CO Project: 77 Ways to Die

Post/Author/DateTimePost
#1

stickboy2323

Apr 01, 2008 14:50:41
Inspired by the recent rash of project threads and March Madness I've decided to hold a little tournament of my own. The Player's Handbook gives us 7 races and 11 classes for a total of 77 different race/class combos. The idea here is to make 77 characters that represent these combinations and then have them battle their way through a series of fights until there is only one left standing. The main problem here then is that 77 entrants do not easily all fit into a bracket of 64. But every problem has a solution. 63 of the entrants will be seeded at random with the remaining 14 left to battle for the 64th and final seed in an "opening night" Battle Royale event.

The character creation rules are as follows.

ECL 6
32 pt. buy
No templates
PHB races ONLY. No Monster Manual, Unearthed Arcana or subraces from other books allowed.
The PHB class must account for three levels of the build but not necessarily the first three levels of the build. The other three levels may be of any other base class or prestige class as long as you can qualify for it. Multiclassing penalties will not be enforced.
No flaws or traits
No crafting
No Leadership
13,000 gp wealth. No more than 4,500 gp may be spent on a single item. No custom made items. All charged item must be fully charged. Custom masterwork tools are fine.
Material components will not be required unless the spell requires a material component with a value of 100 gp or more. Please note any spells that have costly material components.
Common Sense. Let's try not to use too much cheese. Thank you.


Other Rules -

Material components and other consumable items, whether mundane or magical, will not be restored between battles but may be purchased again out of prize winnings (see below).
Any sundered/destroyed non-consumable items will be repaired/replaced between bouts.
All hit point damage, ability damage/drain, status ailments, etc. will be healed between bouts.

Books Allowed - All 3.0 and 3.5 official WotC materials will be allowed but no alternate power systems (psionics, incarnum, etc.) will be allowed. The books where these systems appear may be used for other material. For example, you may use Tome of Battle for Superior Unarmed Strike but not for Martial Study. Spells may only be drawn from the Player's Handbook, Player's Handbook II, Complete Arcane, Complete Mage and Spell Compendium.

It would be very helpful for any builds utilizing prepared casting classes to include a spell list. Also, every build should include a set of battle tactics but this is not mandatory. All battles will be run by me and my gaming group so the more information I can get up front the better we'll be able to run your character to your specifications.

These rules are not set in stone so if anyone has any ideas to make this better or questions about why the rules are the way they are just let me know.

If everyone could post their builds on this site http://www.campaign-blog.com/ it would help me a lot. You have to register for the site but it is free. When posting your character(s) name them "77RaceClass" so that I can easily search for them.


Prizes -

Battle Royale - Seed 64
Round of 64 - 500 gp
Round of 32 - 1000 gp
Round of 16 - 1500 gp and 1 of 8 copper rings
Round of 8 - 2000 gp and 1 of 4 silver medallions
Round of 4 - 3000 gp and 1 of 2 golden laurels
Championship - platinum cup

The winner of each battle will receive an amount of gold based on the table above except for the winner of the Battle Royale. The winner of the Battle Royale wins the 64th seed in the tournament and will have all of his/her consumable items replaced so as not to unfairly gimp them in the tounament. Each of the winners in the round of 16, the round of 8 and the round of 4 will receive an additional prize, an exquisitely crafted piece of jewelry. These items may not be sold. The jewelry itself is not magical but it may be enchanted at the winner's request. While the owner must still pay for this enchantment they will only be charged 3/4 market value. If the creator of a winning build would like I can confer with you about how to re-equip your build between battles.

The bracket has already been seeded and the combatants for the Battle Royale have been determined. If you are interested in creating a build let me know which one you are interested in. First come, first served.

One last note. Rounds 2-6 will also feature a randomly determined creature/monster/threat that will hopefully make the battles a bit more interesting.
#2

stickboy2323

Apr 01, 2008 14:52:15
List of Combatants - Poster

Dwarf Barbarian - Capt_Smash
Dwarf Bard - Shrympscampi
Dwarf Druid - SquashMonster
Dwarf Fighter - jetstrike3000
Dwarf Monk - Culmirrin
Dwarf Paladin - Culmirrin
Dwarf Ranger - skydragonknight
Dwarf Rogue - acacannon
Dwarf Sorcerer - SquashMonster
Dwarf Wizard - skydragonknight
Elf Barbarian - Midnight_v
Elf Cleric - ninjarabbit
Elf Druid - Sjiggie
Elf Fighter - Midnight_v
Elf Monk - ninjarabbit
Elf Paladin - ninjarabbit
Elf Ranger - Eldariel
Elf Rogue - Nathrin
Elf Sorcerer - Thinker89
Elf Wizard - Eldariel
[url=http://forums.gleemax.com/showpost.php?p=15522039&postcount=115]Gnome Barbarian - a
#3

stickboy2323

Apr 01, 2008 14:53:07
Reserved for whatever
#4

littlefreak_dup

Apr 01, 2008 15:00:28
Ok...

Dibs on Human - Druid

I'll be posting later...
#5

cyrocloud

Apr 01, 2008 15:45:02
Ummm... I don't think human druid would be the winner here, it would more likely be a gnome/dwarf druid. The extra con might be a deciding factor since druids are pretty feat light.
#6

Dictum_Mortuum

Apr 01, 2008 15:51:57
and the level is low, so everyone has a chance.
#7

littlefreak_dup

Apr 01, 2008 15:54:33
I still prefer the extra feat over 6 hit points
#8

Dictum_Mortuum

Apr 01, 2008 16:06:30
I still prefer the extra feat over 6 hit points

the +2 to saves vs spells and the other bonuses though? Cyrocloud is right, a druid build is not feat starved.
#9

eepop

Apr 01, 2008 16:22:31
Are charges and consumables renewed at each battle? Or do you use the pool for the entire series of battles?
#10

stickboy2323

Apr 01, 2008 16:26:04
Are charges and consumables renewed at each battle? Or do you use the pool for the entire series of battles?

Charges and consumables would not renewed, unless it's a per day kind of item. You would be able to buy more however with prize winnings.
#11

jameswilliamogle

Apr 01, 2008 16:46:24
Reserved for Halfling Fighter.

This could be fun! I'm going to use this post as a scratch-pad for ideas...



Halfling Fighter

Str Dex Con Int Wis Cha

BAB, F, R, W

HP, AC

Feats
TWF, iTWF, PBS, Rapid Shot, Power Attack, Brutal Throw, Power Throw, Dodge

Skills

Other

Racial

Equipment

Tactics
Basic idea would be to throw 5 acid flasks a round with +6 damage each (all touch attacks).
#12

smrtac_dup

Apr 01, 2008 16:52:33
I call dibs on Half Orc Barbarian - gonna get owned by cleric through XD


___________________
Race: Half Orc
Name: J Wil Pokie Yo Do Daeth (for those who are literate I will Poke You To Death)
Classes: Barbarian 5/ Fighter 1
Alignment: Chaotic Neutral

Abilities: Str 20(26 while raging), Dex 14, Con18, Wis 10, Int 6, Cha 6
HP: 65 (77 in rage)
AC 10+ 2(dex) + 5(ChainShirt +1) = 17
Speed: 40 ft.

Saves:
Fort: 6 base + 4(5 in rage) con + 1 (Vest of Resistance+1) = 11(12)
Ref: 1 base + 2 dex + 1 (Vest of Resistance+1) other = 4
Will 1 base + 0 dex + 3 (Iron Will, Vest Of resistance +1) (+2 moral bonus while raging) =4 (6)

Racial Traits: Darkvision 60 ft
Class Traits: Fast Movement, Illiteracy, Uncanny Dodge, Trap Sense +1, Rage 2/day, Improved Uncanny Dodge, Fighter Bonus Feat.
Feats: Iron Will, Power Attack, Stand Still, Reckless Rage

Gear:
Amulet of Health +2 (DMG) (4000 gp)
Masterwork LongSpear (305 gp)
Chain Shirt +1 (1250 gp)
+5 Mighty masterwork Composite Longbow (700 gp,arrows are counted into those 700 gold)
Vest of resistance +1 (MiC) (1000 gp)
Cloak of predatory vigor (MiC) (1400 gp) - While in a rage you can activate this cloak to heal damage
to yourself equal to your Hit Dice.
Bear Helm (MiC) (1500 gp) - half damage of one sneak attack or critical hit while in rage.
Greatreach Bracers (MiC) (2000 gp) - activating greatreach bracers, your arms stretch and
elongate, extending your reach by 10 feet for 1 round. Usable 3/day
Total of 12155

Attacks:
Grapple: +11/+6
MSW. LongSpear: attack: +12/+7| damage: 1d8+7(+12 in rage)| Crit: x3
+4 Mighty MSW Composite Longbow: attack: +9/+4| damage: 1d8+5| Crit: x3

Skills:
Intimidate: 10(ranks) -2 = 8
Jump: 9(ranks) +5(8) - 2(armor check penalty) = 12(15)

As for strategy, its pretty simple, use most of reach, stand still and rage
If playing first against grounded enemy, charge him if possible and use greatreach bracers to get reach up to 20 feett. In next round when melee character tries to charge back, use stand still and stop his charge, than again on your turn use full attack and 5 foot step backwards making him have to enter into your threat range again.
As for fliers, its even simpler, just pull out that +5 mighty comp longbow and punish your enemy, if someone with fly, get in 20 feet of you, use greatreach bracers to reach him and preferably kill him. Also use jump against characters that are up 30 feet in the air or maybe even further above, as you get bonus to jump (that i didn't include) when your speed is more than 30 feet.Intimidate them, let them run away and cover them with arrows from distance.
#13

wih

Apr 01, 2008 16:53:39
Just to clarify:
Anything that is per day will be refreshed between bouts?
You've said no Unearthed Arcana, but is that referring to Races only? Are Paragon classes allowed, item familiars etc?
Any restrictions on Sacred Vows?

EDIT: GAH! Someone called Half-Orc Barbarian while I was typing >.< Calling dibs on Half-Orc Monk then.

EDIT 2: Half-Orc Monk has been PMed to Stickyboy2323.
#14

stickboy2323

Apr 01, 2008 17:05:02
Just to clarify:
Anything that is per day will be refreshed between bouts?
You've said no Unearthed Arcana, but is that referring to Races only? Are Paragon classes allowed, item familiars etc?
Any restrictions on Sacred Vows?

EDIT: GAH! Someone called Half-Orc Barbarian while I was typing >.< Calling dibs on Half-Orc Monk then.

Yes, per day items will refresh. The bouts will not be coming one right after the other. There will be plenty of time for items to refresh, items to be crafted, enchanted, etc.

The restriction on UA is for races and subraces for now. Paragon classes and Item Familiars are fine by me. I don't see a problem with any of the class variants but alternate rules like fractional BAB and spontaneous divine casting probably will not be allowed.

Exalted. Vile. It's all good.
#15

wih

Apr 01, 2008 17:34:53
Realised another question I should have asked - will the characters be getting experience from beating the fights, or will they just be getting the items? (IE will there be any chance of levelling during the "tournament")
For those characters who will be taking item creation feats (not myself here), how much experience do they have to spend on item creation? Half way through 6th, or will their item creation drop them to 5th? Same for spells with XP components?

Sorry to bug with all the questions
#16

stickboy2323

Apr 01, 2008 17:45:16
Realised another question I should have asked - will the characters be getting experience from beating the fights, or will they just be getting the items? (IE will there be any chance of levelling during the "tournament")
For those characters who will be taking item creation feats (not myself here), how much experience do they have to spend on item creation? Half way through 6th, or will their item creation drop them to 5th? Same for spells with XP components?

Sorry to bug with all the questions

When I first had this idea it did involve leveling but I did away with that because I didn't want to have to deal it. If enough people express an interest in it then I guess I could reimplement it.

As far as crafting goes I really had not given it a whole lot of thought. I want all characters to be a true ECL 6 when the contest starts so that kind of nerfs crafters. My idea was that there would be crafting services available for contestants between matches but crafting ones own items would be cheaper.

I guess it depends on what I decide to do about leveling. if leveling becomes a reality then I guess there is some leway for crafters, but otherwise crafting seems kind of like a waste of feats to me.

Let me think about it. What do you all think about it?
#17

wih

Apr 01, 2008 17:53:57
When I first had this idea it did involve leveling but I did away with that because I didn't want to have to deal it. If enough people express an interest in it then I guess I could reimplement it.

As far as crafting goes I really had not given it a whole lot of thought. I want all characters to be a true ECL 6 when the contest starts so that kind of nerfs crafters. My idea was that there would be crafting services available for contestants between matches but crafting ones own items would be cheaper.

I guess it depends on what I decide to do about leveling. if leveling becomes a reality then I guess there is some leway for crafters, but otherwise crafting seems kind of like a waste of feats to me.

Let me think about it. What do you all think about it?

IMHO levelling is going to be too much of a hassle. However, it'd be unfair not to give characters an XP buffer - it'll make certain spells useless, and item crafting pointless. I'd personally start characters half-way into 6th level, with no experience gain over the timeframe - it'll make people who choose to spend their XP have something to work with, but a set unrenewable resource.
#18

cyrocloud

Apr 01, 2008 17:57:11
Personaly I like the idea of leveling after one or two rounds. I'm personally against the idea of crafting, mainly because it will realy put an unfair atvantage to casters even at this level.

Ohh would all of ToM be considered an alternate power source because I was thinking of useing part binder, but I'm waiting to see all the details before I personally setle on a class/race. Also is being part of the crane clan(OA) considered a sub race?
#19

smrtac_dup

Apr 01, 2008 18:13:58
Only thing i got to add, is that to make this much less of a hassle, there shouldn't be looting of enemies, as what if someone sunder someone elses weapon ? He doesn't get hole 13k, so his next opponent could be already overpowered compared to him.
Also i vote that there is no reequiping between battles, you choose items with which you are gonna fight all of your battles. Its alot faster that way than waiting for answers on forum about equipment ...

Sorry if all of this sound confusing but its 1am here and i just arrived home
#20

stickboy2323

Apr 01, 2008 18:24:20
Personaly I like the idea of leveling after one or two rounds. I'm personally against the idea of crafting, mainly because it will realy put an unfair atvantage to casters even at this level.

Ohh would all of ToM be considered an alternate power source because I was thinking of useing part binder, but I'm waiting to see all the details before I personally setle on a class/race. Also is being part of the crane clan(OA) considered a sub race?

Well, binding would be disallowed since it is an alternate power source but if there were a feat or PrC in ToM that you wanted to use that did not use the pact magic system then go for it. Crane clan is probably OK. It's not a sub-race so much as an affiliation.
#21

stickboy2323

Apr 01, 2008 18:37:23
Only thing i got to add, is that to make this much less of a hassle, there shouldn't be looting of enemies, as what if someone sunder someone elses weapon ? He doesn't get hole 13k, so his next opponent could be already overpowered compared to him.
Also i vote that there is no reequiping between battles, you choose items with which you are gonna fight all of your battles. Its alot faster that way than waiting for answers on forum about equipment ...

Sorry if all of this sound confusing but its 1am here and i just arrived home

Well, no one would ever get the whole 13K. You only get to cherry pick a single item off your foe. I'm guessing that most people would just pick the most expensive item and then sell it.

