| Post/Author/DateTime | Post |
|---|---|
| #1cole_caecusMar 16, 2009 15:43:32 | Gregor Nighthand Male Human Rogue 7 / Warlock 2 Chaotic Neutral Representing Scorch Strength 18 (22) (+4(+6)) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 18 (+4) Wisdom 16 (+3) Charisma 16 (+3) Size: Medium Height: 5' 4" Weight: 180 lb Skin: Tan Eyes: Green Hair: Black; Straight; Light Beard Total Hit Points: 56 Speed: 40 feet [quick] Armor Class: 19 = 10 +5 [Elven Chain] +4 [dexterity] Touch AC: 13 Flat-footed: 19 [uncanny dodge] Initiative modifier: +4 = +4 [dexterity] Fortitude save: +4 = 2 [base] +2 [constitution] Reflex save: +9 = 5 [base] +4 [dexterity] Will save: +8 = 5 [base] +3 [wisdom] Attack (handheld): +12/+7 = 6 [base] +6 [strength] Attack (unarmed): +12/+7 = 6 [base] +6 [strength] Attack (missile): +10/+5 = 6 [base] +4 [dexterity] Grapple check: +12/+7 = 6 [base] +6 [strength] Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 100 lb. or less 101-200 lb. 201-300 lb. 300 lb. 600 lb. 1500 lb. Languages: Aquan Common Giant Goblin Orc Dagger (16 of them, 10 in vest, one in each boot sheath, one in each wrist sheath, and 2 on belt) [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning] Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning] Dart (10 in quiver on back) [1d4, crit x2, range inc. 20 ft., 1/2 lb, piercing] Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing] +1 Blurstrike Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing] When activated, a blurstrike weapon partially fades from view for 1 round, appearing only as a faint outline (though you, as the wielder, can see it normally). When you attack, an activated blurstrike weapon (along with your hand and arm) appears to others as an amorphous blur, preventing a foe from knowing exactly where the blow is aimed. After you activate this property, your opponent is considered flat-footed against the fi rst attack you make with the blurstrike weapon in the round when you activate it. Creatures that don’t rely on sight for combat (such as those with the blindsight special quality) and creatures with uncanny dodge aren’t treated as fl at-footed against this attack.The blurstrike property functions ten times per day Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing] Hand Crossbow [1d4, 10-20/x2, range incr 30 ft., 2 lb., piercing] Garrote, locking [1d8 19-20 — 3 lb. Slashing] +1 Displacement Elven Chain Chainmail +5AC +4DEX 20% Spell Fail 30 Ft. 20 lb (Restful, no penalty for sleeping in armor) When you activate displacement armor, you appear to be standing right next to your actual location, as if affected by a displacement spell. The displacement property functions once per day, and the effect lasts for 5 rounds. Feats: Quick Draw Murky-Eyed [flaw] Vulnerable [flaw] Blend into Shadows As a swift action, you can spend a use of your darkness spell-like ability to make a Hide check, even while being observed and without cover or concealment. You must be within 10 feet of an area of magical darkness. You also gain one additional daily use of your darkness spell-like ability Intensify Darkness If you spend a full-round action to use your darkness spell-like ability, you create deeper darkness instead. You also gain one extra daily use of your darkness spell-like ability. Fade into Darkness Use darkness to gain +5 bonus on Hide checks Instinctive Darkness Use darkness as an immediate action; no attack of opportunity Fearless Destiny Once per day, any effect that would reduce you to –10 hit points or fewer instead reduces you to –9 hit points and leaves you in a stable condition. Effects that kill you without reducing you to –10 hit points (such as death effects or disintegrate) function normally. Sly Fortune +1 luck reroll/day (You can expend one luck reroll as an immediate action to reroll a Hide, Move Silently, or Tumble check. You gain one luck reroll per day. Traits: Polite Quick Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 4 = +4 Balance Dex* 6 = +4 +2 [tumble] Bluff Cha 8 = +3 +5 Climb Str* 4 = +4 Concentration Con 7 = +2 +5 Craft_1 Int 4 = +4 Craft_2 Int 4 = +4 Craft_3 Int 4 = +4 Diplomacy Cha 11 = +3 +5 +2 [bluff] +1 [polite] Disable Device Int 9 = +4 +5 Disguise Cha 8 = +3 +5 Escape Artist Dex* 9 = +4 +5 Forgery Int 9 = +4 +5 Gather Information Cha 8 = +3 +5 Heal Wis 3 = +3 Hide Dex* 26 = +4 +12 +10 (Cloak of Elvenkind) Intimidate Cha 3 = +3 +2 [bluff] -2 [polite] Jump Str* 15 = +4 +5 +2 [tumble] +4 [speed 40] Listen Wis 8 = +3 +5 Move Silently Dex* 26 = +4 +12 +10 (Boots of Elvenkind) Open Lock Dex 12 = +4 +8 Perform_Violin Cha 13 = +3 +10 Perform_2 Cha 3 = +3 Perform_3 Cha 3 = +3 Perform_4 Cha 3 = +3 Perform_5 Cha 3 = +3 Ride Dex 4 = +4 Search Int 9 = +4 +5 Sense Motive Wis 3 = +3 Sleight of Hand Dex* 11 = +4 +5 +2 [bluff] Spot Wis 3 = +3 Survival Wis 3 = +3 Swim Str** 4 = +4 Tumble Dex* 16 = +4 +10 +2 [jump] Use Magic Device Cha 13 = +3 +10 Use Rope Dex 4 = +4 * = check penalty for wearing armor This character has 1 luck rerolls per day. Bluff >=5 ranks gives +2 on disguise checks to act in character. Escape Artist >=5 ranks gives +2 on use rope checks for bindings. Search >=5 ranks gives +2 on survival checks while tracking. This character has purchased 7 skill tricks. List below: Acrobatic Backstab- If you succeed on a Tumble check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn. Your enemy must be standing on the ground or floor in order for you to use this trick. Back on your Feet- If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity. Extreme Leap- If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn. Tumbling Crawl- By succeeding on a DC 15 Tumble check, you can crawl 5 feet as a move action without provoking attacks of opportunity. Crawling normally provokes attacks of opportunity from any attackers who threaten you at any point during your crawl (PH 142). Assume Quirk- When impersonating a particular individual, you can eliminate the normal Spot bonus granted to a viewer familiar with that individual (PH 73). The effect extends to all viewers. Using this trick requires no special action, but you can maintain the deception for only 1 hour per day. Second Impression- If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince him that he’s mistaken. Use the observer’s Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show. You must be aware of the observer’s discovery in order to use this trick; for example, you can’t use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that information secret. When in doubt, the DM should allow a character to use this trick if she has any reason to fear that her cover has been blown. You can use this trick only once per day, but its effect extends to all viewers within 30 feet of you. For example, you could attempt it against an entire patrol of guards confronting you just as effectively as against a single person. This trick doesn’t let you maintain a disguise that has been defeated by other means; for example, if your disguise self spell is penetrated by a true seeing spell, Second Impression won’t help. Clever Improviser- When making a Disable Device or Open Lock check without using thieves’ tools, you ignore the normal –2 penalty. You can use this trick any number of times per day until you fail a Disable Device or Open Lock check made without using thieves’ tools. After a failure, you can’t use Clever Improviser again until after you have rested for 8 hours. Human: * Extra feat at first level (already included) * Four extra skill points at first level (already included) * One extra skill point at each additional level (already included) Warlock: * Core class from "Complete Arcane" * Save vs. a warlock's magic is 10 + equivalent spell level + charisma modifier * At level 2: o Know 2 invocations of least level Darkness Devils Sight o Eldritch blast 1d6 o Detect magic at will Rogue: * Sneak Attack +4d6 * MIMIC- Special Requirement: You must have a Charisma of 12 or higher to select this alternative class feature. Replaces: If you select this feature, you do not gain the trapfinding ability. Benefit: Once per day, you can use disguise self as a caster whose level equals your class level. At 3rd level and every three levels thereafter, you can reduce your bonus on trap sense by 1 to gain an additional use of mimic. At your discretion, when using disguise self, you can spend two uses of the spell-like ability to produce the effect as a swift action rather than a standard action. (level 3) 4x a day total *Class: Monk, ranger, or rogue. Level: 2nd (monk or rogue) or 9th (ranger). Replaces: If you select this class feature, you do not gain the evasion ability. If your class would grant you improved evasion at a higher level, you instead gain evasion. Benefit: As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you. While under the effect of this ability, you are immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. Attempts to resuscitate you, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end your feign death ability. Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 15 + 1/2 your level + your Con modifi er) can discern that you are actually alive. You can remain in the catatonic state indefi nitely, though you still require food, water, (level 2) * Trapsense +2 * Uncanny Dodge (level 4) * Improved Uncanny Dodge (level cool.gif * Special Abilities (choices begin at 10th level) This is my character so far. I need to level him up to level 17. thats 8 levels that i need to go up, but idk what to do with him. Im an assassin type rogue, but i dont like assassin PrC very much, so im looking for other PrC's and feats that will help me along the way. Any books are allowed. |
