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| #1cole_caecusMar 20, 2010 2:48:19 | This is a character ive been working on for a while, and wanted some help with him getting him better. Ive shown the character complete with his gear list, what his abilities do taht you may not know, and books used for most of hime. Books allowed, any. Books ive used- PHB, DMG, Unapproachable east, Fareun Players guide, MIC. Malkier Nightbrand Male Human Shadow-Walker Fighter 1 / Rogue 4 / Assassin 5 / Telflammar Shadowlord 6 Nuetral Evil Representing Cole Caecus Strength 16 (20) +3 (+5) Dexterity 20 (26) (+5 (+8) Constitution 14 (+2) Intelligence 20 (+5) Wisdom 15 (+2) Charisma 18 (+4) Size: Medium Height: 5' 8" Weight: 180 lb Skin: Tan Eyes: Green Hair: Black; Straight; Light Beard Total Hit Points: 134 Speed: 30 feet Armor Class: 23 = 10 +5 [Mithril Breastplate] +8 [dexterity] Touch AC: 18 Flat-footed: 23 [uncanny dodge] Initiative modifier: +10 = +8 [dexterity] +2 [Belt of Battle] Fortitude save: +8 = 6 [base] +2 [constitution] +2 [VS Poison] Reflex save: +21 = 13 [base] +8 [dexterity] Will save: +6 = 4 [base] +2 [wisdom] Attack (handheld): +16/+11/+6 = +11/+6/+1 [base] +5 [strength] Attack (unarmed): +16/+11/+6 = +11/+6/+1 [base] +5 [strength] Attack (missile): +19/+14/+9 = +11/+6/+1 [base] +8 [dexterity] Grapple check: +16/+11/+6 = +11/+6/+1 [base] +5 [strength] Light load: 100 lb. or less Medium load: 101-200 lb. Heavy load: 201-300 lb. Lift over head: 300 lb. Lift off ground: 600 lb. Push or drag: 1500 lb. Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Goliath, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon Dagger (15 of them, 10 in vest, one in each boot sheath, one in wrist sheath, and 2 on belt) [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] 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] Falchion [2d4, crit 18-20/x2, 8 lb, two handed, slashing] +1 Stygian 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 Glamered Displacement Breastplate Of Freedom +5AC +5DEX -2 Armor Check 15% Spell Fail 30 Ft. 15 lb (Restful, no penalty for sleeping in armor)- 51,700 gold 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: Darkstalker 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. Instinctive Darkness Use darkness as an immediate action; no attack of opportunity Blindfight Dodge Mobility Spring Attack Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 5 = +5 Balance Dex* 21 = +8 +10 +2 [tumble] Bluff Cha 14 = +4 +10 Climb Str* 17 = +5 +10 +2 [Use Rope] Concentration Con 12 = +2 +10 Craft_Poison Int 20 = +5 +15 Craft_Cook Int 15 = +5 +10 Craft_3 Int 5 = +5 Diplomacy Cha 16 = +4 +10 +2 [bluff] Disable Device Int 15 = +5 +10 Disguise Cha 16 = +4 +10 +2 [Bluff] Escape Artist Dex* 20 = +8 +10 +2 [Use Rope] Forgery Int 15 = +5 +10 Gather Information Cha 4 = +4 Heal Wis 2 = +2 Hide Dex* 47 = +8 +20 +10 (Cloak of Elvenkind) +4 (Racial) +5 (Hat of Anonymity) Intimidate Cha 6 = +4 +2 [bluff] Jump Str* 17 = +5 +10 +2 [tumble] Listen Wis 2 = +2 Move Silently Dex* 38 = +8 +20 +10 (Boots of Elvenkind) Open Lock Dex 8 = +8 Perform_Violin Cha 14 = +4 +10 Perform_2 Cha 3 = +3 Perform_3 Cha 3 = +3 Perform_4 Cha 3 = +3 Perform_5 Cha 3 = +3 Ride Dex 8 = +8 Search Int 5 = +5 Sense Motive Wis 2 = +2 Sleight of Hand Dex* 20 = +8 +10 +2 [bluff] Spot Wis 2 = +2 Survival Wis 2 = +2 Swim Str** 10 = +5 +5 Tumble Dex* 30 = +8 +20 +2 [jump] Use Magic Device Cha 24 = +4 +20 Use Rope Dex 20 = +8 +10 +2 [Escape Artist] Speak Language- = +14 * = check penalty for wearing armor 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) Shadow- Walker +2 Dex, -2 Con Darkvision 60 ft Light Blindness Special Abilities *Shadow Mask 3/Day *Dimension Door 3/Day *Displacement 2/Day *Shadow Walk 1/Day *Shadow Spray 3/Day *Darkness 5/Day Rogue: * Sneak Attack +5d6 (Rogue 2d6, Assassin 3d6) * 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 FEIGN DEATH- *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) Avenger *Improved Uncanny Dodge *Poison Use *+2 VS Poisons *Death Attack (DC 26) *Spells 1st Level- 5 spells 2nd Level- 3 spells 3rd Level- 1 spell