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Cleric spells (include spells from Magic and Illusion domains):
Clr5: Persistent Image (Domain), Death Throes
Clr4: Cure Serious, Hypothermia
Clr3: Silent Cure Moderate, Ghost Touch Weapon
Clr2: Close Wounds, Ghost Touch Armor
Tactics of note:
Use Tenser's Transformation on the Familiar via Share Spells. Kreazle the Imp becomes proficient with longbow and essentially a 2'-tall killing machine, firing spell-storing needles that do large quantities of damage each. Then, he uses the Ring of Spell Storing to cast Dancing Blade on the Greatsword.
Familiar carries the Portable Hole and Bag of Holding. One-way trip to the Astral Plane for him and anyone within 10' (no save, no SR, even works if the opponent is in antimagic!). Utterly Cheesy but irresistable.
Metamagic-Quickened Death Throes is always cast on the familiar on the first round via Share Spells. If the familiar dies, he explodes, dealing something like 9d8 points of damage to everyone within 30' (no save, no SR). Yes, my familiar is a suicide bomber.
And my favorite: use of the arrows to buff faster. A full attack action involves stabbing self with the arrows repeatedly. Alternate between subdual and lethal damage (sure, I'll take -4 on myself...) so that healing is twice as effective. Allows buffing at 4x normal.
Class abilites:
Flurry of blows: 1 extra attack -1 to all attacks
Evasion
Fast movement: +40ft to move
Still mind: +2 save vs enchantment spells
Ki strike: unarmed attacks treated as magic weapons
Slow fall: 20
Purity of body: immune to all diseases except supernatural and magic
Monk abilities: tattooed monk abilities stack with monk lvls
Tattoos:
Crane: you gain immunity to non magical diseases, immunity to poison and you no longer take ability score penalties for aging
Phoenix: 22 Spell Resistance
Scorpion: 4 times per day you can force an oponent attacking you to use their lowest ability score modifier when making his attack roll. this tattoo can be activated on your opponents turn but must do so before success or failure
Tiger: 4 times per day you can fight unarmed with a +1 bonus on all attacks and deal an extra +1d6 burst last for 7 rounds each use
Feats:
Endurance, Improved initiative, Improved unarmed strike, improved Grapple, Deflect arrows,
Weapon finesse, mage slayer(no defensive casting +1 to will),
Pierce magical protection(dispell all magic bonus to ac as a touch attack),
Danger sence(roll initiative 2x 1 per day and use better of the two)
skills: (75 pts)
Balance: 20
Climb: 10
Concentration: 17 (for potions)
Jump: 20 (+18 from movement speed)
Knowledge religion: 9( need 8 ranks for tattooed monk)
Sense motive: 18
Spell craft: 3(2 ranks for mage slayer feat)
Tumble: 22
Weapons:
Kama (+3 item) +1, mage bane(+3 vs casters), Vicious(18000)
Hvy X-bow, 20 bolts (just in case)
armor: none
Wondrous items: glove of dex +4 (16000)
Vest of resistance +4 (16000)
Ring of protection +4 (32000)
Rod of enemy detection (23500)
Had a blast and I'm looking forward to next year. The only thing I didnt like was having to face my friend first round(and knocking him out) and having to face antimagic
I'll see if I can get my friend to post his sheet but he might keep the idea for next year.
If the rules are the same or close to it next year I already plan on using a different character I made.
hey just to point out (unless you both did typos) Pwnius you have 4 magic weapons listed, and tiffles you have a caster lvl 15 item (cloak of resistance +5) Other then that you both had great builds. and I do have to say pwnius I loved hearing that you took the guy using antimagic out with such a cheesy move
Again count on me for next year and I'm hopeing I can get the rest of my d&d group in this year(one was going to enter this year but he wanted to try a sumoner and once those were out he was too)
Oh! True! That was something that both made it past myself and the judge. Didn't even realize! I caught myself when it came to having a few extra misc magic items. I just missed that little CL deal there. Good eye.
