BeholderSlayer
2010-10-03, 07:15 PM
Skippy the Dancing Venerable Dragonwrought White Dragonspawn Loredrake Desert Phrenic Magic-Blooded Kobold
4 Sorcerer/1 Spirit Lion Totem Barbarian/2 Swiftblade/2 Abjurant Champion/1 Spelldancer/+2 Abjurant Champion/+8 Swiftblade
Spells as 19th level sorcerer (Caster Level 21)
Manifester Level 20
BAB: 17
Ability Scores: 32 PB; adjusted for races & templates
STR - 9 (3)
DEX - 16 (4) --> 22
CON - 16 (6) --> 22
INT - 16 (3)
WIS - 12 (3) +6 (Enhancement) = 18
CHA - 26 (13) + 5 (Levels) + 5 (Inherent) + 6 = 42 + 4 (Unlisted: Inner Beauty) + 4 (Moral: Snowsong) = 50
Familiar: Rat
1 - Sorcerer: Dragonwrought, Expeditious Dodge (flaw), Mobility/Divine Sorcery - Destiny (Psyref Mobility out after armor below obtained) (flaw), Draconic Rite of Passage
2 - Sorcerer
3 - Sorcerer: Draconic Reservoir
4 - Sorcerer: +1 CHA
5 - Spirit Lion Totem Barbarian
6 - Swiftblade: Combat Casting, Greater Draconic Rite of Passage
7 - Swiftblade
8 - Abjurant Champion:, +1 CHA
9 - Abjurant Champion: Endurance
10 - Spelldancer
11 - Abjurant Champion
12 - Abjurant Champion: Arcane Strike, +1 CHA
13 - Swiftblade
14 - Swiftblade
15 - Swiftblade: Extend Spell
16 - Swiftblade: +1 CHA
17 - Swiftblade
18 - Swiftblade: Persist Spell
19 - Swiftblade
20 - Swiftblade: +1 CHA
Spells Known at 20: (19th level sorcerer)
1 - (5) Nerveskitter, Shield, True Casting, True Strike, Unseen Servant, Detect Secret Doors (3x/day - Runestaff), Identify (3x/day SLA - Draconic Rite of Passage + Draconic Reservoir)
2 - (5) Wraithstrike, Resist Energy, Web, Wings of Cover, Rope Trick, Locate Object (3x/day - Runestaff)
3 - (4) Haste, Dragonskin, Slow, Greater Magic Weapon, Tongues (1x/day - Runestaff), Battlemagic Perception (3x/day - Runestaff), Spellcaster's Bane (1x/day - Runestaff), Shrink Item (Knowstone)
4 - (4) Greater Mirror Image, Celerity, Ruin Delver's Fortune, Greater Luminous Armor, Inner Beauty (Drake Helm), Greater Invisibility (Drake Helm), Locate Creature (3x/day - Runestaff)
5 - (4) Arcane Fusion, Draconic Polymorph, Greater Dimension Door, Telekinesis, Prying Eyes (3x/day - Runestaff), Duelward (3x/day - Runestaff)
6 - (3) Starmantle, Ruby Ray of Reversal, Greater Dispel Magic, Snowsong (Drake Helm), True Seeing (1x/day - Runestaff)
7 - (3) Limited Wish, Arcane Spellsurge, Elemental Body
8 - (2) Ghostform, Mystic Shield, Avascular Mass
9 - (1) Shapechange, Shades, Choose Destiny (Destiny Domain)
Spells/Day
0 - 6
1 - 6 + 5 = 11
2 - 6 + 5 = 11
3 - 6 + 5 = 11
4 - 6 + 5 = 11
5 - 6 + 4 = 10
6 - 6 + 4 = 10
7 - 6 + 4 = 10
8 - 6 + 4 = 10
9 - 4 + 3 = 7
Psi-Like Abilities - Manifester Level 20, augmented as though spending ML in power points for each
3/day - Defensive Precognition, Empty Mind, Mind Thrust, Intellect Fortress, Psionic Teleport
1/day - Force Screen, Body Adjustment, Brain Lock, Aversion, Psionic Blast, Psychic Crush, Psionic Dominate, Energy Current, Tower of Iron Will, Fission, Ultrablast
HP: 252 (max hit points per level)
Power/Spell Resistance: 30
Speed: 30 (Base) + 30 (Haste) + 10 (Slippers) + 5 (Armor enhancement) + 20 (Swift Surge) = 95 Land/Flight (Perfect), 190 (Flight: Average)
Initiative: 6 (Dex) + 5 (Insight/Scimitar) + 25 (Arcane Reflexes/Competence) +5 Nerveskitter (Untyped) = 41