| #2arogenithMar 16, 2009 17:06:36 | not a PrC but.....ninja? Free swift invisability's are a godsend for assassin-type characters, I know it kept one of my friend's alive in tons of situations |
| #3cole_caecusMar 16, 2009 18:50:04 | Does sudden strike stack with sneak attack? |
| #4gorfnad_the_shiznitMar 17, 2009 0:40:45 | Does sudden strike stack with sneak attack? When the conditions in combat are met for both than yes. And they also stack to determine the pre-reqs for prestige classes and ambush feats. Rogue 3/ Warlock 7/ Telfammar Shadowlord 6/ Warblade 4 Rogue 2/ Swashbuckler 3/ Warlock 6/ Telfammar Shadowlord 6/ Warblade 3 Warlock 6/ Swordsage 2/ Telfammar Shadowlord 6/ Swashbuckler 3/ Master of Nine 5 |
| #5carnivoreMar 17, 2009 4:50:54 | assuming you keep your stats..... would you consider redoing the entire character? if so... gorfnad the shiznit gave several very nice builds.. :D |
| #6cole_caecusMar 17, 2009 10:17:09 | When the conditions in combat are met for both than yes. And they also stack to determine the pre-reqs for prestige classes and ambush feats. What book is Telfammar Shadowlord and Master of Nine out of? |
| #7arogenithMar 17, 2009 10:36:52 | master of 9 is Tome of Battle. Book of Nine Swords. You know, with the warblades and such. Just do a search for Telfammar. If you're not sure how, look in the handy CO links page |
| #8cole_caecusMar 17, 2009 10:58:29 | See, the thing is i dont want a lot of warlock levels, im just taking 2 levels in it so i can get darkness as a spell like ability, and same with Devils Sight. Im not familiar with Warblade or Tome of Battle very much, so id rather not use it... I want to be mostly a rogue character, not much of a melee fighter, mostly a sneak/assassin type character. I Will look into the warblade though, to see if i think it fits. |
| #9cruMar 17, 2009 14:54:30 | Telflammar Shadowlord is from Unapproachable East. WotC PrC index is here. |
| #10cole_caecusMar 18, 2009 10:57:46 | Well, my dm just said no to both Assassin and Telflammar Shadowlord PrC's, Assassin cause you have to be evil and he doesnt want any evil, and Telflammar Shadowlord cause its pretty much evil, so i cant go that way either. Know any other PrCs or builds that i can use? It took me 3 days to completely finish the character, and got all my gear done, and then kick vetoed the character. Im pretty irritated, so i dont mind if i have a heavily optimized character now. Im fine with being Uber Powerful, but i still want it to be a rogue, so what else can i use? |
| #11volatrisMar 18, 2009 11:05:34 | Switch that Assassin to Avenger, then. Get your DM to do the same for Telflammar, homebrew something with the same mechanics but different fluff. |
| #12gorfnad_the_shiznitMar 18, 2009 22:23:30 | Well if you don't mind dropping the warlock, which at the level your build shows is kinda late in the game you could try this dagger wielding maniac, definitely an "assassin" like character. Rogue 2/ Swashbuckler 3/ Monk 2/ Invisible Blade 5/ Warblade 3/ Bloodclaw Master 5. You'll need of course Carmendine Monk or Kung-Fu Genius to make it less MAD and for Int to AC twice. Feats would include Craven, TWF et all, WF Dagger, Point Blank and Far Shot for Invisible Blade. Otherwise to sort of make your DM cringe a rogue-ish build throwing 16 daggers a round (18 while hasted) with sneak attack is also amuzing Rogue 3/ Swash 3/ Fighter 4 (or Warblade)/ Master Thrower 5/ Invisible Blade 5. Rogue 3/ Swash 3/ Monk 2/ Invisible Blade 5/ Master Thrower 5/ Warblade 2 Rogue 2/ Swash 3/ Monk 2/ Invisible Blade 5/ Master Thrower 2/ Warblade 6 (or Warblade 2/ Bloodstorm Blade4, or Warblade 1/ Bloodclaw Master 5) Rogue 3 you switch out Trap Sense for Penetrating Strike from Dungeonscape to be able to most sneak attack immune monsters. |
| #13cole_caecusMar 18, 2009 22:33:36 | What does MAD mean? I know it meants Mutually Assured Destruction normally, do you mean that now as well? |
| #14gorfnad_the_shiznitMar 18, 2009 23:31:40 | M.A.D. = Multiple Ability Dependent, as in some builds require high scores in more than one or two ability scores. What I was refering to in that build was the feat Carmendine Monk (or Kung-Fu Genius) sets monk class features (unarmored AC, stunning fist) to Int based, so with Invisible Blade that's Int mod to AC twice (warblade is Int based, swash 3 gets you Int to damage, and really most rogue builds are Dex and Int heavy). So the builds I presented with monk would thus really need only high Dex and high Int scores to be playable. Without the Carmendine Monk then you would be looking at high Dex, Int, and Wis which would be MAD. |
| #15sofawallMar 19, 2009 0:45:10 | ...then you would be looking at high Dex, Int, and Wis which would be MAD. In both senses of the word. |