Definitely plan on returning next year, I just hope the attrition build ideas can be taken care of. They were a bit of a cheesy way to take someone out. I have some ideas already, and I plan on trying some things out that I have always wanted to. Strange prestiges and fun combos. I wonder what books will be in next time. It could be crazy.
Hmmm... there is always the possibility of 4E... I hope not, though...
Ahhh, true, but there will only be the 3 books released by then, unless Forgotten Realms is out too. Otherwise there will be a pretty dry tournament with only the base races/classes and some extra stuff.
and I do have to say pwnius I loved hearing that you took the guy using antimagic out with such a cheesy move
Glad you enjoyed it! Actually, TimeStopMan came up with the tactic in '05, but niether of us ever got around to using it. The trick is getting back to this plane to claim your victory. I solved that problem this year by having my familiar deliver the bomb.
I figure that Pwnius, being Neutral Evil, probably mistreated his Imp something awful. If someone said to me, "Okay, my plan is to blow you up, then have you resurrected when I win the match. What do you say?" My answer would be the finger. But the Imp, being Lawful Evil, let him cast that spell on him AGAIN and AGAIN... but it never actually went off...
Posts
Str 7 Dex 10 Con 14 Int 20 Wis 15 Cha 16
Saves: Fort +8 Ref +4 Will +13
BAB +6/+1
Feats: Extra Turning, Improved Familiar (Imp), Quicken Spell, Silent Spell, Obtain Familiar, Divine Metamagic [Quicken]
Equipment:
Spell Storing Arrows: the +1 arrows are mostly defensive in nature. They carry the following spells:
- Cure Serious Wounds
- Arcane Sight
- Barkskin
- Divine Favor
- Haste
- Nondetection
- Protection from Energy: Acid
- Protection from Energy: Cold
- Protection from Energy: Fire
- Protection from Energy: Lightning
- Protection from Energy: Sonic
- Greater Mage Armor
- Vigor
- Enhance Familiar
- True Strike
The +3 arrows are primarily offensive. These contain:Spells prepared worth noting:
Wiz5: Greater Blink, Quickened Benign Transposition (heh heh heh)
Wiz4: Silent Lesser Telepathic Bond, Greater Invis, Silent Fly
Wiz3: Haste, Fly, Silent See Invis, Sound Lance
Wiz2: Sonic Weapon, Swift Fly, Burning Sword
Cleric spells (include spells from Magic and Illusion domains):
Clr5: Persistent Image (Domain), Death Throes
Clr4: Cure Serious, Hypothermia
Clr3: Silent Cure Moderate, Ghost Touch Weapon
Clr2: Close Wounds, Ghost Touch Armor
Tactics of note:
[SIGPIC][/SIGPIC]
Name: Tiffles Woodtoes
Hitpoints: 92 hp
Age: 40
Race: Gnome
Size: Tiny
Racial Traits: +2 Con, -2 Str
Small Size: +1 Ac, +1 Attack, +4 Hide, -4 Grapple
Low-light Vision
+2 Save vs. Illusions
+1 DC for my Illusions
+1 Attack vs. Kobolds, Goblinoids
+4 AC vs Giant type
+2 Listen
+2 Craft (Alchemy)
Spell-like Abilities: 1/day: Speak With Animals, Dancing Lights, Ghost Sound, Prestidigitation
Languages: Common, Gnome, Sylvan, Draconic, Druidic
Speed: 20 ft.