AC: 10 (Base) + 6 (Dex bonus) + 12 (Armor Bonus) + 12 (Natural Armor Bonus) + 20 (Deflection from Ghostform) + 8 (Shield) + 3 (Dodge) 1 + 1 (Size) = 72 + 4 (Mobility vs. AoO) = 76 + 8 (Wings of Cover) = 84
Touch AC: 10 (Base) + 6 (Dex) + 20 (Deflection) + 3 (Dodge) +1 (Size) = 40
Attack: 17 (BAB) + 20 (CHA) + 5 (GMW) + 1 (Haste) +1 (Size) = 44/39/34/29 against Touch AC before Arcane Strike (add 20 when using True Strike)
Damage: 1d4 + 5 (GMW) + 20 (CHA) + 20 (Fire/CHA) + 2d6 (Swiftblade) = 1d4 + 45 + 2d6 before Arcane Strike
Saves:
Fort: 1 1/3(Sorc) / 2.5 (Barbarian) / 1/3 (Spelldancer) / 1 1/3 (Abjurant Champion) / 3 1/3 (Swiftblade) = 8.833 Base + 6 (CON) + 5 (Resistance) + 20 (RDF) + 2 (Familiar) = 41.833 = 41
Ref: 1 1/3 (Sorc) / 1/3 (Barbarian) / 2.5 (Spelldancer) / 1 1/3 (Abjurant Champion) / 7 (Swiftblade) = 12.5 Base + 6 (DEX) + 5 (Resistance) + 20 (RDF) +2 (Swift Surge) = 45.5 = 45
Will: 4 (Sorc) / 1/3 (Barbarian) / 2.5 (Spelldancer) / 4 (Abjurant Champion) / 7 (Swiftblade) = 17.833 Base + 4 (WIS) + 5 (Resistance) + 20 (RDF) = 46.833 = 46
The Morning Spelldance
Persisted/Extended Spells via Spelldance:
Shield, Ruin Delver's Fortune x3, Greater Mirror Image, Mystic Shield, Ghost Form, Dragonskin, Wraithstrike, True Seeing (Runestaff), Arcane Spellsurge, Choose Destiny, Inner Beauty, Snowsong, True Seeing, Greater Invisibility, Shapechange, Greater Luminous Armor, Elemental Body, Tongues, Greater Magic Weapon, Duelward, Battlemagic Perception, Spellcaster's Bane
After resting to recuperate spells, wake up in the morning and don my "dancin' shoes." The DC to spelldance is 10 + Modified Spell level, so the highest DC I have to hit is 25, which is impossible for me to fail. First, perform a spelldance for 7 rounds and apply Extend and Persist to Shapechange. Next, Shapechange into a construct form that lacks magic immunity or spell resistance (such as a homunculus, or animated object) making Skippy immune to fatigue, exhaustion, and ability damage. Next, spelldance and use extend and persist on any spell we want, since the fatigue and exhaustion cannot affect Skippy. Enjoy the effects of all buffs for 48 hours.
Effects of Spelldance:
By persisting the above spells via spelldance, Skippy gains an extraordinarily high armor class and saves. He gains Greater Mirror Image for 24 hours. Ghostform grants him a deflection bonus to AC, incorporeality, touch attacks for melee (can attack corporeals due to ghost touch weapon), immunity to non-magical attack forms, and the other typical ghost defenses. Mystic Shield grants him immunity to spells 6th level and below, and causes all weapons that attack him to be treated as non-magical. In this way he basically become immune to melee, especially coupled with my high AC and miss chances granted by Ghost Form, Greater Mirror Image, and Swiftblade class features. He gains perfect flight at his land speed, 60 ft. Darkvision, immunity to flanking, critical hits, and poison from Elemental Body. He gains +8 to his charisma score, which governs initiative, to-hit, bonus spells, DC's, saves, and damage. He gains the ability to attack as a touch attack. He may speak any language. He can be invisible, even while attacking. All his spells are cast as 1 step faster than they are listed. He has permanent true seeing. Skippy may roll twice for any attack roll, saving throw, skill check, or ability check and take the better result.