Most of the reason I'm allowing reequiping between battles is so that a competitor that has one difficult fight would not be completely gimped going into his/her next fight. I figure that by letting a competitor reequip the power level of each competitor for each fight stays fairly in balance. Does this make sense?
#22

squashmonster

Apr 01, 2008 18:37:54
Stubby Batman (Dwarf Druid)
54 HP (6 HD)
Male Dwarf Druid 6
True Neutral, Medium, Humanoid (dwarf)
Abilities: STR 8, DEX 10, CON 18, INT 13, WIS 20, CHA 6 (base + 1 level, + 2 item)
Speed 20 ft.
Init +0; Senses Listen +11, Spot +11. Darkvision 60'
Languages: Common, Dwarf, Druid, Terran
AC 10 (10 + 0 armor + 0 shield + 0 dex + 0 other), touch 10, flat-footed 10
Resistances:
Immunities:
Fort +9 (5 base + 4 CON + 0 other)
Reflex +2 (2 base + 0 DEX + 0 other)
Will +10 (5 base + 5 WIS + 0 other)
Conditional Save Modifiers:
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 on saving throws against spell-like abilities of fey
Attacks
Club +3 Melee (1d6-1/x2)
Sling +4 Ranged (1d4+0/x2)
Base Attack +4, Grapple +4

Special Actions: Spellcasting, wild shape
Combat Gear: nope.

Feats:
1. Combat Expertise
3. Improved Trip
6. Natural Spell

Skills: 45 (modifiers listed, not ranks)
Concentration +10
Handle Animal +4
Heal +6
Knowledge (nature) +7
Listen +11
Spellcraft +7
Spot +11
Survival +11
Use Magic Device +0 (trained)

Spells Typically Prepared (CL 6th):
3rd (3/day) - Sleet Storm, Summon Nature's Ally III, Wind Wall
2nd (4/day) - Summon Swarm, Bull's Strength, Barkskin, Resist Energy
1st (4/day) - Shillelagh, Entangle, Entangle, Obscuring Mist, Shillelagh
0th (5/day) - Flare, Virtue, Guidance, Resistance, Cure Minor Wounds

Possessions:
5000 gp for discretionary spending
Periapt of Wisdom +2 (with wilding clasp)


Animal Companion/Familiar:
Trippy
42 HP (6 HD)
Male Riding Dog
True Neutral, Medium, Animal
Abilities: STR 18, DEX 17, CON 15, INT 2, WIS 12, CHA 6 (base +1 level, +4x2 druid bonus)
Speed 40 ft.
Init +3; Senses Listen +7, Spot +7. Scent, low-light vision
Languages: woof
AC 21 (10 + 8 natural + 3 dex + 0 other), touch 13, flat-footed 18
Resistances:
Immunities:
Fort +7 (5 base + 2 CON + 0 other)
Reflex +8 (5 base + 3 DEX + 0 other)
Will +3 (2 base + 1 WIS + 0 other)
Conditional Save Modifiers:
Attacks
Bite +8 Melee (1d6+6/x2)
Base Attack +4, Grapple +8
Feats:
1. Track(b)
1. Combat Reflexes
3. Power Attack
6. Improved Bull Rush


Strategy
Know what you'll be fighting ahead of time. All opponents fall under one of the following categories:
Easy - melee fighters
Ranged - ranged fighters
Blasty - stupid wizards
Batman - smartly played casters

No matter who you're facing, your default strategy is, before battle, to buff up and Wild Shape into a Desmodu Guard Bat. In battle, you and trippy run up and bite the fool until he dies. Both of you have wolf tripping, so they'll spend most of the fight on the ground. You also have Improved Trip, which gives you cool bonus damage.

Against Easy opponents, just stick with that. Against ranged opponents, fill as much area as possible with Wind Wall and then do the same thing. Against blasty opponents, cast Resistance then beat their head in.

Against batman opponents, open with Sleet Storm, then use Summon Swarm, then Summon Nature's Ally and have them all run in and kill the guy. You should hover over the storm in your bat form, waiting to trip any flying wizards back down, while Trippy patrols the edges.

If all else fails, cast Shillelagh and beat somebody's head in.
#23

giel_geerits

Apr 01, 2008 19:02:03
Reserving Halfling Sorcerer
#24

smrtac_dup

Apr 01, 2008 19:05:23
Well, no one would ever get the whole 13K. You only get to cherry pick a single item off your foe. I'm guessing that most people would just pick the most expensive item and then sell it.

Most of the reason I'm allowing reequiping between battles is so that a competitor that has one difficult fight would not be completely gimped going into his/her next fight. I figure that by letting a competitor reequip the power level of each competitor for each fight stays fairly in balance. Does this make sense?

Actually it doesn't. As same like in my last post ... not everyone will have 1 item of same price.Meaning unbalance. This way with 13k gold they have to make their character as versatile as possible. If you read pm's you saw all of my character except for classes which would probably be 3 to 5 barbarian levels and if i find something else thats nice.
Its versatile character,its good vs almost every class or if not good at least challenging.

13000 gold is a lot, you can't buy +5 vorpal sword, but you don't really need such item, as than real strength of your character is his equipment not his class/race.

I said my opinion. No Exp as it would be too troublesome asking people how they want to level up their characters, and pretty much same goes for items plus that with items there is high risk of characters being unbalanced.
#25

stickboy2323

Apr 01, 2008 19:19:34
OK. I get what you are saying about the unbalancing factor. Let me think about this some more and I'll have a final decision soon. Anyone else want to weigh in on this?

Also, I took a look at your PM. The build looks good so far.
#26

avanter

Apr 01, 2008 19:25:07
Are you going to seed the characters?
#27

stickboy2323

Apr 01, 2008 19:30:09
Are you going to seed the characters?

Yes. The seeding has already been done.

I was originally going to let people know what the seeds were but after reading through the first 20 posts or so and getting some feedback I've decided not to do that. I think it's OK for people to post their builds right in the thread, think of it as "sizing up the competition", but no one but me will know who will be fighting who.
#28

wih

Apr 01, 2008 19:57:28
How is HP being worked out? Straight average or average +0.5 (for rounding up)?
Are you allowing partial stat boosters (+1 STR item, for instance)?
#29

stickboy2323

Apr 01, 2008 20:04:02
How is HP being worked out? Straight average or average +0.5 (for rounding up)?
Are you allowing partial stat boosters (+1 STR item, for instance)?

HP will be done using the normal WotC NPC rules. Full first die followed by avg rounded down for the second, avg rounded up for the third, etc...+ CON.

Partial stat boosters wont be allowed as that would be a custom item, unless you can find a published item that does that within the preset pricing limits.
#30

avanter

Apr 01, 2008 21:33:07
ok, I guess I am in. Dibs on the human Sorc.
#31

gagnrath

Apr 01, 2008 21:48:32
Gnome Druid... Still building.
#32

gagnrath

Apr 01, 2008 22:22:00
When do you want everythingthing building wise done by and secondly in a case where someone (say a bard) decides to either make friends with or fasinate the otherguy who wins?
#33

stickboy2323

Apr 01, 2008 22:34:34
As of now I have no set time-frame for when builds need to be done so feel free to take your time. I'll post an update about this as soon as I know more.

Once combat is over a winner will be declared. If you can do that in a nonviolent way then so be it.

In the case of both combatants being disabled/dying at the same time the win will go to whoever initiated the effect that brought them both down.
#34

gagnrath

Apr 01, 2008 22:44:22
I'm half tempted to do a human bard and pump preform as much as possible then just fasinate /suggestion faint everyone down.
#35

thinker89

Apr 01, 2008 22:56:23
Any prep rounds?
Fractional BAB?
#36

stickboy2323

Apr 01, 2008 23:07:29
Any prep rounds?
Fractional BAB?

Nope n nope. But don't worry about buffing too much. The arena will have a bunch of cover and random spawning points which are all out of sight of one another.
#37

rebel7284

Apr 01, 2008 23:38:45
I'll take Human Wizard.
#38

Pwntatochip

Apr 02, 2008 0:13:43
Gabo the Smacker of talk(Human bard/marshal/warblade)
54 HP (6 HD)
Male Human bard3, Marshal1, Warblade2

True Neutral, Medium, Humanoid (Human)
Abilities: STR 8, DEX 13, CON 16, INT 8, WIS 10, CHA 20 (base + 1 level, + 2 item)
Speed 30 ft.
Init +1; Senses: Listen +22, Spot +14.
Languages: Common.
AC 17 (10 + 4 armor + 2 shield + 1 dex + 0 other), touch 11, flat-footed 16
Resistances:
Immunities:
Fort +9 (6 base + 3 CON + 0 other)
Reflex +4 (3 base + 1 DEX + 0 other)
Will +5 (5 base + 0 WIS + 0 other)
Attacks
Dagger +3 Melee (1d6-1/x2)
Dagger +5 Ranged (1d6+0/x2)
Base Attack +4, Grapple +4

Special Actions: Spellcasting, Bardic Music, Manuvers
Combat Gear: nope.

Feats:
1. Nyhm's Kiss
1(racial). Extra Music
3. Item Familiar
6. Snowflake wardance

Skills: 57 (modifiers listed, not ranks)
Bluff +18
Diplomacy + 26
Listen +13
Spot +13
Use Magic Device +16 (trained)

Spells (CL 3th):
1st (2/day) - Charm Person, Ventriloquism, UNDERSONG.
0th (4/day) - Detect Magic, light, read magic, summon instrument.

Possessions:
+2 charisma item
Banjo +2(diplomacy)(yes my master tool is a banjo)
Telescope +2 spot item
novelty bat ears +2 listen item
item familiar (also a banjo)
scroll of glibness(for emergency use only)



Combat plan...
Use my fairly good Spot to see far off foes, use ventriloquism + my mad diplomacy skill to make them not attack me, then if I have been unable to spot and.... tame all the foes, I sit with my banjo of good times, and orate so that if a foe is sneaking up on me he realizes how awesome a person I am and decides to save me till last. Once it is down to just me and the last(and hopefully weakened) contestant. I activate snowflake wardance, Undersong and my warblade manuvers of concentration pwnage(now perform dance pwnage{undersong can I haves your babies}). Finish off the last foe, loot the bodies, giggle.


this is my entry any suggestions would be welcome, really my first foray into this sort of thing.
#39

wih

Apr 02, 2008 0:16:38
No Warblade, read the OP.
#40

surreal

Apr 02, 2008 0:40:52
Is Vow of Poverty ok?
#41

stickboy2323

Apr 02, 2008 0:47:19
Well, Warblade is actually OK to take but he will not have access to his maneuvers. He would still have access to the rest of his class features and of course the HD, BAB and saves. Any class is fine, just no alternate power sources.

I'll mark you down as reserved for the Human Bard but you may want to rebuild.
#42

stickboy2323

Apr 02, 2008 0:48:39
Is Vow of Poverty ok?

yep
#43

surreal

Apr 02, 2008 1:09:50
Heh, just to be different:

Human Fighter 6 - vow of poverty dungeoncrasher
Show

alternate features:
dungeoncrasher
vow of poverty

feats:
1: sacred vow
H: vow of poverty
3: power attack
6: subduing strike
F1: improved unarmed strike
F2: dungeoncrasher
F4: improved bull rush
F6: dungeoncrasher
VoP 1: nymph's kiss
VoP 2: vow of non violence
VoP 4: vow of peace
VoP 6: vow of obedience

Str 16, Dex 14, Con 15+1, Int 8, Wis 14, Cha 10

BAB 6, base saves 5/2/2
attack +10/+5, saves 8/4/4 (+1 vs spells and abilities, another +4 vs compulsions)
bull rush bonus +11 (+13 if charging)

Overview: 25 AC (10 +8 armor, +2 dex, +3 deflection, +2NA), +1 magic unarmed strikes, and I push people around into walls for 8d6 + 9 subdual damage until they fall unconscious

manufactured weapons make Fort save (DC = 20) or shatter on contact and don't do damage
aura 20': creatures make Will save (DC = 17) or be affected as by calm emotions
- repeated exposure to the above two require repeated saves
#44

sareld

Apr 02, 2008 1:35:48
I´ll send you a human cleric as soon as I get home from work, but I havent got the time to build now.

I´ll kick your backsides.
#45

thinker89

Apr 02, 2008 1:47:51
Human Paladin.

Heh, I realized Half-Elf is one of the seven.

Are we able to do multiple characters?
#46

stickboy2323

Apr 02, 2008 5:58:29
If you want to enter more than once feel free. I need 77 total builds so every little bit helps. And thanks for all the replies and entrants so far guys.
#47

Dictum_Mortuum

Apr 02, 2008 6:45:28
i'm doing halfling druid and gnome sorcerer.
#48

Dictum_Mortuum

Apr 02, 2008 7:29:27
i'll be doing human rogue, too.
What about alternative features? What about the classes from UA? Like wildshaping ranger, cloistered cleric, etc ?
#49

jameswilliamogle

Apr 02, 2008 7:42:33
I'll be doing a Halforc Wizard as well.

Halforc Wizard (Necromancer, Focused Specialist, no Abjuration, Evocation, Enchantment) 6

Str 16 Dex 14 Con 16 Int 14 Wis 12 Cha 6

BAB 3, F, R, W

HP, AC

Feats
Improved Familiar, Metamagic School Focus, Empower Spell, Improved Initiative

Skills

Other
Spells memorized
0 (4) Detect Magic X 2, Mage Hand, Stick
1 (5) Enlarge Person, Mage Armor*, Grease X 2, True Strike
2 (5) False Life*, Invisibility, Ghoul Touch X 2, Chill Touch (Empowered)
3 (4) Fly, Unluck X 2, Greater Mage Armor*

* cast before combat

Racial

Equipment

Tactics
Basic idea would be to cast Invisibility round 1, shared with Blink Dog familiar, and have it use touch spells at range until enemy fails.
#50

eldariel

Apr 02, 2008 7:52:25
I'll go ahead and try Elf Wizard. Constitution be damned! Also, Elf Ranger. Too bad, 'Humanoid' isn't sufficiently accurate for a Favoured Enemy.
#51

cannibalsmith

Apr 02, 2008 8:19:04
Geez (human monk)

Size/Type: Medium Humanoid (Human)
Hit Dice: 6d8+12 (42 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 30 (+2 Dex, +4 Wis, +2 natural, +8 exalted, +3 deflection, +1 unnamed), touch 20, flat-footed 28
Base Attack/Grapple: +4/+6
Attack: Unarmed +10 melee (1d8+2 subdual)
Full Attack: Unarmed Decisive Strike +9 melee (2d8+4 subdual)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stunning Fist 6/day, DC 21 Fort (+2 DC with Decisive Strike)
Special Qualities: Evasion, immunity to disease, does not eat or drink, endure elements, calming aura (as calm emotions, 20 ft., DC 16 Will), weapons shatter against his skin (DC 19 Fort)
Saves: Fort +7, Ref +7, Will +9 (+1 all vs spells & SAs, +2 all vs enchantment, +4 Fort vs poison)
Abilities: Str 12, Dex 14, Con 14, Int 10, Wis 18, Cha 9
Skills: Diplomaty +3, Escape Artist +11, Hide +11, Jump +3, Listen +13, Move Silently +11, Spot +13, Tumble +11
Feats: Sacred Vow, Vow of Poverty, Nymph's Kiss, Vow of Nonviolence, Vow of Peace, Vow of Abstinence, Weapon Focus (unarmed), Intuitive Attack, Stunning Fist, Deflect Arrows, Improved Trip
Environment: Wherever
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always lawful good
Advancement: By character class
Level Adjustment: +0

Geez has entered the contest to demonstrate that right makes might. He will turn down any prizes and will instead ask that his defeated adversaries be returned to full health.

Combat

Geez hides until enemy's buffs run out. When discovered, he runs up to the enemy (he can ready an action for this). If the enemy fails his save against the aura, Geez engages him in a pleasant conversation until enemy's buffs run out, then subdues him. Geez always tries to convince the enemy to surrender without a fight. Geez attacks the enemy with Stunning Fists. Geez cannot deal with flyers and things like Mirror Image. The only option is evading and hiding until the duration runs out. In any case, Geez tries to win through attrition.

