Darrin
2010-02-15, 10:59 AM
A month or so ago, someone posted about one of the epic uses for Sleight of Hand that allowed someone to move an object or creature 10' (unfortunately, I can't find the thread at the moment). Normally the DC for this is a standard action is 80, but Sleight of Hand allows you to make a check as a free action by taking -20 on the roll (effectively raising the DC +20).
A couple weeks ago, I happened to be paging through the City of Stormreach and ran across some new feats that I hadn't noticed before:
Wand Bonding: Only available to Warforged that can cast arcane spells or infusions spontaneously, but by picking up a wand, allows you to expend one of your spell slots to cast the spell in the wand without expending any of the wand's charges. By carrying a bunch of wands, this would allow a Warforged sorcerer to get around his rather limited number of known spells, similar to Knowstones.
There were also two ACFs for Warforged monks: Harmonious Form (replaces purity of body, meditate 8 hours to recover twice your character level in HPs) and Shifting Steel (replaces Diamond Body, allows your unarmed strike to do slashing or piercing damage, similar to Versatile Unarmed Strike).
Criminal Background: adds Bluff, Open Lock, and Sleight of Hand as class skills, but can only be taken at 1st level. I'm not quite sure how this might come in handy or what PrCs it could help you qualify for, but any feat that adds class skills is probably useful somewhere.
Hardened Criminal: requires Iron Will, but Iron Will is such a common prerequisite for several PrCs (ok, mostly Incantatrix), this feat seems almost like an apology for having to take such a mediocre feat. There's also the Otyugh Hole to pick up Iron Will for 3000 GP. It makes you immune to Intimidate, but I've yet to run into a situation where making an attack roll isn't completely superior to an Intimidate check (and yes, I know there's an exception if you've got an Imperious Command/Demoralize build). That's not the best part, though. When you take this feat, you also pick one of your skills and can now take 10 on any checks with it even under conditions when taking 10 would be impossible. So, yeah, not only can you now get a special rogue ability at first level, but three words: USE MAGIC DEVICE.
Master Pickpocket: The third feat offers up some love for a skill that doesn't get a lot of attention, Sleight of Hand. First, it allows you to steal an object from an opponent in combat as a standard action, which I think is a bit redundant since you could do that without the feat. Second, you get a +4 bous on Sleight of Hand checks when grappling. And third, when you make a Sleight of Hand check as a free action, you take a -10 penalty rather than a -20 penalty. With this feat, the DC to move an object or creature 10' becomes a DC 90. So here's a build that optimizes Sleight of Hand, creates a duplicate to grapple with, and can then trade off Sleight of Hand checks to move anywhere in the world as a series of free actions.
Nitpicky rules-discrepancy-stuff:
Note: There appears to be a discrepancy between the Rules Compendium and the PHB with regards to using Sleight of Hand as a free action. The PBH states: "You may perform a Sleight of Hand check as a free action by taking a -20 penalty on the check." The Rules Compendium does not include this text, but has a table that lists "Make check as move action" with a -20 modifier. I'm not sure if this is a case where "text trumps table", because there is no text in the Rules Compendium that contradicts the PHB. There's also the issue that the core books take precedence over any supplements because they are primary sources, but the Rules Compendium states in the Introduction: "When a preexisting core book or supplement differs with the rules herein, Rules Compendium is meant to take precedence." Anyway, the upshot is if the table in the Rules Compendium means you are no longer able to make a Sleight of Hand check as a free action, then all the work I put into this build was pretty much wasted.
The Lightning Thief, AKA Air Goblin Express
Magic-Blooded Dragonborn Air Goblin (Str -2, Dex +2, Wis -2, Cha +2)
Ability Scores (28 point-buy): Str 6, Dex 18, Con 14, Int 14, Wis 6, Cha 16
With ability increases/magic items: Str 6, Dex 28, Con 15, Int 20, Wis 6, Cha 22
1) Factotum 1. Feat: Deft Hands.
2) Incarnate 1.
3) Incarnate 2. Feat: Skill Focus: Sleight of Hand.
4) Factotum 2. Con 15.
5) Factotum 3. Brains Over Brawn.
6) Incarnate 3. Feat: Master Pickpocket.
7) Incarnate 4.
8) Marshal 1. Dex 19.
9) Marshal 2. Feat: Planar Touchstone: Nobility Domain.
10) Cleric 1. Deity: Aasterinian, Charm Domain, Trickery Devotion.
11) Exemplar 1.