Skippy utilizes Shades to create a Contingency, which activates Greater Dimension Door when he is in the area of effect of area dispel that he has not counterspelled. The Greater Dimension Door moves him to the nearest square outside the area of effect.
Just in case Skippy's contingency were to fail, he wears a shrunken, lead lined 5 foot diameter and 5 foot deep basket on top of his head. He instructs his familiar to speak the command word if his counterspell and contingency fails. This blocks line of effect to Skippy for purposes of spells like Mordenkainen's Disjunction.
Skills:
1 - Concentration (4) [4], Spellcraft (4) [4], Perform (Dance) (4) [2], Tumble (4) [2], Profession (Basket Weaving) (1) [1]
2 - Concentration (1) [5], Spellcraft (1) [5], Perform (Dance) (2) [3], Profession (Basket Weaving) (1) [2]
3 - Concentration (1) [6], Spellcraft (1) [6], Perform (Dance) (2) [4], Profession (Basket Weaving) (1) [3]
4 - Perform (Dance) (4) [6], Swim (1) [1]
5 - Concentration (2) [7], Spellcraft (2) [7], Knowledge (Arcana) (2) [1], Tumble (2) [4]
6 - Concentration (2) [9], Spellcraft (2) [9], Tumble (4) [8]
7 - Concentration (1) [10], Spellcraft (1) [10], Knowledge (Arcana) (4) [5], Tumble (2) [10]
8 - Concentration (1) [11], Spellcraft (1) [11], Knowledge (Arcana) (2) [7], Ride (1) [1]
9 - Concentration (1) [12], Spellcraft (1) [12], Knowledge (Arcana) (2) [9], Ride (1) [2]
10 - Concentration (1) [13], Spellcraft (1) [13], Knowledge (Arcana) (1) [10], Perform (Dance) (2) [8], Tumble (2) [12]
11 - Concentration (1) [14], Spellcraft (1) [14], Knowledge (Arcana) (2) [12], Ride(1) [3]
12 - Concentration (1) [15], Spellcraft (1) [15], Knowledge (Arcana) (2) [14], Ride(1) [4]
13 - Concentration (1) [16], Spellcraft (1) [16], Knowledge (Arcana) (2) [16], Balance (1) [1]
14 - Concentration (1) [17], Spellcraft (1) [17], Knowledge (Arcana) (1) [17], Spot (1) [1], Balance (1) [2]
15 - Concentration (1) [18], Spellcraft (1) [18], Knowledge (Arcana) (1) [18], Spot (3) [4], Balance (1) [3]
16 - Concentration (1) [19], Spellcraft (1) [19], Knowledge (Arcana) (1) [19], Spot (1) [5], Tumble (2) [14], Balance (1) [4]
17 - Concentration (1) [20], Spellcraft (1) [20], Knowledge (Arcana) (1) [20], Spot (1) [6], Tumble (2) [16], Balance (1) [5]
18 - Concentration (1) [21], Spellcraft (1) [21], Knowledge (Arcana) (1) [21], Spot (1) [7], Tumble (2) [18], Balance (1) [6]
19 - Concentration (1) [22], Spellcraft (1) [22], Knowledge (Arcana) (1) [22], Spot (1) [8], Tumble (2) [20], Balance (1) [7]
20 - Concentration (1) [23], Spellcraft (1) [23], Knowledge (Arcana) (1) [23], Spot (1) [9], Tumble (2) [22], Balance (1) [8]
Skill Totals:
Concentration - 23 + 6 + 5 (Tunic) = 34
Spellcraft - 23 + 3 + 10 = 36
Knowledge (Arcana) - 23 + 3 = 26
Spot - 9 + 3 + 10 = 22
Tumble - 14 + 6 + 5 (Slippers) = 25
Perform (Dance) - 8 + 14 = 22 + 5 (Dancin' Boots) = 27
Profession (Basket Weaving) = 3 + 4 = 7
Ride = 4 + 6 = 10
Balance = 8 + 6 = 14
Wealth (760,000 gp to spend)
+1 Keen (+1) Ghost Touch (+1) Everbright (2000) Transmuting (+2) Warning (+1) Sudden Stunning (2,000) Spellblade (Chain Dispel) (6000) Scimitar (84,315)
+1 Twilight Mobile Called Quickness Leather Armor (15560)
Slippers of Battledancing (33,750)
Tome of Leadership and Influence +5 (137,500)
Dexterous (+6) Bracers (36,000)
Spiked (+1 Spellblade: Reaving Dispel) Gauntlets of Heartfelt Blows (20,305)