Shadowlord Avenger- *Shadowsight- You gain a mystical connection to shadow and darkness, the shadowlord gains a superior form of Darkvision with a 60 ft range. He can see through any form of normal or magical darkness. *Shadow jump- You can travel as if by means of a Dimension Door spell. Te limitation is that the magical transport must begin and end in an area with at leas some shadow or darkness. The Shadowlord can jump a total of 20 ft per class level per day this way. This amount can be split up among many jumps but each jump no matter how small, costs a 10 ft increment. *Shadow Blur- A Shadowlord gains an unusual defense, anytime he is not in daylight or in the illuminated radius of a lightsource, the shadows cloak his every movement, conferring the benifits of a blur spell. The shadowlord can choose to activate or end this effect as a free action. *Shadow Walk- Once Per Day a Shadowlord may use shadow walk as a caster whose level is equal to his shadowlord class level. If He previously possessed the ability to shadow walk (Shadow walker template), he gains a second use of that power. *Shadow Pounce- A Shadowlord learns how to attack swiftly from the shadows. Any time he uses an ability, spell, or effect with the teleportation descriptor (Such as the shadowjump ability) he may execute a full attack upon completion of the teleportation. The shadowlord must have a line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action. *Shadow Discorporation- A shadowlord can use his mastery of shadows to cheat death. If the shadowlord is in shadow or darkness (Anything but direct sunlight or the illuminated radius of a light source) any damage that would reduce his hp to 0 or below, instead has a chance to discorporate him instead. You attempt a reflex save of 5+Damage dealt. If successful you simply break apart into dozens of flitting shadows and vanishes, along with anything he is holding or carrying. At the next sunset, the shadowlord reappears at a spot of his choosing within one mile of the place where he discorporated. While discorporated, he simply does not exist, he can do nothing, nor can anything be done to him. *Spells 1st Level- 4 2nd Level- 3 3rd Level- 2 Spell List- 1st Level- Blindness/deafness, Chill Touch, Darkness, Darkvision, Invisibility, Knock, Levitate, Shadow Mask, Shadow Spray. 2nd Level- Air Walk, Blacklight, Displacement, Haste, Improved Invisibility, Nondetection, Vampiric Touch. 3rd Level- Confusion, Darkbolt, Detect Scrying, Dimension Door, Mass Invisibbility, Mislead. Gregor Nighthand's Equipment: Gear that isnt in extra dimensions spaces Bag of Tricks, grey Gnome Crossbow Sight (On Hand Cross Bow) Portable Hole Crossbow bolts (Quiver of 20 0n hip) 10 with drow poison on them. Arrows (quiver of 20 other on hip) Where my Gear is- Hewards Handy Haversack -Twine -Drow Spiderblood -Frostwine -Elven Mead -Tree Tent, Elven, 5 lbs -Black Bodysuit, 1lb -Figurine of Wondrous Power, Bronze Griffon -Rod of Rope -Bedroll 5 lbs -Bell x3 -Blanket, winter , 3 lbs -Block and tackle, 5lbs -Candle x3 -Chalk x3 -Crowbar 5 lbs -Fishhook x3 -Fishing net 5 lbs -Flint and steel -Grappling hook Collapsible 2 lbs -Hammer, 2 lbs -Lamp (common), 1 lb -MW Manacles x1, 2 lbs -Mirror x2, 1 lb -Paper sheets x5 -Pitons x3, 1 lb -Rations (1 day) x5, 5 lbs -Sacks x2 -Sledge, 10 lbs -Spyglass 1lb -Torches x3, 3 lb -Waterskins x3, 12 lbs -Whetstone, 1 lb -Climber's kit, 5 lbs -Magnifying glass -MW Thieves' tools, 2 lbs -Disguise Kit, 5 lbs -Forgery Kit 2lbs -Bag of spices (Salt, Pepper, Cinnamon, Garlic, Mint, 1 lb of each, 5 lbd total) -Coffee (2lb) -Tobacco (2 lb) -Pipe -Collapsible Pole, 4 lb -Bolt cutters- 5Lbs -Percolator, 1 lb -Magnet x2, 2 lbs -Glass Cutter 1lb -MW Violin, 3lbs -Double-sided clothes, 10 lbs -Rod of Absorption Total Weight in Bag- 119 Total Weight i feel- 5 lbs Bandoleer of Hidden Pouches -Caltrops x5, 10 lbs (2 pockets) -Oil flasks x5, 5 lbs -Smokesticks x20, 10 lbs (2 Pockets) -Bag Of Marbles, 2lbs -Continual flame cast on a coin on a necklace, easily hideable. -Wood wedges x 10 (For pounding into doors to hold them shut), 5 lbs -Rubber