12) Sorcerer 1. Huitzil Familiar. Feat: Divine Soultouch. Dex 20.
13) Soulborn 1.
14) Soulborn 2.
15) Soulborn 3. Feat: Bonus Essentia. Bonus Feat: Expanded Soulmeld Capacity.
Manual of Quickness of Action +2, 55000 GP.
Gloves of Dexterity +6, 36000 GP.
Headband of Intellect +6, 36000 GP.
Cloak of Charisma +6, 36000 GP.
Magic item +10 competence bonus, 10000 GP.
Planar Touchstone, 250 GP.
Dragonborn Ritual, 100 GP.
Total: 173350 GP (15th level WBL = 200000 GP)
Take 10 (Exemplar): 10
Skill Ranks: +18
Theft Gloves soulmeld (6 essentia) +14
Wondrous Item +10 competence bonus: +10
Dex bonus: +9
Cha bonus (Motivate Dexterity aura): +6
Int bonus (Brains Over Brawn): +5
Grapple Bonus (Master Pickpocket) +4
Huitzil Familiar: +3
Skill Focus: +3
Deft Hands +2
Bluff Synergy +2
Charm Domain (+4 Cha) +2
Nobility Domain (morale bonus) +2
Total: 90
1) As a standard action, give a rousing speech to yourself and activate the Nobility domain, and if necessary the Motivate Dexterity aura as a swift action.
2) Next round as a standard action, activate your duplicate with the Trickery devotion. Activate the Charm domain as a free action, Divine Soultouch as a free action, and redistribute your essentia into your Theft Gloves as a swift action. Direct your duplicate to grapple you, and let the touch attack and grapple check succeed.
3) As a free action, make a Sleight of Hand check DC 90 to place your duplicate in an adjacent square 5' away.
4) Duplicate repeats, placing you in an adjacent square 10' away.
5) Rinse and repeat.
6) Profit! (And I do mean profit, since you can as a free action steal, strip, or relocate any object or creature in the world that is in any open contiguous square, isn't being held or worn, isn't behind closed doors, isn't nailed down, or isn't larger than a goblin.)
Stuff I didn't use: Shadowcaster fundamental mystery, Sight Obscured (ToM, +5 circumstance), Masterwork Tool (PHB, +2 circumstance), Finger Blades (A&EG, +1 circumstance).
The same basic build could probably be used for a variety of other skills by picking a different soulmeld, but I haven't looked into the possibilities yet.
A couple weeks ago, I happened to be paging through the City of Stormreach and ran across some new feats that I hadn't noticed before:
Wand Bonding: Only available to Warforged that can cast arcane spells or infusions spontaneously, but by picking up a wand, allows you to expend one of your spell slots to cast the spell in the wand without expending any of the wand's charges. By carrying a bunch of wands, this would allow a Warforged sorcerer to get around his rather limited number of known spells, similar to Knowstones.
There were also two ACFs for Warforged monks: Harmonious Form (replaces purity of body, meditate 8 hours to recover twice your character level in HPs) and Shifting Steel (replaces Diamond Body, allows your unarmed strike to do slashing or piercing damage, similar to Versatile Unarmed Strike).
Criminal Background: adds Bluff, Open Lock, and Sleight of Hand as class skills, but can only be taken at 1st level. I'm not quite sure how this might come in handy or what PrCs it could help you qualify for, but any feat that adds class skills is probably useful somewhere.
Hardened Criminal: requires Iron Will, but Iron Will is such a common prerequisite for several PrCs (ok, mostly Incantatrix), this feat seems almost like an apology for having to take such a mediocre feat. There's also the Otyugh Hole to pick up Iron Will for 3000 GP. It makes you immune to Intimidate, but I've yet to run into a situation where making an attack roll isn't completely superior to an Intimidate check (and yes, I know there's an exception if you've got an Imperious Command/Demoralize build). That's not the best part, though. When you take this feat, you also pick one of your skills and can now take 10 on any checks with it even under conditions when taking 10 would be impossible. So, yeah, not only can you now get a special rogue ability at first level, but three words: USE MAGIC DEVICE.
Master Pickpocket: The third feat offers up some love for a skill that doesn't get a lot of attention, Sleight of Hand. First, it allows you to steal an object from an opponent in combat as a standard action, which I think is a bit redundant since you could do that without the feat. Second, you get a +4 bous on Sleight of Hand checks when grappling. And third, when you make a Sleight of Hand check as a free action, you take a -10 penalty rather than a -20 penalty. With this feat, the DC to move an object or creature 10' becomes a DC 90. So here's a build that optimizes Sleight of Hand, creates a duplicate to grapple with, and can then trade off Sleight of Hand checks to move anywhere in the world as a series of free actions.