The fight against Lord Arn is going to be a stalemate. Yes, a stalemate, because if he throws his flasks at Geez, he hits only on natural 20, otherwise his flask scatters 2 squares (one per range increment) in a random direction (leaving Geez unharmed by the splash damage) because Arn must keep outside Geez's calming aura. If Arn targets a square, Geez readies an action to flee from that square.

Exalted Ki Strike (Su)
All Geez's striking surfaces are +1 magic weapons.

Decisive Strike (Ex)
Player's Handbook 2 page 51.

Weapons Shatter Against His Skin (Su)
Vow of Peace grants this. Every time a manufactured weapon strikes Geez, it must make a Fort save or shatter, leaving Geez unharmed.
#52

taeldrin_laesrash

Apr 02, 2008 9:29:10
Put me down for a Dwarf Cleric. Are there any limitations on the gods we can choose?

EDIT: (I meant to use another post for this, but this was already linked and everything...)

Alberich

HP 47 (6 HD)
Male Dwarf Cleric of the Sovereign Host 6
N Humanoid (Dwarf)
Abilities: STR 14, DEX 12, CON 16 (14 base, +2 race), INT 12, WIS 17 (14 base, +1 levels, +2 Periapt), CHA 12 (Base 14, -2 race)
Speed 20 ft.
Init +1; Senses Listen +3, Spot +3, Darkvision 60 ft., Stonecunning
Languages: Common, Dwarven, Terran
AC 23 (10 + 9 armor + 3 shield + 1 dex)(+4 against giants), touch 11, flat-footed 22
Resistances:
Fort +8 (5 base + 3 CON + 0 other)
Reflex +4 (3 base + 1 DEX + 0 other)
Will +8 (5 base + 3 WIS + 0 other)
Conditional Save Modifiers:
+2 against spells, poison

Melee Longsword +8 (1d8+4/19-20) (4 BAB, +3 Str, +1 Weapon Focus)(+1 against orcs/goblins)
Base Attack +4, Grapple +6
Special Actions: Spells, Turn Undead 0/day (All given up to Travel Devotion), Travel Devotion 3/day, Freedom of Movement 6/day
Combat Gear: +1 longsword, +1 full plate, +1 heavy steel shield, Lesser Metamagic Rod (Extend), 1st-level Pearl of Power

Feats: Travel Devotion (1); Extra Turning (3); Divine Armor (6)

Skills: Diplomacy +10
Knowledge (Religion) +10
Spellcraft +10
(+2 to Appraise, Craft)

Spells Known (CL 6th, DC 13+spell level)(Domains: Travel, War):
3rd (3+1/day) Bestow Curse, Dispel Magic x2, Fly (D)
2nd (4+1/day) Spiritual Weapon (D), Bull's Strength, Bear's Endurance,
1st (4+1/day) Divine Favor, Entropic Shield, Shield of Faith, Longstrider (D)
0th (5/day) Guidance x5

Possessions: Lesser Metamagic Rod (Extend), +1 Longsword, +1 full plate, Periapt of Wisdom +2, 1st-level Pearl of Power, +1 Heavy Steel Shield, Silver Holy Symbol, spell component pouch, about 25 more gp

Tactics
Cast buffs (Longstrider, Shield of Faith, Extended Fly, Bull's Strength, Extended Divine Favor, in that order) at the beginning. Open with Sudden Empower Spiritual Weapon and activate Travel Devotion. Engage in hit and run/pouncing attacks, and get in a Bestow Curse. If hurt badly, fly away and cast healing spells.
#53

acacannon

Apr 02, 2008 9:55:45
Do we have to carry everything we own around, or do we get "lockers" for things we dont want to use that round?

also put me down for Dwarf Rogue:

Burlap Sahk (Dwarf Rogue)

HP 45 (6HD)
Male Dwarf Rogue 4 / Fighter 1 / Fighter UA variant 1
Neutral Medium Humanoid (Dwarf)
Abilities:
STR 16
DEX 16
CON 16
INT 10
WIS 14
CHA 6
Speed 20 ft.
Init +3; Senses Listen +10, Spot +10
Languages:
AC 19 (10 + 5 armor + 0 shield + 3 dex + 1 enhancement), touch 13, flat-footed 19 [uncanny dodge]

Resistances:
+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
+4 dodge bonus to Armor Class against monsters of the giant type.

Immunities: none

Fort +9 (5 base + 3 CON + 1 other)
Reflex +8 (4 base + 3 DEX + 1 other)
Will +4 (1 base + 2 WIS + 1 other)
Conditional Save Modifiers:
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.

Melee weapon +10 (2d4+5/18-20(15-20)keen edge)
Ranged weapon +9 (1d8+3/x3)

+1 racial bonus on attack rolls against orcs and goblinoids.

Full Attack Falchion +10 (+5 BAB +3 Strength Mod +1 Weapon Focus +1 Enhancement) +4 to confirm criticals
Grapple +3
Special Actions: Critical Hits incur Sneak attack + Staggering Strike

Combat Gear:
Breastplate +1
vest of resistance +1
Boots of stomping
Falchion +1
MW Longbow Composite +3
arrows x60

Feats:
1 Telling Blow
3 Weapon focus [Falchion]
6 Staggering Strike
6 [f] power critical

Skills:

Climb 2
Disable Device 5
Hide 7
Knowledge: Arcana 2
Listen 8
Move Silently 8
Open Lock 8
sleight of Hand 1
Spellcraft 2
Spot 8
Tumble 4
Use Magic Device 1



Possessions:
oil of keen edge x3
crystal of like drinking, lesser [MIC]
iron ward diamond (attached) [MIC]
cure moderate wounds x2
cure light wounds x10
Backpack
grappling hook
silk rope
thieves tools
Belt Pouch x5
small steel mirror
sunrod x5
crowbar
52GP

Tactics: combat-wise the keen edge oil almost doubles the effectiveness of the attacks, so dont run out! try and be as skillful and clever as possible. with knowledge of spells, the best tactics are hit and run, waiting for spellcasters to burn their precious spell slots, closing in when they are less well prepared, hopefully the staggering strike will reduce the prowess of opponents in melee. tried to include some things to help with lateral thinking, like a mirror for looking round corners and a grappling hook to dismount paladins...
#54

seventh_scroll

Apr 02, 2008 9:59:25
Is Human Barbarian still up for grabs? If yes, I'll take it.
#55

listerfiend

Apr 02, 2008 10:09:52
Dibs on Gnome Wizard...details to follow.
#56

stickboy2323

Apr 02, 2008 12:40:22
Wow! Thanks for all the replies guys. I'm glad there's some interest behind this. Now on to the questions.

To Dictum:
Alt class features and variant classes are fine. The only thing I'm thinking about disallowing would be the alternate spontaneous divine casting for clerics in UA. But whirling frenzy, aspect of nature, etc. should be fine. If anyone uses something that I have a problem with I'll let them know.

To Taeldrin:
Feel free to worship whatever you want.

To acacannon:
Just write down in your tactics section what your character would bring into battle against certain foes and we'll make sure it happens that way. And don't worry the rest of your gear will be fine.

To follow up on some of the questions/rule change proposals from earlier...

Crafting will be disallowed. After giving it some thought I've decided that I just don't want to deal with it. It's way more time/math than I want to worry about. I'm sorry if some people feel this is unfair to casters but hey, you're a caster, I'm sure you'll be just fine.

No EXP will be gained from fights. It's just easier this way.

There will be no looting of bodies after matches. The balancing factor is the main reason for this. I have decided however to give winners a small amount of gold so that they can buy new items, enchant gear and so forth. I figure that if everyone gets the same reward then the balance remains intact but still gives options for improving characters or at least keeping the same power level. Along the same lines I have decided to change the rules about what types of items are allowable at character creation, specifically there will be no custom items of any kind. This means that wands and the like will have to be fully charged. Custom MW tools are fine though.

I will be changing the initial post to reflect these changes. If anyone has any questions just post or PM me. Thanks again.
#57

littlekid

Apr 02, 2008 12:55:41
Orzo (Halfling Fighter 1/Enchanter 5)Banned Evocation and Necromancy

HP 40 (6HD)
Male Halfling Fighter/Enchanter
CN Small Humanoid
Abilities: STR 6, DEX 18, CON 16, INT 19(21), WIS 10, CHA 8(Int base 16 +1 level +2 item)
Speed 20 ft.
Init +8; Senses Listen +0, Spot +0
Languages:
AC 14 (10 (+ 4 armor + 4 shield=AC 22) + 4 dex + 0 other), touch 14, flat-footed 10
Resistances: none
Immunities: none
Fort +6 (3 base + 3 CON + 0 other)
Reflex +7 (1 base + 4 DEX + 2 other)
Will +4 (4 base + 0 WIS + 0 other)
Conditional Save Modifiers:
Resistance: +1 all saves.

Greatsword +2 (1d10-2/19-20)
sling +10 (1d3-1/x2)
Full Attack weapon +0 (1d~+0/19-20)
Special Attack weapon +0 (1d~+0/19-20)
Base Attack +3, Grapple -1
Special Actions:
Combat Gear:
+1 Bullets 2000
Headband of Int +2 4000
Pearl of Power 1st(2) 2000
Familiar 100 gp
gold left over: 6900

Feats:
1: Weapon focus(sling)
F: Improved initiative
3: Spell Focus(enchantment)
6: Greater Spell Focus(enchantment)
W: Extend Spell

Skills:
Concentration +11
Spellcraft +13
Know(arcana) +13
Hide +4

Spells Known (CL 5th):
list of spells known if wizard
3rd (3/day) Deep Slumber, Deep Slumber, Dispel Magic
2nd (4/day) Mirror Image, Mirror Image, Invisibility, Invisibility
1st (5/day) Sleep, Shield, Mage Armor, Grease, Grease(pearl of power), Color Spray, Color spray(pearl of power)
0th (4/day) Resistance, Flare, Flare, Flare

Possessions:

Familiar(Weasel)
Will not be in combat, so pretty much unnecessary.

Tactics: Basically, go invis, buff with Mage Armor, Shield, Resistance. Against most melee types, use Deep Slumber, other spellcasters, mirror image then sling stones at them. Grease is for running away, dispel magic for buffed clerics/mages, color spray for people who get too close.
#58

culmirrin

Apr 02, 2008 13:30:44
Put me down for... oh, let's see. Dwarf Monk and Half-Elf Bard. Somebody needs to make one.
#59

eepop

Apr 02, 2008 13:43:22
Ok, I'll go for Gnome Paladin!

Show

Eepop Ananamus (Gnome Paladin)

HP 48 (6 HD) (Bard first level)
Male Gnome Freedom Paladin 3 / Cloistered Cleric 1 / Divine Bard 2
CG Small Humanoid (Gnome)
Abilities: STR 12, DEX 12, CON 16, INT 10, WIS 14, CHA 16
Speed 15 ft.
Init +1; Senses Listen +2, Spot +2
Languages:
AC 24 (10 + 9 armor + 3 shield + 1 dex + 1 other), touch 12, flat-footed 23
Conditional AC Modifiers:
Shield of Faith: +2 Deflection for 1 minute (Usable twice per day)
Potion of Barkskin: +2 Natural Armor for 30 minutes

Resistances: N/A
Immunities: Compulsion (Aura of Resolve)
Fort +13 (5 base + 3 CON + 3 Divine Grace +2 resistance)
Reflex +10 (4 base + 1 DEX + 3 Divine Grace +2 resistance)
Will +13 (6 base + 2 WIS + 3 Divine Grace +2 resistance)
Conditional Save Modifiers:
Scroll of Eagle's Splendor: +4 Cha for 1 min, +2 to all saves

+1 Heavy Pick +5 (1d4+2/x4)
Long Bow +5 (1d4+0/x3)
Full Attack +1 Heavy Pick +5 (1d4+2/x4)
Base Attack +4, Grapple +0
Conditional Attack Modifiers:
Inspire Courage
+1 Heavy Pick +7 (1d4+4/x4)
Long Bow +7 (1d6+2/x3)

Smite Evil (only during Inspire Courage)
+1 Heavy Pick +10 (1d4+7/x4)

Combat Gear:
+1 Full Plate
+1 Heavy Steel Shield
+2 Vest of Resistance

Feats:
Trivial Knowledge(Level 1)
Skill Focus:Concentration(Level 3)
Melodic Casting(Level 6)
Healing Devotion (Domain Substitution)
Knowledge Devotion(Domain Substitution)
( 6 turn undead uses for powering devotion feats)

Skills:
Perform +8
Concentration +15
Listen +7
Spellcraft +6
Knowledges: 1 rank in each of 17 knowledges (if that covers all of them he starts picking up funny sounding languages)

Spells:
Cleric Spells
Level 0: Cure Minor Woundsx3
Level 1: Shield of Faithx2,Detect Secret Doors (D)

Bard Spells
Level 0: Detect Magic, Light
Level 1: Inspirational Boost

Lay on Hands: 9 HP
See possessions and the Healing Devotion Feat for additional healing.

Possessions:
+1 Full plate 2650G
+1 Heavy Steel Shield 1170G
+1 Heavy Pick 2308G
+2 Vest of Resistance 4000G
5 normal Heavy Picks 40G
3 normal Light Picks 12G
Longbow 75G
100 Arrows 5G
10260G
-------------------
Scoll of Eagle's Splendor x 3 450G
Scoll of Constitution x 3 450G
Potion of Barkskin x3 900G
Scroll of Lesser Vigor x 8 400G
Scroll of Cure Light Wounds x8 400G

2600G
-------------------------
140G To help restock for battle #2.


Random Stuff that doesn't really effect anything:
-Bardic Knack: Virtual 1 rank in all skills that can be used untrained.
-Lore : Bardic Knowledge from Cloistered Cleric
-Aura of Good
-Wild Empathy
-Divine Health


Basic Game Plan:
Confront Enemy.
Drink barkskin potion if melee opponent.
Close with enemy.
Use concentration to buff on the defensive.
Inspirational Boost, Begin Bardic Recitation of Inspire Courage*.
Use Healing Devotion to keep up HP as necessary. Lay on Hands if necessary.
Keep swinging his pick until they kill him, he knocks them unconscious, or they can not stand his recitation any longer and forfeit.
His plan is to outlast, or if all else fails, make the opponent work hard to get the win. Even if he doesn't win, he'll be estatic if he participates in the longest battle.

* Eepop's recitation is an endless stream of random knowledge (Bardic Knowledge, Bardic Knack, Knowledge skills, Languages, Knowledge devotion, Trivial Knowledge feat) that is in every way irrelevant to the situation at hand.
#60

Midnight_v

Apr 02, 2008 13:47:04
What no one like the human ranger? I'll try!
~M~
#61

stickboy2323

Apr 02, 2008 13:52:58
You can worship anything.

BTW, looks like all the humans have been claimed before any other race. Who woulda thunk it?
#62

eldariel

Apr 02, 2008 14:03:44
I'd imagine, Humans, Halflings, Gnomes and Dwarves would be the first to go (probably in that order), so I'm taking the liberty to work on the poor Elves :P I may want to do Elf Cleric and Elf Rogue too, but I'll think of that later.
#63

surreal

Apr 02, 2008 15:04:13
I know this would be a pain to do, but could post #2 link to all the relevant build posts? It would be a big help in keeping things organized in the long run.
#64

stickboy2323

Apr 02, 2008 15:08:26
Yep. I've been thinking of doing that anyway. Guess I'll get on it. Thanks for the input.