Class: Druid - 12th Level
Base Attack Bonus: +9/+4
Ranged Attack Base: +13
Melee Attack Base: +8
AC: 25 (+1 Size, +4 Dex, +5 Armor, +5 Deflection [+5 Natural, +1/4 Dodge, +1 Defending Dagger])
Touch AC: 20 (+1 Size, +4 Dex, +4 Deflection, +1 Defending Dagger [+1/4/5/7])
Flat-Footed: 26 [+5 and/or +1/4/5]
Saving Throws:
Fort: +16 Reflex: +13 Will: +21
Abilities:
Str: 8 (-1) [10 Base, -2 Racial] (-2 Reduce Person)
Dex: 18 (+4) [16 Base, +2 Gloves of Dexterity] (+2 Reduce Person)
Con: 16 (+3) [14 Base, +2 Racial]
Wis: 26 (+8) [18 Base, +2 Level Bonuses, +6 Periapt of Wisdom]
Int: 15 (+2) [14 Base, +1 Level Bonus]
Cha: 7 (-2) [7 Base]
Class Abilities:
Animal Companion - See Animal Companion
Nature Sense - +2 Knowledge (Nature) and Survival checks
Wild Empathy - Diplomacy with Animals (1d20 + 10)
Woodland Stride - Natural impedements don't hurt or slow the druid
Trackless Step - No trail and cannot be tracked
Resist Nature's Lure - +4 vs. Fey Spell-like Abilities
Wild Shape (4/day, Tiny-Large, Plants)
Venom Immunity - Immune to Poison
Feats: Spell Focus (Conjuration)
Sudden Empower - Complete Arcane
Dodge
Natural Bond - Complete Adventurer
Titan Fighting - +4 Racial Dodge Bonus works for Anything Larger than myself - Races of Stone
Skills: (90pts)
Concentration: 18
Heal: 22
Hide: 12
Listen: 23
Spellcraft: 17
Spot: 24
Survival: 26
Weapons: Masterwork Light Crossbow (335)
10 Crossbow Bolts (10)
+1 Defending Dagger (8,302)
Armor: +3 Leather Armor - +5 Armor Bonus to AC (9,160)
Wondrous Items: Periapt of Wisdom +6 (36,000)
Cloak of Resistance +5 (25,000)
Gloves of Dexterity +2 (4,000)
Rings: Ring of Protection +4 (32,000)
Ring of Evasion (25,000)
Scrolls:
Potions: Displacement (750)
Potion of Tongues (750)
Potion of Fly (750)
Potion of Invisibility (300)
Potion of Darkvision (300)
Potion of Remove Curse (750)
Potion of Remove Disease (750)
Potion of Reduce Person (250)
Equipment: Spell Componant Pouch (5)
Animal Companion:
Rhinocerous (Large Animal)
Hit Dice: 14d8+60 (124hp)
Initiative: +1
Speed: 30ft
Armor Class: 22 (-1 Size, +1 Dex, +11 Natural, +2 Armor)
Base Attack/Grapple: +9/+22
Attack: Gore +21 melee (2d6+16)
Full Attack: Gore +21 melee (2d6+16)
Space/Reach: 10ft/5ft
Special Attacks: Powerful Charge (4d6+29)
Special Qualities: Low-light Vision, Evasion, Devotion, Share Spells
Saves: Fort: +13 Ref: +9 Will: +5
Abilities: Str: 28 Dex: 12 Con: 21 Int: 2 Wis: 13 Cha: 2
Skills: Listen: +14 Spot: +3
Feats: Alertness, Endurance, Improved Natural Attack (Gore), Weapon Focus (Gore), Power Critical (Gore)
Animal Companion Armor: Masterwork Leather Armor - +2 Armor Bonus to AC (190)
Spells: 0: 6 1: 7 2: 6 3: 6 4: 5 5: 4 6: 3
Using Spell Compedium
1st: Entangle
Cure Light Wounds
Faerie Fire
Breath of the Junglex2
Obscuring Mist
Crabwalk
2nd: Barkskin
Spider Climb
Splinterboltx3
Binding Winds
3rd: Spike Growth
Poisonx2
Water Breathing
Dehydrate
Icelance
4th: Spike Stones
Blindsight, Greater
Flamestrike
Poison Vines
Sheltered Vitality
5th: Death Ward
Bite of the Weretiger
Baleful Polymorphx2
6th: Enveloping Cocoon
Freeze
Extract Water Elemental
Hitpoints: 80
Age: 100
Race: Human
Size: medium
Languages: common
Speed: 70 ft
Class: Monk 5 / Tattooed monk 7
Base attack bonus: +8/+3
Melee attack base: +10/+5
Ranged attack base +15/+10
AC: 30 ( Dex +7, Deflection +4, misc +9[+7 wis, +2 monk])
touch ac: 30 ( dex +7, Deflection +4, misc +9)
flat foot ac: 23 (deflection +4, Misc +9)
Initiative: +11(+7 dex, +4 improved init)
Saving throws:
Fort: 15 Reflex: 20 Will: 21
Abilities:
Str: 14 (base 14)
Dex: 24 (base 18, +2 level bonus, +4 gloves of dex)
Con: 14 (base 14)
Wis: 24 (base 16, +1 level bonus, +4 periapt of wisdom, +3 age)
Int: 13 (base 10, +3 age)