ball x3, 3 lbs -Tindertwig x20 -Bottled Night x10 (Drow of the Underdark) -Daylight Pellet x10 (Drow of the Underdark) -Eggshell grenade x20 (OA, 10gp) blind your target (no save) and area around him (DC < 15) -Sovereign Glue (2 bottles, 14 doses total), 1 lb -Universal Solvent x15, 1 lb -Iridescant Spindle Ioun Stone -Quall Feather Tokens- Bird x5, Anchor x2, Swan x3, Tree x4 -Stone of Alarm x2 -Poisons- Darklight Brew x3 The Calling x2 Deathblade x3 Drow Poison x10 -Springwall x3, 3lbs -Dwarfblind x3 3 lbs Total Weight In Bag- 46 lbs Total Weight i feel- 6 lbs Gear I wear Face- Sundark Goggles Head- Hat of Anonymity Throat- Scarab of Protection Shoulders- Cloak of Elvenkind Torso- Bandoleer of Hidden Pockets, Knife Vest (Non Magical) Body- +1 Glamered Displacement Breastplate Of Freedom and Restfulness Hands- Gloves of Dex +6 Arms- Deathstrike Bracers, Wrist Sheath (Non Magical), Wand Sheath (Non Magical) containing Knock, Silence, Darkness, Cure Crit. Waist- Belt of Giant Strength +4/ Belt of Battle Feet- Boots of Elvenkind/ Anklet of Translocation Rings- Ring of Darkhidden, Ring of Sustenance, Signet Ring (Non Magical) (Confirming me as a high ranking member of our countries Avengers (Yeah Yeah, dont laugh) and also a Shadow Avenger of my country.) My Carry Weight-72 lbs Light Load 133 lb. or less Medium Load 134–266 lb. Heavy Load 267–400 lb. |
| #2NiteCyperMar 20, 2010 4:10:11 | 1. Is English your native language? 2. Please shorten your post using the spoiler tags: [ spoiler ] without the spaces. 3. What level are you starting at? It looks like ECL 16 or 17 or enough XP to reach those levels. 4. Are you focusing on the mechanic or the flavour (of a BAMF (i.e. Shadow Pounce) fighter))? 5. What's your build order? 6. Is LA buy-off allowed? 7. Have you heard of the Maiming Strike feat (EoE)? 8. Are you taking any variants? Have you considered any? 9. It's unclear to me where you've spent your ability score bonus/4 levels. 10. Candle of Invocation > Tome. Belt of Magnificence 11. How come you know so many languages? 12. To fuel Blend into Shadows, consider a dip into one of the invoking classes (Dragonfire Adept or Warlock). In this way, if you are constantly hiding, you do not need the "Instinctive Darkness" feat. Swallow crumbs or pebbles of darkness. 13. Are you taking the "Avenger" PrC? What's the "Shadowlord Avenger"? 14. Who's "Gregor Nighthand"? |
| #3cole_caecusMar 20, 2010 13:09:57 | 1. Yes, it is. i posted all of this at 3am this morning after getting off work, i was tired. 2. ok 3. when i built him, he was level 17, but i wouldnt mind just making it 20 so i have a full build. 4. A bit of both. I like the flavor of the Telflammar, but the Assassin could be replaced with something better. Im just not sure what to replace it with. Hes built to be a bit of different things. Spy/Scout/Decent Fighter/Skillmonkey 5. Rogue1/Fighter1/Rogue3/Assassin 2/ Telflammar Shadowlord 6/ Assassin 5 6. It depends on who runs the game, Since this is just a character im building. I would probably say no. And besides, idk how it works, lol. If you wouldnt mind explaining it to me, i might convince my DM to accept it. 7.Just read about it. Deal Charisma damage instead of sneak attack. Thats nice. 8. Ive considered 2 rogue variants, Mimic and Feign Death, explained in above post. 9.I havent spent them in Anything yet. 10. Idk what the Candle does, i know ive seen it but dont remember where. I know what the belt does though. 11. Do you mean why or how? How is cause i spent skill points in speak language. Why is cause i like speaking most languages, lol. just a presonal preferance, and it also helps with the spying part. 12. Ok, that sounds like a good idea. 13. Yeah... this character has gone through a bunch of different rebuilds, he was good at first, but then the dm didnt want to allow the Shadowlord Avenger (Which is the same as Telflammar Shadowlord but good, lik the Avenger is like the Assassin). So he has a few confusing points, so wherever it says Avenger i mean assassin, and Shadowlord Avenger means Telflammar Shadowlord. Sorry for the confusion. 