - Cleric 1 / The Arcane Disciple 9(45)
13th: By Cvazi - Human Wilder 10 (39)
14th: “Stab Face” (39)
15th: By Jayr Suki, female human saint Monk 4/Cleric 2/Sacred Fist (33)
16th: By LordArkan Outlast! (30)
17th: By PhoenixInferno Feral Barb 4/Fighter 2/Champion of Gwynharwyf 3 (29)
18th: By Medicelious-Melharmonac Cleric 6 / Divine Oracle 4 (23)
19th: By DarkMatter Venerable 6 sorceror/2 shadow adept/ 2 arcane devotee (19)
20th: By interpretivechaos Hexblade 9 Arcane Archer 1 (17)
21st: Mirror lv 9 sorc / lv 9 hexblade (0)
*Note Mirror was used as a ref by a late coming player and so could not qualify for points….hence the last spot… The player did have fun slaying people that did not meet pun pun rules…. O and yes pun pun granted his ref unlimited HP, maxing him almost impossible to kill.

So the top point holder has the point equivalent of about 13 kills each day. To put that in perspective he kills about 4 people each battle.

It should be noted that the players skills went from very good to guys that barely understood what AD&D was. This of course effected the overall points scored. One horrible player decided that he was going to charge Jayr Suki’s femal saint Monk with his Feral Barb submitted by PhoenixInferno from across the whole arena. He chose to make a full run move to get to the square next to the monk and then wondered why he could not attack. I explained to him that he could not run and then make a full attack. The monk pummeled him a bit that round and then pulled back to deal with a mage that got to close. The player for the barb decided he would full run across the arena again to fight Stab Face. When I told him he could not attack he looked up and said "O I thought that was a Monks special thing not cause I ran……"

Day 1

The exploding ball of Wilder

So on round one, many of the newer players charged into the center of the arean and started waking at each other. Others waited and buffed. By round two many others had joined the battle in the center, as well as one small wilder that chose to hold his action till the end of the round. ….. Then…. He ran in and Quicken Cold Burst w/+3 Surge and Empowered Cold Burst w/+3 Surge. Killing many. Those not dead quickly turned on the poor wilder and mashed him into a fine pulp. From then on that day the wilder was bashed first when ever seen.

Day 2

My friend the Dire Lions.

The person playing Kasomir Hackworth, NG Human Druid took it into his head that he was in this not to score points in the arena but to help protect the poor defenseless dire lions.

He began this quest by moving towards the beast on turn one and used his “natural druid happiness to show the beast that I am a friend”. He succeed in his role and moved there opinion of him to neutral. He then ran around with his new “friends” healing, buffing and helping them to kill things. Since most people found the dire lions more of a threat then the Druid he lived a long time. He even put one of the beast “out of its misery” when it reached 1 Hp netting him a free point.

In the group battle, he attempted the same with a rock elemental but was much less successful. He was very thankful when the rest of his group helped to deal with the bady while to was trying to nail his little druidic body into the ground.

Is that a hallway or just a field of caltrops.

Interpretivechaos Hexblade 9 Arcane Archer 1 and Stab Face became fast friends in the maze when there where placed close to each other. They found a long hall way that ended in a door that was securely locked. They filled the hall with caltrops and stood at the end of it.

After a few turns of no one being dum enough to enter the hall they began to taunt the other players. An over zealous flying Warlock felt he could kill the two of them. His arrow filled body marked the half way point of the hall a few rounds later.

A certain very hidden shadow dancer had been slowly creeping towards the two of them since the warlock started his battle. He was heard to mention that his first attack would most likely kill one of them. Sadly we are to never know since a lone mage lit the whole hall a blaze with his spells trying to kill the two archers. The two archers drove the mage back and finished off the still burning shadow dancer…(it is hard to hide when you on fire …)

The rain of terror ended when a smarter then average feral built by PhoenixInferno decided to try and come at the two archers from the “locked” door. The archers where dum founded when he simple lifted the bar on the other side of the door and moved in to finish the wounded archers off (it was locked from the other side silly archers). The feral was very low on hit points (6) forgot about the hall way of caltrops, ran down it and was killed by them… The now dead archers rolled randomly and Stab face got the killing point.

What do you mean, I drown?

Fred’s and the venerable human By DarkMatter group, in the third challenge, came up with a great way of killing people. They started the battle close to the large river in a small grouping of trees. Some of there members (Stab Face) would pull the more melee orientated groups towards them by shooting arrows. He would then run / swim across the river as they chased…. Many of the mellees followed even those in armor.