Nitpicky rules-discrepancy-stuff:
Note: There appears to be a discrepancy between the Rules Compendium and the PHB with regards to using Sleight of Hand as a free action. The PBH states: "You may perform a Sleight of Hand check as a free action by taking a -20 penalty on the check." The Rules Compendium does not include this text, but has a table that lists "Make check as move action" with a -20 modifier. I'm not sure if this is a case where "text trumps table", because there is no text in the Rules Compendium that contradicts the PHB. There's also the issue that the core books take precedence over any supplements because they are primary sources, but the Rules Compendium states in the Introduction: "When a preexisting core book or supplement differs with the rules herein, Rules Compendium is meant to take precedence." Anyway, the upshot is if the table in the Rules Compendium means you are no longer able to make a Sleight of Hand check as a free action, then all the work I put into this build was pretty much wasted.
The Lightning Thief, AKA Air Goblin Express
Magic-Blooded Dragonborn Air Goblin (Str -2, Dex +2, Wis -2, Cha +2)
Ability Scores (28 point-buy): Str 6, Dex 18, Con 14, Int 14, Wis 6, Cha 16
With ability increases/magic items: Str 6, Dex 28, Con 15, Int 20, Wis 6, Cha 22
1) Factotum 1. Feat: Deft Hands.
2) Incarnate 1.
3) Incarnate 2. Feat: Skill Focus: Sleight of Hand.
4) Factotum 2. Con 15.
5) Factotum 3. Brains Over Brawn.
6) Incarnate 3. Feat: Master Pickpocket.
7) Incarnate 4.
8) Marshal 1. Dex 19.
9) Marshal 2. Feat: Planar Touchstone: Nobility Domain.
10) Cleric 1. Deity: Aasterinian, Charm Domain, Trickery Devotion.
11) Exemplar 1.
12) Sorcerer 1. Huitzil Familiar. Feat: Divine Soultouch. Dex 20.
13) Soulborn 1.
14) Soulborn 2.
15) Soulborn 3. Feat: Bonus Essentia. Bonus Feat: Expanded Soulmeld Capacity.
Manual of Quickness of Action +2, 55000 GP.
Gloves of Dexterity +6, 36000 GP.
Headband of Intellect +6, 36000 GP.
Cloak of Charisma +6, 36000 GP.
Magic item +10 competence bonus, 10000 GP.
Planar Touchstone, 250 GP.
Dragonborn Ritual, 100 GP.
Total: 173350 GP (15th level WBL = 200000 GP)
Take 10 (Exemplar): 10
Skill Ranks: +18
Theft Gloves soulmeld (6 essentia) +14
Wondrous Item +10 competence bonus: +10
Dex bonus: +9
Cha bonus (Motivate Dexterity aura): +6
Int bonus (Brains Over Brawn): +5
Grapple Bonus (Master Pickpocket) +4
Huitzil Familiar: +3
Skill Focus: +3
Deft Hands +2
Bluff Synergy +2
Charm Domain (+4 Cha) +2
Nobility Domain (morale bonus) +2
Total: 90
1) As a standard action, give a rousing speech to yourself and activate the Nobility domain, and if necessary the Motivate Dexterity aura as a swift action.
2) Next round as a standard action, activate your duplicate with the Trickery devotion. Activate the Charm domain as a free action, Divine Soultouch as a free action, and redistribute your essentia into your Theft Gloves as a swift action. Direct your duplicate to grapple you, and let the touch attack and grapple check succeed.
3) As a free action, make a Sleight of Hand check DC 90 to place your duplicate in an adjacent square 5' away.
4) Duplicate repeats, placing you in an adjacent square 10' away.
5) Rinse and repeat.
6) Profit! (And I do mean profit, since you can as a free action steal, strip, or relocate any object or creature in the world that is in any open contiguous square, isn't being held or worn, isn't behind closed doors, isn't nailed down, or isn't larger than a goblin.)
Stuff I didn't use: Shadowcaster fundamental mystery, Sight Obscured (ToM, +5 circumstance), Masterwork Tool (PHB, +2 circumstance), Finger Blades (A&EG, +1 circumstance).
The same basic build could probably be used for a variety of other skills by picking a different soulmeld, but I haven't looked into the possibilities yet.