14. That was his original name. Again, sorry for the confusion. So ive been thinking and looking at other classes that would be better for the class that could replace Assassin. I was looking at Child of Night a bit, it looked ok, what do you think of that? Also, i have a wuestion. Ive been told different things about shadowpounce, and my question was this. Do you get a full round attack after every single time you use something with the teleport descripter? So if i use my move action to shadowjump somewhere i get a full round, then i use my standard action to do the same thing, do i get 2 full round attacks this way? |
| #4NiteCyperMar 20, 2010 13:54:37 | "Do you get a full round attack after every single time you use something with the teleport descripter?" Duh, yup. There are three roles in DND: the caster, the fighter, and the skill-monkey. They're like RGB levels; every build is made up of some part of any role. What you've got there is an incidental caster, mainly (magical) fighter with some monkey levels (Rogue). Consider: what's stopping you from ditching Rogue levels and maxing Strength to apply it to every attack rather than wasting resources trying to land a sneak-attack? Sneak-attacking isn't a skill-monkey attribute, but it's invariably tied to it (i.e. the Rogue class). The general term for it is "precision damage". The thing about being an incidental caster is that it doesn't force you to focus on casting. Casting, optimally, demands dedication, i.e. you musn't lose spellcasting progression levels. Shadow Pouncing is considered to be a very powerful fighter tactic. The downside is its means are ... tl;dr: Be clear about what your character is. |
| #5cole_caecusMar 21, 2010 2:18:01 | The downside is that you need magic to use it, or special abilities of some sort. What i was thinking is this. I use one of my magical darkness/per day abilities to make a deeper darkness. Then i use hide in plain sight given by blend into shadows and then shadowjump to them, giving me a fullround attack, then my anklet of translocation (Dimension door 10 feet swift action) Giving me another full round attack, and then having a standard to cast dimension door to get yet another, or something like that. 3 full round attacks in one round. I see no reason why i couldnt switch the dex and the strength around, making me stronger. The reason i took rogue is i require at least 2d6 sneak attack for Telflammar Shadowlord, it gives me a lot of skill points, which helps with having good hide, move silently, and other good skills. and with hiding in my own darkness, i can get sneak attack every round. And Being a rogue puts hide on my skill list from early on in the character. But if you have some suggestions, i wouldnt mind hearing them. |
| #6true_shinkenMar 21, 2010 11:36:15 | For your equipment, I'd say first drop blurstrike - it's an excelent ability, but while hiding/shadowpoucing you will hardly ever use it. I suggest an organripper weapon - a 3302gp dagger that adds +1d6 virtual sneak attack. Bracers of the Hunter (+1d6 sneak attack), mantle of the predator (+1d6 virtual sudden strike) and a rogue vest (+1d6 sneak attack) would make a killer combo together. You can also add deadly precision to organripper for mere +6000gp for an extra +1d6 sneak attack. |
| #7cole_caecusMar 21, 2010 13:30:59 | Lol, i would definitly think a doing the weapon, but the rest idk about. With the Mantle, i would lose 10 to my hide, the bracers i would lose the ability to sneak attack undead, constructs, elementals, oozes, and plants. With the shirt i would lose my bandoleer that carries a lot of my gear. Isnt there a magic item that makes it so you can swap out a set a gear you have on for a different set of gear? I dont remember what its called, but if i had that i could easily get those things and have the bracers, cloak, and bandoleer in there seperate set... |
| #8phaedrusxyMar 23, 2010 15:05:15 | Needs more swordsage. You could replace/augment a lot of stuff on your build with swordsage levels. Even two of them could add quite a bit to it. They'd definitely be superior to assassin. |