OK. The links are done. If anyone finds any errors let me know. BTW, anyone who requested 2 builds in the same post have their links going to the same post for now.
#65

gagnrath

Apr 02, 2008 22:26:06
Any reason why we can't use say magic of faerun, frostburn, vile darkness, or stormwrack spells if they are the definative latest version of that spell published? I'm a druid so I'm not getting a whole lot spell wise out of most of these additions but some of the sorc spells in exalted deeds and other places are fairly useful. Just seems if we are going to allow everyone else feats from all the other books it would make sense to allow the casters the spells its not like we canst cast higher than lvl 3 anyways.
#66

rebel7284

Apr 02, 2008 23:45:59
Perhaps it's due to some ridiculous spells in those books? Wings of Cover make sorcerers indestructible for example.
#67

rabidpirateman

Apr 03, 2008 0:42:17
Spraynard

HP (3d12+3d10+12)
Male Half-orc Paladin 6 (Half-orc Paladin Substitution Levels)
Lawful Good
Abilities: STR 20, DEX 8, CON 14, INT 6, WIS 11, CHA 14 (base + 1 level str)
Init -1; Senses Listen +0, Spot +0
Languages: YOUR MOM
AC 17 (10 + 8 armor + 0 shield - 1 dex + 0 other), touch 9, flat-footed 17
Resistances: if any
Immunities: if any
Fort +9 (0 base + 2 CON + 2 other)
Reflex +3 (0 base -1 DEX + 2 other)
Will +4 (0 base + 0 WIS + 2 other)
Conditional Save Modifiers:

Lance +0 (1d8+7/20x3)
Ranged weapon +0 (1d~+0/x3)
Full Attack Lance +10/+5 (1d8+7/20x3)
Special Attack weapon +0 (1d~+0/19-20)
Base Attack +6/1, Grapple +11
Special Actions:
Combat Gear:

Feats: Mounted Combat, Ride By Attack, Spirited Charge

Skills: Ride +8/+0 (conditional modifier)

Spells Known (CL 0th):
1st (0/day) list of spells prepared/known if spontaneous caster
0th (0/day) list of spells prepared/known if spontaneous caster

Possessions:

Animal Companion/Familiar:
#68

sareld

Apr 03, 2008 1:44:02
Here goes:

Lord Arn the Disaffected (Cleric 5/Fighter 1)

HP 61 (5d8+1d10+30)**
Sex: Male
Race: Human
Build:
-1: Cleric 1 Feat (Extra Turning), Bonus Feat (Extra Turning), Domain Feat (Extend Spell)
-2: Fighter 1 Bonus Feat (Power Attack)
-3: Cleric 2 Feat (Persistant Spell)
-4: Cleric 3
-5: Cleric 4
-6: Cleric 5 Feat (DMM: Persistant Spell)
Alignment: TN
Size: M
Type: Humanoid
Abilities: STR 18 (14 base + 4 persisted Bulls Strength), DEX 12, CON 20 (16 base + 4 Endurance), INT 8, WIS 16 (15 base + 1 level), CHA 12
Speed 30 ft, 40 ft (Average)(persisted Fly).
Init +1; Senses Listen +3, Spot +3
Languages: Common
AC 23*** (10 + 9 armor + 0 shield + 1 dex + 2 deflection + 1 natural), touch 13, flat-footed 22
Resistances: none
Immunities: none
Fort +13 (6 base + 5 CON** + 2 item)
Reflex +4 (1 base + 1 DEX+ 2 item)
Will +13 (4 base + 3 WIS + 2 item)

Religion:
Diety: None, devoted to the concept of neutrality. Lord Arn channels positive energy, but has no strong feelings about it one way or the other.
Domains: Planning, Travel

Melee weapon +10 (2d6+8/19-20x2)*
Full Attack weapon +10 (2d6+8/19-20x2)*
Base Attack +4, Grapple +8
Special Actions: Spellcasting, Freedom of Movement 5 rounds/day

Skills:
-Concentration (con) : 12 (8 ranks + 4 CON*)
-Diplomacy (cha) : 9 (8 ranks + 1 CHA)
-Climb (str) : 8 (2 ranks + 6 STR*)

Spells Known (CL 5th):
list of spells prepared:
3rd (0/day) 1x Dispel Magic, 1x Fly (persisted)
2nd (0/day) 1x Bulls Strength (persisted), 1x Endurance, 1x Delay Poison
1st (0/day) 1x Shield of Faith, 1x Longstride, 1x Magic Weapon, 1x Divine Favor
0th (0/day) 1x Guidance, 4x Create Water

Possessions:
Full Plate +1 (2650 gc), Greatsword (100 gc), Silver Holy Symbol (100 gc), Spell Component Pouch (5 gc), Amulet of Natural Armor +1 (2000), Bag of Holding type I (2500), Cloak of Resistance +2 (4000), 82x Alchemists Fire (in bag of holding), 5 GC left for a room at the inn and a beer after the battle.
Total: 13000 GC

*Including the effects of Divine Favor, persisted Bulls Strength and Magic Weapon.
** Including the effect of Endurance
*** Including the effect of Shield of Faith

Strategy:

Lord Arn will be buffing himself with persisted Bulls Strength and persisted Fly each morning, essentially giving himself the effects of those spells 24/7. Furthermore, he will be casting a number of minor buffs just prior to battle, namely Magic Weapon, Divine Favor, Endurance, Bulls Strength, Shield of Faith and Guidance.

General strategy: Lord Arn will fly outside the threat range of the enemy and bomb him/her with alchemists fires until he has obtained a clear hitpoint advantage, and then swoop in for the kill with his greatsword. Lord Arn will use power attack whenever he can, and will generally fight with -2 to hit and +4 to damage, and double that on the charge (not included in stat block), but he will adjust this modifier depending on the apparent AC of whoever he is fighting. Buffed up opponets will be hit by a dispel magic before Arn charges in.

Against ranged attackers and primary casters: Lord Arn will try to negate the enemies advantage by closing in fast, and cut them down before they get to hit him with spells. Should Lord Arn ever be affected by powerful debuffs, he will fly straight up and stay far away from anything the enemy has until the negative effects placed upon him expire, and then swoop back down dropping alchemists fires and ultimately making shish kebab of all opposition.

Against flying characters, such as druids in bird forms and flying/polymorphed wizards/sorcerors, Arn will drop his defensive strategy and attack the enemy fast, preferably surprising them with his ability to fly. Arn realizes that there is no escape from other fliers, and will continue to fight the enemy in melee despite debuffs and hitpoint disadvantages.

Arn will avoid to get flanked whenever he can, leaving earthbound animal companions, summoned monsters, or in case of the battle royale; earthbound characters behind and concentrate on airborne enemies. When Lord Arn reigns supreme in the skies, he will bomb the remaining earthbound foos (not to be pittied) with alchemists fires from the safety of the skies before swooping down for the final kill.
#69

cannibalsmith

Apr 03, 2008 3:24:53
Please review my human monk entry. Points of interest:
1) The VoP text in BoED says: "At 1st level, an ascetic gets a bonus exalted feat [..]", but in the VoP table there is no bonus feat at the 1st level. Does the text trump the table?
2) Does the splash weapon immunity thing work?
#70

Midnight_v

Apr 03, 2008 8:47:28
I would like to claim Elven Fighter as well or instead of human ranger, I thought it was already taken...:D
#71

altpersona

Apr 03, 2008 9:15:29
from what i see so far , it looks like the OP is overly ambitious. maybe it should have been one race or class at a time, then rebracket the winners..
#72

Dictum_Mortuum

Apr 03, 2008 9:15:38
i'll do human ranger and human rogue then :D
I'll drop halfling druid and gnome sorcerer.

Some ideas for people:
Sorcerer:
  • Outsider type + alter self (or polymorph from a wand - used preferably) into something with monstrous AC/touch AC to cast without trouble.
  • Power word: pain the opponent and then hide until he's dead (or recast it). Unfortunately i was disappointed to see that races of the dragon wasn't a legal book for spells.
  • Getting mindsight + mindbender is a cool combo and you can pull it off at this level.
  • Using both the alternative features battlesorcerer and stalwart sorcerer you can have crazy hit points.
  • Don't dump completely stats that can be lowered easily, like strength. You can counter stuff like ray of enfeeblement with a fist of stone though.
  • A flying form and a reserve feat (acidic splatter probably) can deal with a lot of enemies.
#73

mohji

Apr 03, 2008 9:27:26
ill take the half-orc druid
#74

sjiggie

Apr 03, 2008 9:35:11
Dips on Half-Orc Fighter build will follow later

Unknown (Half-Orc Fighter 6)

HP 55.5 +con (6HD 10+5.5*5+18 Con)
Female Half-Orc Fighter
CN Medium Humanoid
Abilities: STR 20, DEX 14, CON 16, INT 6, WIS 10, CHA 6 (1 level Con)
Speed 30 ft.
Init +2; Senses Listen +0, Spot +0 Darkvision
Languages: Common, Orc
AC 12 (10 + 0 armor + 0 shield + 2 dex + 0 other), touch 12, flat-footed 10
Resistances: if any
Immunities: if any
Fort +8 (5 base + 3 CON + 0 other)
Reflex +4 (2 base + 2 DEX + 0 other)
Will +2 (2 base + 0 WIS + 0 other)
Conditional Save Modifiers:

Melee weapon +0 (1d~+0/19-20)
Ranged weapon +0 (1d~+0/x3)
Full Attack weapon +0/+0 (1d~+0/19-20)
Special Attack weapon +0 (1d~+0/19-20)
Base Attack +6, Grapple +10
Special Actions: Dungeoncrasher
Combat Gear:

Feats:
Power Attack (level 1)
Improved Bull Rush (Fighter 1)
Dungeoncrasher (Fighter 2)
Blind-Fight (Level 3)
Improved Sunder (Fighter 4)
Shock Trooper (level 6)
Dungeoncrasher (Fighter 6)

Skills: XXX +0/+0 (conditional modifier)


Possessions: 0/13000gp
#75

listerfiend

Apr 03, 2008 10:31:06
Put me down for a Half-Elf Wizard as well please. I've got some extra ideas a-stewin'.
#76

jetstrike3000

Apr 03, 2008 10:59:33
Can I purposfully make a character ECL 5? Also Dibs on Half Orc Fighter.

Damn i was writing up the buiold and looking in books when it got called ill still do a fighter tho

DWARF FIGHTER FOR ME
#77

stickboy2323

Apr 03, 2008 12:00:26
Builds are looking good people. Let's answer some questions.

To CannibalSmith:
Text trumps table so go ahead and take that feat. I don't think the splash immunity would work. My reasoning is that sure the container would break but then you would still be covered in fire, acid, etc. and take the damage from that. But it would definitely work against a thrown weapon like a dagger.

To jetstrike3000:
If you want him to be ECL 5 I guess that's OK but I'd like to know why.

Could everyone please check the link of your build in post #2 and make sure it's going to the right place? Some people are working on more than one build so I would like to make sure everything is linking up correctly.

Thanks.
#78

Midnight_v

Apr 03, 2008 12:05:24
i'll do human ranger and human rogue then :D
I'll drop halfling druid and gnome sorcerer.

Some ideas for people:
Sorcerer:
  • Outsider type + alter self (or polymorph from a wand - used preferably) into something with monstrous AC/touch AC to cast without trouble.
  • Power word: pain the opponent and then hide until he's dead (or recast it). Unfortunately i was disappointed to see that races of the dragon wasn't a legal book for spells.
  • Getting mindsight + mindbender is a cool combo and you can pull it off at this level.
  • Using both the alternative features battlesorcerer and stalwart sorcerer you can have crazy hit points.
  • Don't dump completely stats that can be lowered easily, like strength. You can counter stuff like ray of enfeeblement with a fist of stone though.
  • A flying form and a reserve feat (acidic splatter probably) can deal with a lot of enemies.

Dude! Stop giving away the ideas!
#79

surreal

Apr 03, 2008 12:29:35
idea giveaway: Master of Shrouds

Unfortunately, human was already taken, otherwise you could fit in necromantic presence/might.

edit: bardic music with requiem will up the shadow Str damage... or perhaps qualify with divine bard maybe?
#80

Dictum_Mortuum

Apr 03, 2008 12:29:59
Dude! Stop giving away the ideas!

It's no problem :P people will include tactics with the builds.

//ok, i feel awful :P. I'll keep gnome sorcerer, just to fit the above info. So, this is my final desicion:

  • human rogue
  • human ranger
  • gnome sorcerer
#81

altpersona

Apr 03, 2008 12:39:09
halforc and human best options were grabbed early, but the more i look into it, at this level the sunder monster seems pretty nice... especially since its hard to defend against it..

racial +2 str, str enhancement bonus, full bab, power attack , two handed, large sized... adamantine greatsword.. , snap kick,

your easily over +30 on attack... and by passing 20pts of hardness... , and since your basically tanking ,you have hp to take caster damage... just need a range solution and an inivis / similar solution...

you should be killing casters in one round and fighter types in a couple... if they dont flee...
#82

Midnight_v

Apr 03, 2008 12:42:29
idea giveaway: Master of Shrouds

Unfortunately, human was already taken, otherwise you could fit in necromantic presence/might.

Boooo!:P

;)
#83

altpersona

Apr 03, 2008 12:43:58
is wand of "insert spell here" a custom magic item?
#84

stickboy2323

Apr 03, 2008 12:50:13
No. I'm not going to limit wands to just what's on the DMG table. Just make sure you can afford it.
#85

surreal

Apr 03, 2008 13:37:26
Another idea up for grabs: rogue/swashbuckler daring outlaw

If anyone wants the human fighter spot, just ask. I'm more of an idea guy; I don't really have the time to participate in battles.
#86

stickboy2323

Apr 03, 2008 13:45:57
Don't worry about having time for participation since all the battles will be run by myself and my gaming group.
#87

Dictum_Mortuum

Apr 03, 2008 15:17:50
http://www.campaign-blog.com/view.php?id=8163

here's the halfling druid i ended up doing after all :P

//edit: any suggestions about items are welcome ^^
#88

surreal

Apr 03, 2008 15:44:26
Don't worry about having time for participation since all the battles will be run by myself and my gaming group.

In that case, I will submit the following:

Gnome Bard ... divine bard 3/cleric 1/master of shrouds 2, feat: requiem, tactic: self-explanatory

Halfling Rogue ... rogue 3/swashbuckler 3, feat: daring outlaw, item: bag of tricks for flanking


(I will put all my builds in my first post, so just copy the link from that one)
#89

rebel7284

Apr 03, 2008 15:56:39
so SHOULD we post our builds on the forum? This would allow metagaming by people who post later, but if we don't it's not quite as fair to the people who already posted.
#90

stickboy2323

Apr 03, 2008 16:11:53
I guess I'd rather have people post their builds on the forum but if someone really wants to keep their build private then I don't mind. People that have already posted can always edit their build off the thread. But I kind of like the idea of everyone knowing what's coming. Competitive spirit can only help produce better builds.
#91

Dictum_Mortuum

Apr 03, 2008 16:16:06
i agree. Try to generally optimize the characters against threats. The entries are so many! Specialized builds will have a hard time.
#92

stickboy2323

Apr 03, 2008 16:40:11
Exactly. You can try to optimize against a specific threat (build) but there is no gauruntee that you'll ever come up against it.
#93

ninjarabbit

Apr 03, 2008 17:21:25
Elf Paladin5/fighter1

Subsitutions:
Elf racial subsitution level 5, trade normal mount for unicorn (RoW)
Holy Warrior variant (Complete Champion)

HP: 10 + 5d10 +5 (40)
Alignment Size Type: Lawful Good medium humanoid
Abilities: STR 18 (15 base +1 level-up +2 enhancement), DEX 16 (14 +2), CON 12 (14 -2), INT 10, WIS 10, CHA 18 (16 base +2 enhancement) (base + 1 level, + 0 item)
Speed 30 ft., 20 ft in armor, 60 ft on unicorn
Init +3; Senses Listen -1, Spot -1
Languages: common, elven
AC 19 (10 + 5 armor + 3 dex + 1 enchantment), touch 13, flat-footed 16
Resistances: if any
Immunities: sleep
Fort +11 (6 base + 1 CON + 4 divine grace)
Reflex +8 (1 base + 3 DEX + 4 divine grace)
Will +4 (1 base - 1 WIS + 4 divine grace)
Conditional Save Modifiers: +2 racial bonus against enchantments and paralysis

Melee weapon:
+11 lance (1d8 + 6 str +1 enhancement + power attack + divine might, x3/20)
+10 greataxe (1d12 + 6 str + power attack + divine might, x3/20)
Ranged weapon +9 longbow (1d8, x3/20)
Full Attack weapon +0/+0 (1d~+0/19-20)
Base Attack +6/+1, Grapple +10 (6 BAB +4 str)
Special Actions: Turn undead, smite evil, lay on hands (20 hps total)
Combat Gear:
+1 lance: 2310 gp
+2 cloak of charisma: 4000 gp
+2 gauntlets of ogre power: 4000 gp
+1 breastplate: 1350 gp
potion of fly: 750 gp
potion of enlarge person: 250 gp
greataxe: 20 gps
leather armor barding: 40 gps
longbow with 40 arrows: 77 gps
military saddle (+2 to ride checks when related to staying on saddle): 60 gps

143 gps of loose change

Feats:mounted combat, ride-by attack, power attack (from Holy Warrior subsitution), divine might, spirited charge (from fighter)

Skills:
Ride: 13 (8 ranks +3 dex +2 synergy)
Handle Animal: 9 (5 ranks +4 cha)
Knowledge (religion): 5 (5 ranks)

Mount: Unicorn

Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 20 (10, -1 size, +3 Dex, +6 natural, +2 leather armor barding), touch 12, flat-footed 17
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d8+8)
Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, Empathic link, improved evasion, share spells, share saving throws
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)

Spell-Like Abilities
Unicorns can use detect evil at will as a free action.

Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex)
This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.
#94

ninjarabbit

Apr 03, 2008 17:22:49
reserved for elf cleric

Elf Cleric6

Domains: time, travel

Rebuke Undead, spontaneously casts spells from the Time domain (PHB II)

HP: 8 + 5d8 +5 (33)
True Neutral Medium humanoid
Abilities: STR 14, DEX 18 (14 +2 racial +2 enchancement), CON 12 (14 -2), INT 14, WIS 16 (15 +1 from level up), CHA 8
Speed 30 ft.
Init +8 (4 dex +4 improved initative); Senses Listen +3, Spot +3
Languages: common, elven, fiendish
AC 19 (10 + 5 armor + 4 dex + 0 other), touch 14, flat-footed 15
Resistances:N/A
Immunities: immune to sleep spells and effects
Fort +7 (5 base + 1 CON + 1 resistance)
Reflex +7 (2 base + 4 DEX + 1 resistance)
Will +9 (5 base + 3 WIS + 1 resistance)
Conditional Save Modifiers: +2 to saves vs enchantments and paralysis

Melee weapon +0 (1d~+0/19-20)
Ranged weapon +0 (1d~+0/x3)
Full Attack weapon +0/+0 (1d~+0/19-20)
Special Attack weapon +0 (1d~+0/19-20)
Base Attack +4, Grapple +0
Special Actions: rebuke undead, effective freedom of movement for 6 rounds (per travel domain)
Combat Gear:
+1 composite longbow (+2 str bonus): 1600 gp
+1 chain shirt: 1250 gp
arrows x60: 3 gp
cloak of resistance +1: 1000 gp
Gloves of Dexerity +2: 4000 gp


Feats: point blank shot, improved initative (from time domain), rapid shot,

Skills: XXX +0/+0 (conditional modifier)

Spells Prepared (CL 6th):
3rd: Dispel Magic x2, cure serious wounds, fly*
2nd: Aid, hold person x2, bear's endurance, locate object*
1st: protection from evil, sanctuary, shield of faith, obscuring mist, longstrider*
0th: detect magic Xwhatever
* notes domain spell


Rebuked Undead Creature:

Shadow
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +1/—
Attack: Incorporeal touch +3 melee (1d6 Str)
Full Attack: Incorporeal touch +3 melee (1d6 Str)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +2
Abilities: Str
#95

stickboy2323

Apr 03, 2008 17:31:37
Well, 39 builds have been claimed so we are officially over 50%. The bracket is shaping up nicely. There will be some interesting battles.:D
#96

ninjarabbit

Apr 03, 2008 17:46:28
Question: Am I allowed to bring in any animated or rebuked undead I might have as a cleric? I can understand if the answer is no but animating and rebuking undead is as much of a class feature for me as a familar/special mount/animal companion is for other classes.
#97

wih

Apr 03, 2008 18:00:43
Cool then. Since it loks like we're all posting them, here's the Half-Orc Monk:

'Rask, The
HP 55 (6 HD) (-12 to HP when not in rage)
Male Half-Orc Paragon3/Monk3
LN Medium Humanoid (Orc)
Abilities: STR 26 (22 not in rage, +2 item), DEX 14, CON 18 (14 when not in rage), INT 7, WIS 14, CHA 6
Speed 40 ft.
Init +2; Senses: Listen +2, Spot +2, Darkvision 60 ft.
Languages: Common, Orc
AC 15 (10 + 1 armor + 2 dex + 1 deflection + 1 natural armour + 2 monk, -2 raging), touch 13, flat-footed 13 (not caught flat-footed when balancing)
Fort +10 (6 base + 4 CON)
Reflex +6 (4 base + 2 DEX) (+ Evasion)
Will +6 (4 base + 2 WIS, +2 morale [rage]) (+9 against Enchantments: Still Mind)

Unarmed Strike +14 (d6+9) (+12, d6+7 when not in rage)
Flurry of Blows (Unarmed Strike) +12/+12 (+10, d6+7 when not in rage)
MW Quarterstaff +14 (d6+13) (+12, d6+10 when not in rage)
Flurry of Blows (MW Quarterstaff) +12/+12 (+10, d6+10 when not in rage)
Sling +7 (30ft. incr. d4+8, d4+6 when not in rage)
Bola ranged touch +7 (10ft. incr. Trip +8, +6 when not in rage)
Net ranged touch +7 (10ft max. entangles target)
Base Attack +5, Grapple +17, +15 when not in rage
Special Actions: Rage 1/day, Stunning Fist 3/day (DC 15), Scorpion's Grasp, Mage Slayer
Special Qualities

Feats: Improved Unarmed Strike, Stunning Fist, Improved Grapple, Combat Reflexes, Scorpion's Grasp, Mage Slayer.

Skills: Balance +7, Intimidate +8, Spellcraft +0, Tumble +5

Possessions: Adamantine Gauntlets (wearing left one), MW Cold Iron Gauntlets (wearing right one), Vest of Natural Armour +1, Bracers of Armour +1, Belt of Strength +2, Ring of Protection +1. 5 Bolas, MW Quarterstaff, Net, Sling, 20 sling bullets, 360gp + assorted sp/cp.
#98

stickboy2323

Apr 03, 2008 18:04:27
You can bring with you 1 undead creature with HD = 1/2 cleric level.
#99

capt_smash

Apr 03, 2008 18:09:07
Anyone got a problem if I snag dwarf barbarian, I just love using Complete warrior to frag the squishies

Heres hoping I can get back too books soon though
#100

skydragonknight

Apr 03, 2008 18:13:32
Reserved Halfling Ranger
#101

skydragonknight

Apr 03, 2008 18:48:49
Reserved Dwarf Wizard
#102

rebel7284

Apr 03, 2008 19:58:00
How much information will our CHARACTERS know before each battle?

ie: most tactics seem to include having some idea if the opponent is a spellcaster/fighter/dualthreat(codzilla).
#103

taeldrin_laesrash

Apr 03, 2008 20:14:49
Reserved for the Dwarf Cleric. Almost done.
#104

stickboy2323

Apr 03, 2008 20:28:55
How much information will our CHARACTERS know before each battle?

ie: most tactics seem to include having some idea if the opponent is a spellcaster/fighter/dualthreat(codzilla).

The characters will know who/what they will be fighting before the match. I figure that as soon as all spots have been claimed I'll give a due date for builds to be completed. Once all builds have been finalized I'll probably post the bracket so that people can start smack talking and wagering on the fights. After each fight I'll post results so that builders can see what their creations will be up against next.
#105

thinker89

Apr 03, 2008 21:11:07
Gnome Cleric.

What about feats that we can qualify for under the effects of an item or spell? Can we take them and just not be able to gain any benefits (including anything they are the prerequisites for) from them while we don't have the item on/spell active?
#106

thinker89

Apr 04, 2008 1:47:28
Elf Sorcerer
#107

sareld

Apr 04, 2008 2:57:39
My sorceress:

Lady Selesniya(Sorceress 6)

HP 46 (6d4+30)
Female Half-Elf Sorcerer 6
True Neutral, Medium Humanoid (elf)
Abilities: STR 8, DEX 14, CON 18 (14 base + 2 item, +2 Familiar), INT 8, WIS 8, CHA 21 (18 base + 1 level + 2 item)
Speed 30 ft.
Init +6; Senses Listen +0, Spot +0, Low-light vision
Languages: Common, Elven
AC 20 (26) (10 + 4 shield + 4 mage armor + 2 dex (+ 6 natural AC in troglodyte form)), touch 12, flat-footed 14 (20).
Resistances: -
Immunities: Sleep Effects
Fort +6 (2 base + 4 CON + 0 other)
Reflex +4 (2 base + 2 DEX + 0 other)
Will +4 (5 base + -1 WIS + 0 other)
Conditional Save Modifiers:
+2 vs Enchantment

Ranged Touch: +5
Special Actions: spellcasting

Combat Gear:
Cloak of Charisma +2 (4000)
Amulet of Health +2 (4000)
Wand of Magic Missile CL5 (3750)
Stylish cocktail dress (The rest of the gc)
Familiar, Toad (100)

Feats:
1 - Improved Initiative
3 - Split Ray
6 - Improved Toughness

Skills:
Concentration +12

Spells Known (CL 6th):
3rd (4/day) Fly
2nd (6/day) Web, Alter Self
1st (7/day) Shield, Ray of Enfeeblement, Mage Armor, Grease
0th (6/day) Ghost Sound, Light, Resistance, Detect Magic, Read Magic, Dancing Lights, Mage Hand

Strategy: Debuff the enemy with Web, Grease, Ray of Enfeeblement and Split Rayed Ray of Enfeeblement, and then blast the enemy to shreads with the wand of Magic Missile. Buff self with Fly, Alter Self, Mage Armor and/or Shield as needed.
#108

Midnight_v

Apr 04, 2008 3:20:03
Elf barbarian... (god I hate elves...)
#109

jetstrike3000

Apr 04, 2008 7:14:40
ECL 5 for a few cursed items that are out there however the build has changed considerably so there will be no need. Woot...
#110

mijitdragun_dup

Apr 04, 2008 9:38:26
I'll take Elf Barbarian if noone else wants it
#111

culmirrin

Apr 04, 2008 10:40:35
I'll go Gnome Ranger. I do love me some gnomes.
#112

culmirrin

Apr 04, 2008 11:12:12
And since I'm making a Ranger and I'm newish to these boards... what's the consensus (specifically for this tourney, if that makes a difference) on how the Natural Bond feat from CAdv works? Could it potentially be used to make a Ranger's effective Druid level for Animal Companion purposes equal to his Ranger level?
#113

seventh_scroll

Apr 04, 2008 11:24:01
Human Barbarian is still in the works. I'd also like Halfling paladin.
#114

stickboy2323

Apr 04, 2008 12:23:03
Answer time.

To Thinker89:
That seems a little cheesy to me. I think using items to qualify for feats is OK as long as it's a permanent item but using spells is just waaaay too cheesy.

To Culmirrin:
I believe that a 6th level ranger with the Natural Bond feat would indeed have an animal companion of a 6th level druid. 1/2 ranger level + 3 from natural bond = 6.

To Mijitdragun:
Looks like Midnight_v beat you to the punch but the Half-Elf Barbarian is still up for grabs.
#115

aftercrescent

Apr 04, 2008 12:30:19
Reserved for Gnome Fighter & Gnome Barbarian
#116

nathrin

Apr 04, 2008 12:49:02
calling elven rogue, unless im completely blind and some else already did
#117

nathrin

Apr 04, 2008 13:16:47
as well, not asking for a full description, but are rogues going to be able to effectively use hide for this?

i guess im asking if there are going to be varied playing fields (eg. different terrain types), or are we going to be fighting in a gladiator style ring?
#118

aftercrescent

Apr 04, 2008 13:28:49
Does anyone have the Half-elf Druid? If not, I'll grab that one too.
#119

rebel7284

Apr 04, 2008 13:47:01
Will wizards be able to change their spells memorized after they know who they're fighting but before the fight? Or at least do the "leave 1 spell slot open, spend 15 mins to prepare it right before battle" thing?

Can wizards prepare different spells for the battle royale than the one-on-one matchups?

Will there be random monsters in each battle or only some battles and will information about the monster be known to the character before the fight?

Are wizards assumed to ONLY have the spells given to them upon leveling, or are we assuming that realistically, a wizards will always have learned a few extra spells via research?
#120

stickboy2323

Apr 04, 2008 13:56:32
IMAGE(http://img233.imageshack.us/img233/7365/arenaol4.th.jpg)

Here's the arena as it stands right now. The walls are 50 ft. high and extend an additional 20 ft. below the ground and then make a bowl underground. The walls and bowl are made from magically enhanced masonry. The ground is made from packed earth and covered by grass. All of the barriers/cover in the arena are 10 ft. high, extend 5 ft. deep into the ground and are made form the same material as the walls. The red dots on the map are the 14 starting points for the Battle Royale. The same 14 points will be used to determine random starting points for the one-on-one battles. Animal companions/familiars/etc. must start adjacent or in the same square as their master. Any monsters involved in the later battles will be placed in the middle of the arena. Competitors may fly higher than the 50 ft. height of the walls but if a competitor leaves the boundary of the walls they are disqualified. This includes descending deeper than 20 ft. into the ground and past the underground border. Competitors may stand on the top of the walls without being considered out of bounds but doing so risks being pushed out of bounds which would then disqualify the competitor. A competitor will only be disqualified if they themselves are outside the boundary. In other words, if your animal companion finds itself outside the walls you will not be disqualified but the animal companion would then be disallowed from reentering the field of battle.

Right now I'm also thinking that any permanent changes to the terrain that the competitors create will remain in place. This means that eventually all the cover could be destroyed or more cover could be created. Heck, there might even be a series of tunnels.:P
#121

stickboy2323

Apr 04, 2008 14:09:03
Will wizards be able to change their spells memorized after they know who they're fighting but before the fight? Or at least do the "leave 1 spell slot open, spend 15 mins to prepare it right before battle" thing?

Can wizards prepare different spells for the battle royale than the one-on-one matchups?

Will there be random monsters in each battle or only some battles and will information about the monster be known to the character before the fight?

Are wizards assumed to ONLY have the spells given to them upon leveling, or are we assuming that realistically, a wizards will always have learned a few extra spells via research?

Yes. Wizards will be able to change prepared spells between matches. There will be random monsters in round 2 - the Championship but competitors will not know before hand what the monster will be. Wizards will have access to all their spells from leveling but any other spells known will have to be bought in the form of scrolls. We'll assume that any spell bought as a scroll was successfully scribed into your spellbook.
#122

rebel7284

Apr 04, 2008 14:23:42
Wizards will have access to all their spells from leveling but any other spells known will have to be bought in the form of scrolls. We'll assume that any spell bought as a scroll was successfully scribed into your spellbook.

This from the SRD isn't an option?