But where is the rest of Stab Faces friends you ask…why polymorphed into large octopuses in the water of course. They would pull the poor melee types into the water and then watch them drown. What a team… If it was not for that big blue dragon carrying around his whole group I am sure they would have done much better. To bad stab face; Zeus and Blue eat you. Thought it was a fine battle after when your group tried to avenge your death with only Zeus living.
#387

phaedrusxy

Oct 19, 2005 10:27:22
Why is my character in there twice at 1st and 12th? :P Sounds like it was a fun contest.
#388

zombiegleemax

Oct 19, 2005 10:47:33
lol i am gone have to blam the list on Joel since he did it up for me... maybe i copyed something wrong... well check it after lunch

found the problem the ref was Mirror (as in the name) not the character by Mirror Image who held the 12th spot which i had copied in wrong originally... Everything should be fixed now. cheers
#389

zombiegleemax

Oct 19, 2005 11:02:31
Wow, I forgot that I submitted to this contest. Lucky 13! I meant to go back and optimize him more. . .

CONGRATS TO SHADO'S WILDER!

You rock!
#390

Shado

Oct 19, 2005 11:28:59
Woohoo! I've been waiting to hear how my Boom Wilder would do. Too bad he made so many enemies so quickly. He could have cleaned up. :D

Will be interesting to see how other groups of players work it out.

Thanks Cvazi! I am honored.
#391

kuroi_kenshi

Oct 19, 2005 11:54:17
Man, that must've been fun. That octopi idea was sweet :D I still can't believe how many people charged into the middle, too.

Thinking back, I wish I had used at least 2 divine quickens on dispels instead of buffs. Oh well =p
#392

zombiegleemax

Oct 19, 2005 12:36:45
what i would like to know is:
how many rounds did the fights last ? Or if you stopped after 2 hours how many rounds did you finish in this time.


and we are grateful for everything you tell us about our chars so write down everything you remember :P


i personaly would like to know what happened to my precious melee cleric cause i thought he would kill about 3+ ppl per battle but it seems he killed only 1.5 ppl.
Was he brought down by dispells? was his casting interrupted ... ?
#393

deathwishjoe

Oct 19, 2005 13:02:05
ooooh ooooh can we make changes to our characters for the next con. things like new instructions and I wanna change my name from "the everchanger" to "the betrayed". just a few things but keep the same build. *tries to forget he suggested betraying his teamates in an earlier build*
#394

oxybe

Oct 19, 2005 13:23:20
out of curiosity, how did my feral barb do? i keep hearing about phoenixinferno's but not mine

yeah them charging in the middle was not what i exepected . i'm guessing there were alot of new players there... :D

but yeah... how did i fare?
#395

carnivore

Oct 19, 2005 14:46:14
thank you very much darknoj for posting the results....you should think of becoming an Sports Writer(excellent play-by-play)

i also was wondering if we could alter our instructions a bit, maybe even change our build slightly


:D
#396

zombiegleemax

Oct 19, 2005 15:26:41
Wow it sounds like a great event, hopefully I can participate in something like that in the future. Glad to see that my buddy Faffle did okay, hopefully whoever drew him had fun at least and was able to use him without worrying about tons of crazy rules. Thanks for posting this contest, its been a fun ride.
#397

zombiegleemax

Oct 20, 2005 7:40:49
I am trying to get my co-DM’s to come post the stories and events they remember here too, but they seem not to want to enter the lime light. Come on guys I drank just as much as each of you every night and I can remember more then…”O it was a good time” and “remember that guy that killed all those other guys. Know that was cool”

Answers to Questions

We will allow people to change the name of there build and update there tactics, but they can not change the build itself.

Sadly Oxe no stories of your Barb jump to mind. You most likely had an uninventive / new players using him on most days.

In fact, I don’t seem to see your build on the list of point holders…I will have to ask Dave what is going on. Dam hung over co-DM’s. (yes I blame all mistakes on my co-DM’s. That is what they are for after all.) Hope he was not left behind some how. I will talk to Dave tonight.

In answer to Mirror-Images questions:

The arena ended before the time expired every day. Seems it took about 15 rounds or 1 hour for every one to kill each other off in a big open space.

The maze was by far the longest game. Most times going from 1.5h to 2h. We would get a large number of rounds in since people would do a lot of buffing ex.. in the first few. Close to 50 or so I would guess. The team challenge went very fast one day (under 30 min) and around 1h the other two days. The 30min day, they played about 10 rounds and the 1 days they did about 25. (Teams that move and attack together speed things up)

You final question can be answered in two parts. One day, he was one of the unfortunate people in the middle of the arena when a wilder went boom. Killing him before he had a chance to kill any one else and a another day……look below….