Cha: 10 (base 7, +3 age)
Class abilites:
Flurry of blows: 1 extra attack -1 to all attacks
Evasion
Fast movement: +40ft to move
Still mind: +2 save vs enchantment spells
Ki strike: unarmed attacks treated as magic weapons
Slow fall: 20
Purity of body: immune to all diseases except supernatural and magic
Monk abilities: tattooed monk abilities stack with monk lvls
Tattoos:
Crane: you gain immunity to non magical diseases, immunity to poison and you no longer take ability score penalties for aging
Phoenix: 22 Spell Resistance
Scorpion: 4 times per day you can force an oponent attacking you to use their lowest ability score modifier when making his attack roll. this tattoo can be activated on your opponents turn but must do so before success or failure
Tiger: 4 times per day you can fight unarmed with a +1 bonus on all attacks and deal an extra +1d6 burst last for 7 rounds each use
Feats:
Endurance, Improved initiative, Improved unarmed strike, improved Grapple, Deflect arrows,
Weapon finesse, mage slayer(no defensive casting +1 to will),
Pierce magical protection(dispell all magic bonus to ac as a touch attack),
Danger sence(roll initiative 2x 1 per day and use better of the two)
skills: (75 pts)
Balance: 20
Climb: 10
Concentration: 17 (for potions)
Jump: 20 (+18 from movement speed)
Knowledge religion: 9( need 8 ranks for tattooed monk)
Sense motive: 18
Spell craft: 3(2 ranks for mage slayer feat)
Tumble: 22
Weapons:
Kama (+3 item) +1, mage bane(+3 vs casters), Vicious(18000)
Hvy X-bow, 20 bolts (just in case)
armor: none
Wondrous items: glove of dex +4 (16000)
Vest of resistance +4 (16000)
Ring of protection +4 (32000)
Rod of enemy detection (23500)
Potions:
Greater magic fang +3
Barkskin +5
Water breating
Remove curse
Remove Blindness/deafness
Heroism
Haste
Gaseous form
Fly
Daylight
5X cure serious wounds
Resist cold 20
Lesser restoration x3
Invisibilty
Darkvision
Ended up having about 13000 gp left
Had a blast and I'm looking forward to next year. The only thing I didnt like was having to face my friend first round(and knocking him out) and having to face antimagic
I'll see if I can get my friend to post his sheet but he might keep the idea for next year.
If the rules are the same or close to it next year I already plan on using a different character I made.
Again count on me for next year and I'm hopeing I can get the rest of my d&d group in this year(one was going to enter this year but he wanted to try a sumoner and once those were out he was too)
Definitely plan on returning next year, I just hope the attrition build ideas can be taken care of. They were a bit of a cheesy way to take someone out. I have some ideas already, and I plan on trying some things out that I have always wanted to. Strange prestiges and fun combos. I wonder what books will be in next time. It could be crazy.
Ahhh, true, but there will only be the 3 books released by then, unless Forgotten Realms is out too. Otherwise there will be a pretty dry tournament with only the base races/classes and some extra stuff.
The arrows can take up Misc slots, IIRC. :-)
Glad you enjoyed it! Actually, TimeStopMan came up with the tactic in '05, but niether of us ever got around to using it. The trick is getting back to this plane to claim your victory. I solved that problem this year by having my familiar deliver the bomb.
I figure that Pwnius, being Neutral Evil, probably mistreated his Imp something awful. If someone said to me, "Okay, my plan is to blow you up, then have you resurrected when I win the match. What do you say?" My answer would be the finger. But the Imp, being Lawful Evil, let him cast that spell on him AGAIN and AGAIN... but it never actually went off...
[SIGPIC][/SIGPIC]