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level
#123

stickboy2323

Apr 04, 2008 14:35:44
Totally forgot about that. Yeah, that's fine.
#124

acacannon

Apr 04, 2008 14:38:13
Any bets on what the last choice of build will be?
#125

culmirrin

Apr 04, 2008 15:09:24
Okay, my last one. I'll take Dwarven Paladin. We'll see how this works out.
#126

skydragonknight

Apr 04, 2008 15:17:51
Dwarf Ranger.
#127

rebel7284

Apr 04, 2008 15:20:41
Can i take the monkey familar or should i stick to the ones in DMG?
#128

stickboy2323

Apr 04, 2008 15:25:47
Can i take the monkey familar or should i stick to the ones in DMG?

Are there rules for a monkey familiar? Is it an improved familiar or just on an alternate list somewhere? If you can point to a source then sure.
#129

culmirrin

Apr 04, 2008 15:31:54
On that Dwarf Paladin note, can I use one of the special mounts detailed on page 161 of Races of Stone if I subtract the training/rearing from egg cost from my wealth total?
#130

stickboy2323

Apr 04, 2008 15:38:24
On that Dwarf Paladin note, can I use one of the special mounts detailed on page 161 of Races of Stone if I subtract the training/rearing from egg cost from my wealth total?

You mean training and egg cost right? Yeah, that should be fine.
#131

culmirrin

Apr 04, 2008 15:43:45
That is indeed what I meant. Cool.
#132

altpersona

Apr 04, 2008 16:22:20
how long, game time, between rounds?

casters can get spells back, i saw that... how about for natural healing rates.. not that i expect anyone to actually use it..

and per day abilities...

if you use all your turns / rages/ smites in the first round are you sol for the next round?
#133

surreal

Apr 04, 2008 16:24:35
Hmph, that spawns ideas for magebred warbeasts with autoloading repeating ballistas on their backs...
#134

stickboy2323

Apr 04, 2008 16:36:16
how long, game time, between rounds?

casters can get spells back, i saw that... how about for natural healing rates.. not that i expect anyone to actually use it..

and per day abilities...

if you use all your turns / rages/ smites in the first round are you sol for the next round?

By rounds I'm guessing you mean matches, not combat rounds, right? As of now I'm thinking that competitors will have a day between matches and like I said in the first post all damage/drain/status ailments will be magically healed between rounds automatically.
#135

rebel7284

Apr 04, 2008 16:38:43
Are there rules for a monkey familiar? Is it an improved familiar or just on an alternate list somewhere? If you can point to a source then sure.

Normal familiar.

I thought there was something that said that a DM may allow any tiny/diminutive animal to become a familiar with his/her discretion. I can't find the quote though, perhaps I saw it in the summon monster section and accidentally made a connection where there was none? Regardless I guess I'm out of luck.
#136

prime361

Apr 04, 2008 18:54:24
Any bets on what the last choice of build will be?

I bet one of the half breeds will be the last pick. Just because Elves/Half elves are so unloved(because real gamers are tired of wannabees playing them), and halforcs are bad for arcane casting.

The Prime Suspect
#137

aftercrescent

Apr 04, 2008 18:58:15
How are we calculating HP? If this was already addressed, my bad >.>
#138

rebel7284

Apr 04, 2008 19:21:19
How are we calculating HP? If this was already addressed, my bad >.>

DMG 198
#139

stickboy2323

Apr 04, 2008 19:41:51
yep.
#140

heax

Apr 04, 2008 19:44:15
Can I go for the Half-Elf fighter? Last fighter available I think...

Fighter 4/Ninja 2

Half Elf

S 14 +2
I 8 -1
W 16 +3
D 20 +5
C 13 +1
H 8 -1

HP: 4d10+d6+16
AC: 20
Hit and Run tactics for Fighter 1

1 EWP Courtblade
2 Weapon Finesse
3 Power Attack
4 Cleave
6 Leap Attack

Tactics:
Ghost Step, Charge, and attack: +11 to hit, 1d10+9+1d6 damage. -1 to hit = +3 damage.
Usually full power attack because opponent is normally flat-footed.

+1 Elven Courtblade
Gloves of Dexterity +2
Bracers of Armour +2

3000 remaining for equipment- will do it soon.
#141

gagnrath

Apr 04, 2008 20:34:25
I'll take half elf cleric as well why not.


Will probably get this one done first because it'll require less tweaking and decisions than the druid.
#142

gagnrath

Apr 04, 2008 20:43:27
I'll take half elf cleric as well why not.


Will probably get this one done first because it'll require less tweaking and decisions than the druid.
#143

squashmonster

Apr 04, 2008 20:59:23
Wow, wizards and sorcerers have filled up. Only dwarf and half-orc sorcerers left. Now that I know the battlefield, I'd like to make a dwarf sorcerer.


SpellHammer the Dwarf
HP 54 (6 HD)
Male Dwarf Sorcerer 6
True Neutral, Medium Humanoid (dwarf)
Abilities: STR 8, DEX 10, CON 20, INT 10, WIS 10, CHA 19 (base + 1 level, + 2x 2 item)
Speed 20 ft.
Init +0; Senses Listen +0, Spot +0, Darkvision 60'
Languages: Common, Dwarven
AC 14 (10 + 4 mage armor), touch 10, flat-footed 14. +4 dodge vs giants
Resistances: +4 vs bullrush, +8 while on ground
Immunities: -
Fort +7 (2 base + 5 CON + 0 other)
Reflex +2 (2 base + 0 DEX + 0 other)
Will +5 (5 base + 0 WIS + 0 other)
Conditional Save Modifiers:
+2 vs poison
+2 vs spells and spell-like effects

Longspear +3 melee (1d8+0/x3)
Crossbow +3 melee (1d8+0/19-20)
Base Attack +3, Grapple +3
Special Actions: spellcasting

Combat Gear:
2850 gp for discretionary spending
Cloak of Charisma +2
Amulet of Health +2
Steadfast Boots (MiC)
Wand of Lesser Vigor

Feats:
1 - Spell Focus (Conjuration)
3 - Greater Spell Focus (Conjuration)
6 - Cloudy Conjuration

Skills: (modifier, not ranks)
Concentration +14
Spellcraft +7
Use Magic Device +5

Spells Known (CL 6th):
3rd (4/day) Fly
2nd (6/day) Battering Ram, Baleful Transposition
1st (7/day) Magic Missile, Kelgore's Firebolt, Grease, Mage Armor
0th (6/day) Ghost Sound, Light, Resistance, Detect Magic, Read Magic, Dancing Lights, Mage Hand


Strategy
Cast Fly, Fly on top of a wall (and land).
Cast Baleful Transposition until you switch places.
Fly up a little bit so they are in range of Battering Ram.
Cast Battering Ram until they are removed from the arena.
Chuckle.

Note that every time you cast Baleful Transposition, you get a new mini fog cloud, which you can use to shuffle your position a little and make it harder to hit you. If you run out of 2nd level spells, Grease them then start firing Magic Missiles or Kelgore's Firebolts, depending on which will hit.
#144

rebel7284

Apr 04, 2008 22:12:46
I found the monkey!!!!

with the help of JaronK : Dragon 341 pg.89

Grants +3 tumble checks.
#145

stickboy2323

Apr 04, 2008 22:44:58
I found the monkey!!!!

with the help of JaronK : Dragon 341 pg.89

Grants +3 tumble checks.

Is there an online source for that since I don't have Dragon 341. I'm not saying you can't use it but I want to be able to see the info for myself.
#146

stickboy2323

Apr 05, 2008 1:34:14
NEWS UPDATE

Hey all,

If everyone could post their builds on this site http://www.campaign-blog.com/ it would help me a lot.

You have to register for the site but it is free.

When posting your character(s) name them "77RaceClass" so that I can easily search for them.

Example: 77HumanWizard would get you linked to Rebel7284's build.

Thanks to Dictum Mortuum for bringing this site to my attention.
#147

thinker89

Apr 05, 2008 1:49:30
I forgot my gnome cleric idea, so if anyone wants to pick him up thats cool. If not I'll come up with something.

(Hope I don't remember and regret this)
#148

culmirrin

Apr 05, 2008 10:14:44
I'll bite the bullet and take one of the pariah combos: Half-Orc Sorcerer.
#149

skydragonknight

Apr 05, 2008 10:33:28
Any bets on what the last choice of build will be?

Half-Orc Bard

Edit: only 20 left

Also Sticky, can you double-check the brackets once every one has picked and adjust them so that we can't fight our other characters until at least the 3rd round? 'Cause I don't want to get screwed by having to have one of my chars fight the other right off the bat.
#150

Dictum_Mortuum

Apr 05, 2008 10:40:09
Half-Orc Bard

actually, it's a decent choice. Boosted strength (16 probably) + inspire courage +3 (+1 normal +1 from badge of valor +1 from inspirational boost) and power attack will make for good damage.

Alter self for high AC and natural weapons for optimizing damage output.
#151

skydragonknight

Apr 05, 2008 10:43:54
actually, it's a decent choice. Boosted strength (16 probably) + inspire courage +3 (+1 normal +1 from badge of valor +1 from inspirational boost) and power attack will make for good damage.

Alter self for high AC and natural weapons for optimizing damage output.

Yeah, but it loses effective access to the Words of Creation because of it's stat penalties. Even a Dwarf Bard could still pull off Words.
#152

Dictum_Mortuum

Apr 05, 2008 10:50:04
i don't think that it's worth it. Words will give you only +1 bonus. Better take song from the heart.
#153

skydragonknight

Apr 05, 2008 11:13:15
i don't think that it's worth it. Words will give you only +1 bonus. Better take song from the heart.

Depends on the wording. Unless stated otherwise, you apply effects in the order that's most beneficial, so you'd apply Words last.
#154

Dictum_Mortuum

Apr 05, 2008 14:24:42
Inspire Courage: Double the morale bonus on saving throws against charm and fear and the morale bonus on attack and weapon damage rolls (+2 at 1st level, +4 at 8th level, +6 at 14th level, +8 at 20th level).

First of all you apply the badge of valor effect after you have started singing. So that doesn't apply. Only inspirational boost does.
Second, anybody could argue that it says "+2 at 1st level". And that's it.
Probably stickboy must clarify this.
#155

stickboy2323

Apr 05, 2008 14:45:48
I've always read words of creation as only doubling the base bonus, not the entire bonus. So a bard using words, inspirational boost, and a badge of valor would have a +5 bonus, not a +8.

EDIT: oops, I calculated wrong.
#156

ninjarabbit

Apr 05, 2008 15:58:58
reserved for half orc ranger


HP: 12 +3d8 +2d10 +24 +12 when in rage (58, 70 when in rage)
Half Orc barbarian1/ranger3/fighter2
True Neutral medium humanoid
Abilities: STR 22 (18 +2 racial +2 enhancement), DEX 14, CON 18 (15 base +1 level up +2 enhancement), INT 6 (8 - 2), WIS 10, CHA 6 (8 - 2) (base + 1 level, + 0 item)
Speed 40 ft.
Init +2; Senses Listen +0, Spot +9
Languages: common, orcish
AC 18 (10 + 5 armor + 2 dex + 1 deflection), touch 13, flat-footed 16
Fort +14 (8 base + 5 CON + 1 resistance)
Reflex +6 (3 base + 2 DEX + 1 resistance)
Will +7 (1 base +5 CON + 1 resistance)
Conditional Save Modifiers: +4 to will saves when in rage (+2 from rage bonus, +2 from increased con score), +2 to fort saves when in rage (+2 from increased con score)

Melee weapon +12 spear (+14 in rage) (1d8 +9 (+12 in rage) + power attack x3/20)
Ranged weapon +12 spear (+14 in rage) (1d8 +9 (+12 in rage) x3/20
Base Attack +6/+1, Grapple +12 (+14 when in rage)
Special Actions: rage 1/day, rapid shot

Combat Gear:
Gauntlets of Ogre Might +2: 4000 gp
Spear x 20: 40 gp
+1 chain shirt: 1250 gp
Cloak of resistance +1: 1000 gp
potion of enlarge person: 250 gp
ring of protection +1: 2000 gp
amulet of health +2: 4000 gp
potion of see invisibility: 300 gp

160 gp in loose change

Feats: track (from ranger), brutal throw, rapid shot (from ranger), power attack, endurance (from ranger) quick draw (from fighter), steadfast determination, far shot (from fighter)

Skills:
Spot 9 (9 ranks)
hide 11 (9 ranks +2 dex)
knowledge (shiny objects) -1 (1 rank -2 int)
#157

thinker89

Apr 06, 2008 2:23:36
Remembered the idea and a halfling would be better at it.

Halfling Cleric
#158

gagnrath

Apr 06, 2008 18:33:59
I'm glad you're cleric has something mine isn't bad for a cleric of that level but the cleric goodness builds that I have/like//know are't anything special at 6ish takes 10 or so before they start getting nasty.
#159

stickboy2323

Apr 07, 2008 13:15:02
BUMP...I don't want this to die quite yet.

There are still 18 builds unclaimed. Help a CO brother out. I don't want to have to make them all myself.

Also, a big thank you goes out to the people that have started posting their characters to the campaign blog site. You know who you are. It is really helpful to have them all in one standard format.:D

One last note. Last week I thought that I would be going out of town starting tomorrow but now my vacation plans have been pushed back to the first weekend in May. I would like most of the builds to be finished up by then so that I can get the contest started when I get home. This should give everyone another four weeks or so to finish things up.

Thanks for all the interest and help with characters/rules/etc.
#160

vegetalss4

Apr 07, 2008 13:45:08
i think that i will make a halfling barbarian.
i am new to optimasation and dont got a lot of books so i figure that i will be smashed pretty horrible but until then i will have fun.

how is it the battleds are fought?

Edit: can i use campain specific material, you know because halfling barbarians get like a 100-tousand times cooler with Eberron
#161

stickboy2323

Apr 07, 2008 13:56:42
i think that i will make a halfling barbarian.
i am new to optimasation and dont got a lot of books so i figure that i will be smashed pretty horrible but until then i will have fun.

how is it the battleds are fought?

Edit: can i use campain specific material, you know because halfling barbarians get like a 100-tousand times cooler with Eberron

Yes you may use campaign specific material. The battles will be run by me and my gaming group but you should feel free to write up a list of tactics for us to use.
#162

thinker89

Apr 07, 2008 14:23:30
I know no custom items but are we able to put most alchemical items into alchemical capsules and weapon capsules? They're from complete adventurer if you were unsure.
#163

stickboy2323

Apr 07, 2008 15:25:55
I know no custom items but are we able to put most alchemical items into alchemical capsules and weapon capsules? They're from complete adventurer if you were unsure.