Day 3

One Battle Cleric and a Warlock That Just Would Not Go Away

Now the player that got Mirror-Images Half Orck on the third day fit the half orck stereo type perfectly. He was a huge monster of a man, with the brain of a peanut. He seemed to understand the AD&D rule set just fine. There was just no way the poor guy could think past do what is on this paper and kill things……Hope he does not read this find me at some convention and pummel me into the ground…

So when he started in a large chamber in the maze during the second game, he was quite happy to find another person across the chamber from him. The gentlemen playing Outlast, tierd to suggested a alliance to the half-ork before the game even started. The half-ork would have nothing to do with it and went into detail on how he was going to stomp on this players body ex…

When the warlock was first to act and flew up to the top of the room the half-ork was very sad, but he figured the little warlock could not hurt him from up there so he just spent a few rounds buffing up.

Two rounds later and only a little damage from a warlock blast another player enters the chamber (By Cvazi - Human Wilder). Well the half ork runs over and starts to put the thump on. The warlock laughing manically at this junction starts to rip off the half-orks buffs. Leaving him easy pickings for the wilder, that just had way to many hps.
#398

oxybe

Oct 20, 2005 8:18:25
it happends :P no worries lol

glad to see you guys had a fun time, even if i didnt make the cut
#399

lilt

Oct 20, 2005 9:36:38
Any news on how the Spellthief/Divine Minion fared? I see he came 7th but I'm wondering how to update the strategies.

Does buying more equipment count as changeing the build? IIRC I spent less than half the money, planning to spend more later, but I never got round to it

Edit: Are other builds buying stuff ETC before each match? I might add "Go to the shops and buy XYZ" to my strategy section.
#400

phoenixinferno

Oct 20, 2005 9:43:39
The Master of the Monster Arena

Thought he was sadly one of the first ones dead in the maze having run into a small undead horde the Feral Human by PhoenixInferno was a hit at the monster arena. He lived the longest killed the most monsters and was rolling so good most believed that Pun Pun must have given him weighted dice. As other joined him in the arean, he quickly took command of the group tactics and more often then not the other players fell into line. With some healing help the dead hero”s made it all the way to the second last monster spawn my co-DM had created. (that is over 18 monster spawns they survived. To put it into perspective the other two days the best any one got to was 12. ) When the heros first saw a few orks appear they thought this was going to be a easy victory. Under estimating there opponents the tossed a few fire balls killing many orks and decided that they would melee the rest down. This is when the ork shamans and the reaming 40 orks popped out of mass invisibility. Sadly the heroes did not fare so well against 40 lv 2 orks and 3 lv 18 boss types. Our hero however died while slaying there barb war chief as he rolled two criticals and max damage on both… for his finl blow. Causing a eruption from the on lookers and pats on the backs from his team mates.

Oh well. He died in a blaze of glory - nice to know he survived for a while.
#401

zombiegleemax

Oct 21, 2005 8:03:48
You could indeed tell your player to go to a shop and buy things between matches, sell there own equipment ex…

There is of course no magic item shops in the city. ;)

If you update your builds tactics, please make a note of the update at the top of your build so that we do not have to print all the build info out again. Just the ones that updated.
#402

zombiegleemax

Oct 22, 2005 3:52:54
which version of my build do you have ?
cause at the time were you left my build was not overlooked and the spell list and the buffing sequence were a bit buggy, but if you have the overworked version from " 10-09-05 11:29 AM " it should be ok.
#403

carnivore

Nov 30, 2005 18:14:16
to save

:D
#404

phaedrusxy

Nov 28, 2006 17:30:38
#405

carnivore

May 21, 2007 15:44:04


:P
#406

phaedrusxy

Nov 08, 2007 1:24:51
NO archives for joo!
#407

zexionalmasy

Jan 15, 2008 10:35:17
I wounder, is someone going to make a new lv 10 Challenge?
#408

lord_xarallon

Jan 20, 2008 11:41:04
I would join in...
#409

lo77o

Mar 23, 2008 11:56:51
Well, there is a 11th level challenge up right now.
#410

carnivore

Aug 17, 2008 18:56:25


:D
#411

carnivore

May 17, 2009 15:09:36
to save this resource

:D
#412

Contronym

Feb 05, 2013 4:26:01
Bump to save