That's completely fine.
#164

Dictum_Mortuum

Apr 07, 2008 15:26:56
http://www.campaign-blog.com/view.php?id=8164

started working on the half-orc bard.
#165

vegetalss4

Apr 07, 2008 15:35:38
okey finished with halfling barbarian linky
his tactics is using sprited charge togetter with ride by attack and the ride skill in order to charge, run away, and charge agein, remember that he gets his mount to pounce in the same time, if he fights a ranged enemy (archer or arcane) he instead charge, and full attack, he rages when he first can charge the enemy, ageints flyer he trys to use the walls as cover and shots bullets perefaly magic bullets with his oil of magic bullet, ageints them.
#166

squashmonster

Apr 07, 2008 15:52:01
Could you post a list of the remaining combinations?
#167

stickboy2323

Apr 07, 2008 15:56:39
Half-Elf Monk, Elf Bard, Half-Elf Rogue, Gnome Monk, Gnome Rogue, Gnome Cleric, Half-Elf Paladin, Elf Druid, Half-Orc Cleric and Half-Elf Barbarian.
#168

ninjarabbit

Apr 07, 2008 16:11:17
I'm calling elf monk because I have a really neat mobile archer for it

elf monk6

Cobra Strike Monk variant (Unearthed Arcana)

HP: 8 +5d8 +6 (34)
Alignment Size Type: Lawful neutral medium humanoid
Abilities: STR 14, DEX 18 (16 +2), CON 12 (14 -2), INT 8, WIS 16, CHA 8
Speed: 50 ft
Init +; Senses Listen , Spot
Languages: common, elven
AC , touch , flat-footed
Resistances: if any
Immunities: sleep
Fort (5 base +
Reflex (5 base +
Will (5 base +
Conditional Save Modifiers: +2 racial bonus against enchantments and paralysis, +2 bonus bonus enchantments (still mind)

Melee weapon:
Ranged weapon +9 longbow (1d8, x3/20)
Full Attack weapon +0/+0 (1d~+0/19-20)
Base Attack , Grapple
Special Actions:
Combat Gear:
Potion of mage armor: 50 gp

Feats: dodge (from CS monk), point blank shot) mobility (from CS monk), imporved initative, shot on the run, spring attack (from CS monk)

Skills:
Tumble (9 ranks +)
Balance (5 ranks +)
Escape Artist (4 ranks +)
Spot (9 ranks +)
#169

shrympscampi

Apr 07, 2008 16:13:05
I will take Dwarf Bard.
#170

silenced_shout

Apr 07, 2008 16:15:42
Two questions:

  • How is it treated when a character gains evasion from two different sources? (does the character have the equivalent of improved evasion or not?)
  • Can we use skirmish damage? (RotW 158 - 159)


Also, can Elven racial substitution levels be applied onto a half-elf?
#171

stickboy2323

Apr 07, 2008 16:30:49
Two questions:

  • How is it treated when a character gains evasion from two different sources? (does the character have the equivalent of improved evasion or not?)
  • Can we use skirmish damage? (RotW 158 - 159)


Also, can Elven racial substitution levels be applied onto a half-elf?

Evasion from multiple sources does not normally stack. I believe there is a PrC or two out there that does let it happen but I'm not sure which ones off the top of my head.

Of course you can use skirmish damage.

Elven sub levels can not be applied to Half-Elves. Half-Elves have their own set of racial sub levels.
#172

prime361

Apr 07, 2008 16:37:50
Ok, I am calling a Bard... should have called dibs then worked on the build, not the reverse.

Halfling
Bard 3/Swordsage 1/Fighter 1
Str 10
Dex 16
Con 16
Int 10
Wis 10
Cha 16
Stats are after halfling modification and the level 4 point was put into con.

Feats:
Snowflake wardance
Combat Expertise
Two-weapon Fighting
Weapon Focus(light pick/Scimitar) bonus from SS1

Skills of note:
Perform(dance) 8 ranks

Gear:
Mithril Breastplate
Darkwood Buckler
Scimitar
Light Pick
Long Bow(20 arrows)

Spells Known:
lvl 0
presidigitation
flare
lullaby
magehand
resistance
dancing lights
lvl 1
Cure light wounds
cause fear
Beastlands ferocity

Tactics:
Round one He casts Beastland ferocity, if there is no opponents in view he starts using items to buff/summon allies. After someone comes into view he uses his bard buffs/music and wardance as intelligently as possible. His typical attack routine is dependant on foes armor. Higher armor = main hand attack only, average armor = two-weapon fighting, low armor = two-weapon fighting and sacrificed BAB for more Armor.
If he is pushed to being defensive, he will sacrifice BAB for AC and wait for a good opportunity to push into an offensive position.

More to come

The Prime Suspect
#173

stickboy2323

Apr 07, 2008 16:53:42
Looks like Shrympscampi beat ya to it but there are still a couple of other bards available.
#174

Dictum_Mortuum

Apr 07, 2008 16:57:55
and IIRC ToB isn't available.
#175

stickboy2323

Apr 07, 2008 17:05:22
and IIRC ToB isn't available.

Well as I sort of suggested earlier, you can use classes from ToB, ToM, MoI, etc. but no alternate power sources. So, a character could have 3 levels of Crusader and would have access to it's BAB, HD, Saves, Furious Counterstrike, Steely Resolve, Indomitable Soul, Zealous Surge, but no maneuvers.
#176

iratehiro

Apr 07, 2008 18:47:12
I'll whip up a half-elf ranger.
#177

prime361

Apr 07, 2008 18:49:37
Well as I sort of suggested earlier, you can use classes from ToB, ToM, MoI, etc. but no alternate power sources. So, a character could have 3 levels of Crusader and would have access to it's BAB, HD, Saves, Furious Counterstrike, Steely Resolve, Indomitable Soul, Zealous Surge, but no maneuvers.

That is what I am using it for, +1 init, weapon focus in 5 weapons(2 of which I am weilding) and good ref/will saves.

Now i have to see which bad bard race is still available for a bard, lol. Go Go Gadget Combat Bard!

The Prime Suspect
EDIT: Halfling Bard is claimed!
#178

thinker89

Apr 07, 2008 19:39:28
I'll do the halfling monk.
#179

silenced_shout

Apr 08, 2008 0:40:28
GODDANG!!!
I just finished the halfling monk.
(made Prime 361's mistake.)

Oh well.
Dibs on Half-Orc Rogue!
#180

thinker89

Apr 08, 2008 1:08:10
Ha, my bad. You're number two. I stole Sareld's elven sorcerer a bit ago too.
#181

silenced_shout

Apr 08, 2008 2:18:12
Whatev. Although a question directed at the whole forum:

[indent]
What about skill tricks. Can we use skill tricks?
[/indent]

I don't care if we can't (since I already have an idea for a wickedly brutal rogue), but I just think it'd be cool.:D

Also, I'm page 7! w00t
#182

stickboy2323

Apr 08, 2008 2:23:58
Skill tricks are fine.
#183

silenced_shout

Apr 08, 2008 3:01:02
All right!!!
#184

aftercrescent

Apr 08, 2008 3:26:09
What pre battle buffs are allowed? Min/Level spells? Hour/Lvl? Can druids start wildshaped?
#185

stickboy2323

Apr 08, 2008 9:19:09
No prebattle buffing allowed. No wildshape before battle.
#186

skydragonknight

Apr 08, 2008 9:37:42
No prebattle buffing allowed. No wildshape before battle.

Ouch. That's real rough for Wizards...no Mage Armor.
#187

rebel7284

Apr 08, 2008 9:51:14
Ouch. That's real rough for Wizards...no Mage Armor.

Speaking as someone who is building a Wizard - Wizards don't need mage armor (at least in this tournament.)
#188

larry_the_titan

Apr 08, 2008 10:26:32
Currently I don't plan to take part in the tournament, I do how ever plan to keep track of how things progress. Currently though a few options that have closed completely and only a few options left.

Whats out
---------------
Race wise -
Dwarves, Halflings, and Humans are out

Class wise -
Fighters, Rangers, Sorcerers, and Wizards are out

Whats left
---------------
Race wise -
Elf Bard, Druid
Gnome Cleric, Monk, Rogue
Half-Elf Barbarian, Monk, Paladin, Rogue
Half-Orc Cleric

Class wise -
Barbarian Half-Elf
Bard Elf
Cleric Gnome, Half Orc
Druid Elf
Monk Gnome, Half-Elf
Paladin Half-Elf
Rogue Gnome, Half-elf

Hopefully this will be useful in filling the final 10 spots.
#189

tshern

Apr 08, 2008 11:20:02
Wtf? There's both a Cleric AND a Druid available?
#190

gagnrath

Apr 08, 2008 11:43:25
What? I understand no prebattle buffing.... I don't understand the idea of not being able to having up wildshape and luminous armour. Unless you are going to tell me that the fighters are going to have to put on their armour and eat breakfast in the arena as well. Both of these last 6 hours per day.... Most druids clerics and mages cast certain spells and use some of their class features exactly the same way that fighters put on armour and or modrn day people put on a hard hat or tie.

I can see needing to cast things that last rounds or even minutes per level because you aren't sure exactly when the arena will empty. Hours per is perfectly reasonable to have up and argueably the ones that are 10 minutes per lvl. Should I call my animal compainion or teach them tricks in the areana as well?
#191

larry_the_titan

Apr 08, 2008 11:59:00
Wtf? There's both a Cleric AND a Druid available?

And there were even Elves left. I would of thought they would be off the list already. What I found funny was that there was a Barbarian left and at that level I consider the class pretty powerful. I mean Rage, Power attack, Leap Attack, EWP (Fullblade). What else do you need?
#192

tshern

Apr 08, 2008 11:59:55
To get rid of the Fullblade.
#193

skydragonknight

Apr 08, 2008 12:08:32
And there were even Elves left. I would of thought they would be off the list already. What I found funny was that there was a Barbarian left and at that level I consider the class pretty powerful. I mean Rage, Power attack, Leap Attack, EWP (Fullblade). What else do you need?

Fighter levels for Improved Bull Rush and Shock Trooper.
#194

larry_the_titan

Apr 08, 2008 12:12:09
To get rid of the Fullblade.

Whats wrong with the Fullblade. With the 4,500gp per item limit on any item you can't buy anything better then a +1 weapon to begin with so the average +2 damage makes it worth it.
#195

mohji

Apr 08, 2008 12:16:08
So would that be a no on hours per level spells being pre buffed for the arena matches or are we allowed to have those active, if not do you want all spells varaible numeric effects in the notes section or just the name of the spell and you can run from there?
#196

skydragonknight

Apr 08, 2008 12:16:09
Whats wrong with the Fullblade. With the 4,500gp Piece limit on any item you can't buy anything better then a +1 weapon to begin with so the average +2 damage makes it worth it.

. . .
#197

stickboy2323

Apr 08, 2008 12:44:27
What? I understand no prebattle buffing.... I don't understand the idea of not being able to having up wildshape and luminous armour. Unless you are going to tell me that the fighters are going to have to put on their armour and eat breakfast in the arena as well. Both of these last 6 hours per day.... Most druids clerics and mages cast certain spells and use some of their class features exactly the same way that fighters put on armour and or modrn day people put on a hard hat or tie.

I can see needing to cast things that last rounds or even minutes per level because you aren't sure exactly when the arena will empty. Hours per is perfectly reasonable to have up and argueably the ones that are 10 minutes per lvl. Should I call my animal compainion or teach them tricks in the areana as well?

I get what you are saying. I concede that longer buffs would probably be OK, anything that has a duration of 10 min/level or longer or anything that the character would normally do as part of their morning buff routine. I'm still on the fence about wildshape though. I understand that it is a longer duration buff but I kind of like the idea of the competitors having to enter the arena in their natural forms. With all that said, there is still absolutely no NPC spellcasting services before hand.
#198

eepop

Apr 08, 2008 13:29:47
As was said before, this isn't a flat plane thats only 20ft across. There are opportunities to buff up if you build your character right. If you need buffs, find a way to keep your distance while you buff up, it isn't that hard.
#199

mohji

Apr 08, 2008 14:22:31
half orc druid is posted
#200

silenced_shout

Apr 08, 2008 15:00:02
Currently I don't plan to take part in the tournament, I do how ever plan to keep track of how things progress. Currently though a few options that have closed completely and only a few options left.

Whats out
---------------
Race wise -
Dwarves, Halflings, and Humans are out

Class wise -
Fighters, Rangers, Sorcerers, and Wizards are out

Whats left
---------------
Race wise -
Elf Bard, Druid
Gnome Cleric, Monk, Rogue
Half-Elf Barbarian, Monk, Paladin, Rogue
Half-Orc Cleric

Class wise -
Barbarian Half-Elf
Bard Elf
Cleric Gnome, Half Orc
Druid Elf
Monk Gnome, Half-Elf
Paladin Half-Elf
Rogue Gnome, Half Orc

Hopefully this will be useful in filling the final 10 spots.

Responce to larry_the_titan:
Half-Orc Rogue is claimed. By me.
#201

rebel7284

Apr 08, 2008 15:09:29
As was said before, this isn't a flat plane thats only 20ft across. There are opportunities to buff up if you build your character right. If you need buffs, find a way to keep your distance while you buff up, it isn't that hard.

With characters that have mounts that move 70ft. per round, there really might not be an opportunity to buff.
#202

larry_the_titan

Apr 08, 2008 15:12:49
Responce to larry_the_titan:
Half-Orc Rogue is claimed. By me.

Sorry I put the wrong Race there. That was supposed to be Half-Elf and as most people know Elves and Orcs are really close. :D

Well its fixed now. Thx for pointing that out.
#203

aftercrescent

Apr 08, 2008 15:22:00
Question: Do we have to defeat merely the opposing character or do we also have to defeat his minions (re: animal companion, special mount, etc)?
#204

rebel7284

Apr 08, 2008 15:29:19
Question: Do we have to defeat merely the opposing character or do we also have to defeat his minions (re: animal companion, special mount, etc)?

I asked the same question before in a PM albeit only about the animal companion.

Stickboy said "you have to defeat the druid, not its class features"

By the way my own observation:
On the second page, Pwntatochip, a true neutral bard has Nymph's Kiss listed, which is an exalted feat. He needs to be good to take it.
#205

stickboy2323

Apr 08, 2008 15:40:03
What he said.

As to the TN bard with Nymph's Kiss, good catch. Thanks. Most of the problems I can foresee going into the running of the battles are ones of legal vs illegal builds. Anybody that catches any errors please feel free to point them out. I'd rather have debate about rules and whatnot before battles happen so that no one feels unfairly treated because of an oversight on my part. Once builds are posted to the campaign blog site they should be fairly easy for everyone to look over and double check, just do a character search for 77. I've been looking at the ones posted already but that does not mean I didn't miss anything. So, feel free to check out the competition and report any shenanigans.

Also, to anyone who has posted to the campaign blog site can you make sure that your sheet(s) are set to public. This will enable me to view them but still leave the sole editing capability in your hands. Thanks.
#206

silenced_shout

Apr 08, 2008 16:35:42
sorry, mispost. (the delete post button vanished on me!)
#207

Midnight_v

Apr 08, 2008 16:43:13
How much more time do we have to get the builds in?
#208

prime361

Apr 08, 2008 17:02:35
How much more time do we have to get the builds in?

Somewhere on page 4 he said till the biginning/middle of may. Don't rely on that though, go back and check for yourself to be sure.

The Prime Suspect
#209

silenced_shout

Apr 08, 2008 19:24:45
Here's another

If one is feinted into being denied their dexterity bonus to AC, can they be sneak attacked?
#210

altpersona

Apr 08, 2008 19:32:29
i thought that was the purpose of a feint..
#211

silenced_shout

Apr 08, 2008 19:55:42
That's what I'm thinking, too. Just wanted to make sure they didn't put any wierdo clause in the feinting rules that prevented this.
(It doesn't EXACTLY say that the feinted opponent is flat-footed, but the denial of Dex to AC certainly implies it.)
#212

skydragonknight

Apr 08, 2008 20:02:28
That's what I'm thinking, too. Just wanted to make sure they didn't put any wierdo clause in the feinting rules that prevented this.
(It doesn't EXACTLY say that the feinted opponent is flat-footed, but the denial of Dex to AC certainly implies it.)

Unless you're doing an Iajutsu build, denying Dex will be enough.
#213

rebel7284

Apr 09, 2008 11:18:23
I get what you are saying. I concede that longer buffs would probably be OK, anything that has a duration of 10 min/level or longer or anything that the character would normally do as part of their morning buff routine. I'm still on the fence about wildshape though. I understand that it is a longer duration buff but I kind of like the idea of the competitors having to enter the arena in their natural forms. With all that said, there is still absolutely no NPC spellcasting services before hand.

Eagerly awaiting the final decision on this.

As a wizard, it may affect my strategy significantly.

edit: or WAS that the final decision? hr/lvl and 10min/lvl stuff allowed pre-battle?
#214

stickboy2323

Apr 09, 2008 11:24:49
yeah, that's basically my final decision.
#215

sjiggie

Apr 10, 2008 19:43:17
If nobody is taking the Elf Druid I'll take it

Sjiggie
#216

Midnight_v

Apr 10, 2008 20:14:42
Eagerly awaiting the final decision on this.

As a wizard, it may affect my strategy significantly.

edit: or WAS that the final decision? hr/lvl and 10min/lvl stuff allowed pre-battle?

Wait so I can't have someone cast permanent see invisible on me?
#217

cannibalsmith

Apr 10, 2008 21:59:18
Yes, because it can only be made permanent on oneself.
#218

skydragonknight

Apr 11, 2008 7:15:43
Wait so I can't have someone cast permanent see invisible on me?

because it's over the gold piece limit to pay the caster or even buy a scroll with the 1,000 XP attatched.
1,000 xp = 5,000 GP > 4,500 GP
#219

sareld

Apr 11, 2008 7:29:10
My sorceress is up. When is the battles going to start?

Also, how much info will we get about the battles? Will we see battle summaries? Round for round break downs? Or will we just be informed of who killed who?
#220

culmirrin

Apr 11, 2008 11:11:37
I guess I'll take Gnome Cleric, since nobody else has snagged it.
#221

stickboy2323

Apr 11, 2008 13:36:34
My sorceress is up. When is the battles going to start?

Also, how much info will we get about the battles? Will we see battle summaries? Round for round break downs? Or will we just be informed of who killed who?

I'm going to try to start the battles when I get home from my vacation which right now is scheduled for the first weekend in may. So sometime shortly after that. The reason for the delay is that I want to give everyone ample time to get their builds done. And as of now not all of the builds are claimed yet so I may have to make a few myself. As far as the battle summaries go I think I'll try to give some detail, sort of like a play by play account, but I'm not going to get super detailed. I'll probably use post #3 to show the bracket and write battle summaries.
#222

thinker89

Apr 11, 2008 18:19:59
Alright, is anyone else using polymorph or do you know if other people using it? I'd feel cheap if it wasn't being used but it would obviously be useful if other people are.
#223

prime361

Apr 11, 2008 19:58:58
Alright, is anyone else using polymorph or do you know if other people using it? I'd feel cheap if it wasn't being used but it would obviously be useful if other people are.

I don't know that anyone is using it yet, but it is legitimate.

The Prime Suspect
p.s. I am slacking on my build I need to write out a tactics page and transfer the character to the blog site.
#224

skydragonknight

Apr 12, 2008 16:04:30
Alright, is anyone else using polymorph or do you know if other people using it? I'd feel cheap if it wasn't being used but it would obviously be useful if other people are.

At 6th level most characters have a hard time using Polymorph.
#225

thinker89

Apr 12, 2008 16:49:41
Wizards get their CL to 7, sorcs to 8, and they're set.

That is a minority but with a decent investment of two levels of wizard and a feat (also needing a bonus to CL) just about anyone can do it.
#226

surreal

Apr 12, 2008 17:15:07
I think these are the ones that are left:

Elf Bard
Gnome Monk
Gnome Rogue
Half-Elf Barbarian
Half-Elf Monk
Half-Elf Paladin
Half-Elf Rogue
Half-Orc Cleric
#227

skydragonknight

Apr 12, 2008 17:32:29
Wizards get their CL to 7, sorcs to 8, and they're set.

That is a minority but with a decent investment of two levels of wizard and a feat (also needing a bonus to CL) just about anyone can do it.

Bonus to caster level does -not- effect spells known or spells per day.

If you want to do it with a scroll, be my guest--that's legit. Just keep in mind that the form cannot exceed your HD.
#228

ninjarabbit

Apr 12, 2008 17:39:11
I'll call half-orc cleric then, Funny it was my first character in 3rd edition D&D.

Half orc cleric6

Domains: Time and Travel

HP: 8 +5d8 + 18 (46)
Alignment Size Type: True neutral medium humanoid
Abilities: STR 18 (16 + 2) , DEX 12 , CON 16 (15 + 1 level up), INT 6 (8 -2), WIS 16, CHA 6 (8 -2)
Speed 30 ft.
Init +5 (1 dex + 4 improved intiative); Senses Listen +3, Spot +3
Languages: common, orc
AC , touch , flat-footed
Resistances: if any
Immunities:
Fort 8 (5 base +3 con)
Reflex 3 (2 base + 1 dex)
Will 8 (5 base +2 wis)
Conditional Save Modifiers:

Melee weapon:
Ranged weapon
Full Attack weapon +0/+0 (1d~+0/19-20)
Base Attack, Grapple
Special Actions: rebuke undead
Combat Gear:

Feats: improved initative (from Time domain) fly-by attack, power attack

Skills: 11 concentration (9 ranks +2 con)


Rebuked Undead Creature:

Shadow
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +1/—
Attack: Incorporeal touch +3 melee (1d6 Str)
Full Attack: Incorporeal touch +3 melee (1d6 Str)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +2
Abilities: Str
#229

thinker89

Apr 12, 2008 18:17:53
Bonus to caster level does -not- effect spells known or spells per day.

yup, yup.

vIf you want to do it with a scroll, be my guest--that's legit. Just keep in mind that the form cannot exceed your HD.

Scrolls are the plan.
#230

jameswilliamogle

Apr 12, 2008 18:21:01
I have to withdraw my entries. No time to do them.
#231

thinker89

Apr 12, 2008 18:58:36
I have to withdraw my entries. No time to do them.

Whoa, that means a wizard. I'll take your half-orc wizard but give up my halfling cleric. (Unless no one wants him. In which case I'll make something out of him).
#232

stickboy2323

Apr 13, 2008 13:58:00
Post #2 updated.

Builds left are...Half-Elf Monk, Elf Bard, Half-Elf Rogue, Gnome Monk, Gnome Rogue, Halfling Cleric, Half-Elf Paladin, Halfling Fighter, Half-Elf Barbarian.
#233

taeldrin_laesrash

Apr 13, 2008 16:42:48
Someone'll have to take my Dwarf Cleric. I'm not going to be able to manage it right now. Sorry.
#234

culmirrin

Apr 15, 2008 10:32:53
Bleh. Take the Gnome Cleric off my list. I'm just not struck with inspiration like I thought I would be.

Instead of that one, I'll nab the Halfling Fighter that opened up.
#235

tshern

Apr 15, 2008 10:42:38
So now we have THREE Clerics available!

List: Dwarf Cleric, Half-Elf Monk, Elf Bard, Half-Elf Rogue, Gnome Monk, Gnome Cleric, Gnome Rogue, Halfling Cleric, Half-Elf Paladin, Half-Elf Barbarian
#236

torusamor

Apr 20, 2008 10:10:38
/bump

Let's not let this die out
#237

sareld

Apr 21, 2008 16:27:26
#238

rebel7284

Apr 21, 2008 16:53:55
Ninjarabbit: I don't have time to check the books, but doesn't flyby attack have a prerequisite of a fly speed?
#239

surreal

Apr 21, 2008 18:22:58
Eh, I'll snag the gnome cleric too. (and maybe one of these days actually get around to putting builds up)
#240

stickboy2323

Apr 22, 2008 13:29:06
Hi all. Thanks to everyone for bumping this wile I've been away from the boards for the last week or so. I have been having some computer problems which make keeping a internet connection almost impossible. Today I went to go edit post #2 and lost my connection while doing it and you can see the results for yourself. Arrgghhh! I'll try to get it updated soon but I'm totally not in the mood right now. Let's hope this post makes it through.
#241

ninjarabbit

Apr 22, 2008 14:42:59
Ninjarabbit: I don't have time to check the books, but doesn't flyby attack have a prerequisite of a fly speed?

The fly spell covers that, I just can't use the feat whenever I'm not under the effects of the fly spell.
#242

thinker89

Apr 22, 2008 16:24:14
The fly spell covers that, I just can't use the feat whenever I'm not under the effects of the fly spell.

He ruled earlier you can't qualify for feats with spells.

Here was my question,
What about feats that we can qualify for under the effects of an item or spell? Can we take them and just not be able to gain any benefits (including anything they are the prerequisites for) from them while we don't have the item on/spell active?

And his answer,
To Thinker89:
That seems a little cheesy to me. I think using items to qualify for feats is OK as long as it's a permanent item but using spells is just waaaay too cheesy.

#243

surreal

Apr 22, 2008 22:45:57
Today I went to go edit post #2 and lost my connection while doing it and you can see the results for yourself. Arrgghhh! I'll try to get it updated soon but I'm totally not in the mood right now. Let's hope this post makes it through.

Ugh, that sucks. I've kept all my builds on the same post for easy referencing.

p.s. you could use the post tags to keep track of things more easily... here's mine, so you can just copy'n'paste it.
[noparse][post=15499802]Halfling Rogue[/post] by Surreal
[post=15499802]Human Fighter[/post] by Surreal
[post=15499802]Gnome Bard[/post] by Surreal
[post=15499802]Gnome Cleric[/post] by Surreal[/noparse]

#244

surreal

May 01, 2008 14:27:22
bump

Just about finished fleshing out the human VoP fighter dungeoncrasher ([post=15499802]not too shabby overall[/post]). Need to work on the others yet.
#245

capt_smash

May 02, 2008 14:57:52
after dealing with major problems(losing my job, deaths in the family, baby on the way, Plus a plumbing accident that ruined My 2nd edition along with 3.5 and my 3.0 ) I have to admit defeat. Dwarf Barb is up for grabs
I wish I hadnt had to deal with this
#246

silenced_shout

May 03, 2008 23:40:23
oh, wow Capt_Smash. You're in my prayers. (so don't be surprised if an indentured demon servant knocks on your door tomorrow)
I'm just fine-tuning my Half-Orc Rogue (Other items, skill point management, name). I haven't been keeping up with the forum because I've been up to my huevos in schoolwork and still have my finals to deal with. I'm not gonna be free 'till May 9th. Even then, my home connection sucks. I wanna know when we're doing this, so I can finish the rogue up before then.
#247

cannibalsmith

May 04, 2008 1:07:46
Stickboy could start running fights between finished characters already.
#248

aftercrescent

May 04, 2008 3:28:53
Stickboy, when do you want the final specs of the characters up and running? I'm in a bit of a time crunch, but if you need them immediately, I could probably squeeze them out ;)
#249

sareld

May 05, 2008 6:14:01


This is too good to die before it gets started. I just hope that we get this show on the road before the 6th of june, as 3.5 optimization will loose relevance fast after that day.

Also, I sugges that we run the tournament with what we got instead of waiting, all we loose is a few seats in the Battle Royale anyway. I want to see some blood here
#250

silenced_shout

May 07, 2008 3:11:59
This is too good to die before it gets started. I just hope that we get this show on the road before the 6th of june, as 3.5 optimization will loose relevance fast after that day.

WOAH!!!!

Just 'coz lil' 4th-ie comes out doesn't mean we pick up and abandon the 3.5ster!
Not to start a flame war, but we can still do this while the 4th edition is out. In fact, that would be satisfactory (Cheap 3.5 books!). No one said that the new edition automatically subsumes the old. (Just ask anyone who still plays AD&D, tr the classic 1st ed.)

"Relevance." Never have I heard of such rubbish...
#251

silenced_shout

May 07, 2008 3:38:35
Not to dub post, but I gosta axe a question!

Can we have items such as "Dust of disappearance" in our inventory? (Maker needs to be caster lv.7+ to make) Can we use magic items that can't be made by a lv.6 caster at all? (Items that a caster must be levels 7+ to make)
#252

sareld

May 08, 2008 10:43:58
WOAH!!!!

Just 'coz lil' 4th-ie comes out doesn't mean we pick up and abandon the 3.5ster!
Not to start a flame war, but we can still do this while the 4th edition is out. In fact, that would be satisfactory (Cheap 3.5 books!). No one said that the new edition automatically subsumes the old. (Just ask anyone who still plays AD&D, tr the classic 1st ed.)

"Relevance." Never have I heard of such rubbish...

Well, allow me to elaborate. 3.5 stuff will loose relevance to me and a lot of other people once it hit the streets and steals our attention with its shiny new stuff that needs to be analyzed and exploited.

At any rate I dont think that delaying the start of the competition until 3.5 books drops in price is preferable for anyone, so regardless of our oppinions towards 4e I think that we need to start this ASAP. Stickboy, PM me if you need help running this thing.
#253

sareld

May 15, 2008 6:34:33
#254

silenced_shout

May 19, 2008 2:21:56
Well, allow me to elaborate. 3.5 stuff will loose relevance to me and a lot of other people once it hit the streets and steals our attention with its shiny new stuff that needs to be analyzed and exploited.

At any rate I dont think that delaying the start of the competition until 3.5 books drops in price is preferable for anyone

Noted. I just don't think we should swich format in the middle of the event. (or even right before for that matter, so in a sense I admit to your reasoning as the best course of action)

It was just an empty plea to not drop me from the competition because of my lack of accessability. As you can see, it took me

:headexplo TWO -ING WEEKS:headexplo



before I could get a good enough signal to even load the forums. (I'm wireless in a country kitcsh(sp), thorp-sized dot in the middle of Iowa. You should try it sometime. ;) )

BTW: No, I have neither a car nor a good receptor. I'm just piggybacking off the wireless servers of the telecom company a block down the road.:D

[sarcasm] *GASP!* Shocking!!! [/sarcasm]



As for my character, I'm tying up loose ends. The competition should be any day now...

. . . just saying . . . . . .
#255

silenced_shout

May 25, 2008 2:35:19


you can love me or hate me
but I'm still gonna get my money :D
so tell everyone on the forum you see
that I...
:evillaugh can see the hate in their eyes! :evillaugh

:invasion:
#256

cannibalsmith

May 25, 2008 5:25:13
With Stickboy gone missing, I say we decide on rules and start running battles between finished characters. We need a map. Ideas?

We could make a MapTool campaign of this and run the battles online. People would be able to watch them in real time.
#257

caliborn

May 26, 2008 18:25:15
I'll snatch up that Dwarf Cleric that opened up.
#258

silenced_shout

Jun 08, 2008 0:11:59
Is Campaign-blog up yet? I wanna finish my Orc Rogue before the competition starts.
#259

surreal

Jun 08, 2008 2:14:14
I'm thinking it's an abandoned project at this point.
#260

cannibalsmith

Apr 01, 2009 5:49:45
Bump, because this thread is full of cool builds.
#261

sofawall

Apr 01, 2009 6:25:20
Well, this is awesome, and would be great to re-run if someone wants to make a new thread for it, update it etc.

If so, I call Gnome Druid :D
#262

jopustopin

Apr 01, 2009 16:47:25
Wow I can't believe no one has called the half-orc wizard; obviously I call dibs. I think that the op will come back and run this tournament any day now.
#263

sofawall

Apr 01, 2009 17:46:24
I changed my mind. I call Human druid if we redo this, I need one more feat for my build :D

If we don't redo this and instead use the characters there, well, none I want to take. I mean, I could make a Spiked Chain guy, but they aren't as good until about 7th level.
#264

true_shinken

Apr 01, 2009 19:43:09
Dibs on Human Ranger if this ever flies ^^
#265

cannibalsmith

Apr 02, 2009 3:26:40
You can safely assume the OP is dead and nobody's coming to replace him. Just pick some characters, find or make some fair maps, run some fights, and report the results.
#266

arogenith

Apr 02, 2009 7:05:56
off the top of my head:
Kraithor half-orc fighter4/barbarian2

Lion totem + power attack + leap attack + improved initiative + potion of expedious retreat + potion of true strike. Use a +1 greataxe, +2 str belt + I'm pretty sure there are boots that give movement as a swift action to help with the charge.

I think I read somewhere that a move action can be used as 1 or 2 swift actions, if so, use the boots, drink both potions and charge. If the arena isn't that big, then expedious retreat isn't needed
#267

cannibalsmith

Apr 02, 2009 7:16:22
I think I read somewhere that a move action can be used as 1 or 2 swift actions

That is incorrect.