Charismatic (+6) Cloak of Resistance +5 (61,000)
Boots of Perform (Dance) +5 (2,500)
Heward's Handy Haversack (2,000)
Wise (+6) Necklace of Health (+6) (72,000)
Ring of Arcane Might (20,000)
Ring of Negative Protection (36000)
Belt of Battle (12,000)
Tunic of Steady Spellcasting (2,500)
Spellcraft (+10) Goggles of Draconic Vision (16,000)
Orange Ioun Stone (30,000)
Jade Circlet (focus for Shapechange) (1,500)
Ruby (focus for RRR) (500)
4 x Eye Ointment (mat Comp for True Seeing) (250x4=1,000)
5 x Clear Gem (mat comp for Mystic Shield) (400x5=2,000)
20 x Pinch of Pixie's Wing Dust (mat comp for Starmantle) (20x20=400)
Skippy's Runestaff of Divination and Counterspelling (24,100)
Eternal Wand of Knock (4,420)
Knowstone (Shrink Item) (9000)
Three-slotted Drake Helm (Inner Beauty, Greater Invisibility, Snowsong) (116,000)
Field Provisions Box (2,000)
3 x Spell Component Pouch (3 x 5 = 15)
Small Steel Mirror (10)
Silk Rope (50)
Magic Bedroll (500)
Lead Lining for basket (10 gp)
17065 gp in gems
Skippy is an extremely accomplished assassin. A typical strategy is to penetrate a stronghold while invisible and incorporeal and find his quarry. He casts haste while still in the wall. Then he casts Avasculate to weaken his foe and stunning him, followed by a pouncing charge utilizing both Arcane Strike and Arcane Boost with level 8 spell slots. He full attacks in his charge with his ghost touch scimitar, dealing 1d4 + 45 + 2d6 + 16 + 8d4 damage per strike. Assuming he only misses on a 1 (and this is a fairly safe assumption, he also may reroll any 1) he deals, on average: (0.9975*(2.5+45+7+15+20) + (0.3*(2.5+45+7+15)))*5 = 550.6313 damage before his opponent has even reacted.
If his opponent lives through the first round, he full attacks again for 550.6313 damage, and activates his sudden stunning effect on his scimitar as a swift action and the opponent (if he's not dead) makes a DC 40 reflex save on each strike or be stunned for 1d4+1 rounds.
Skippy is almost entirely immune to everything. He is incorporeal, immune to all spells below level 6, he has extraordinarily high saves, armor class, and touch armor class. He is completely immune to negative levels. All spells have a 40% chance to fail entirely on him. He has evasion. Weapons that attempt to strike him lose their magical enchantments, and are destroyed completely and turn into motes of light if they hit him, doing no damage. He has spell and psionic power resistance 30. He may roll any attack roll, save, skill check, or ability check twice and take the best result. He is completely immune to Chain Dispel and Reaving Dispel. He has a contingency in place for avoiding area dispels such as Greater Dispelling Screen and Mordenkainen's Disjunction.
4 Sorcerer/1 Spirit Lion Totem Barbarian/2 Swiftblade/2 Abjurant Champion/1 Spelldancer/+2 Abjurant Champion/+8 Swiftblade
Spells as 19th level sorcerer (Caster Level 21)
Manifester Level 20
BAB: 17
Ability Scores: 32 PB; adjusted for races & templates
STR - 9 (3)
DEX - 16 (4) --> 22
CON - 16 (6) --> 22
INT - 16 (3)
WIS - 12 (3) +6 (Enhancement) = 18
CHA - 26 (13) + 5 (Levels) + 5 (Inherent) + 6 = 42 + 4 (Unlisted: Inner Beauty) + 4 (Moral: Snowsong) = 50
Familiar: Rat
1 - Sorcerer: Dragonwrought, Expeditious Dodge (flaw), Mobility/Divine Sorcery - Destiny (Psyref Mobility out after armor below obtained) (flaw), Draconic Rite of Passage
2 - Sorcerer
3 - Sorcerer: Draconic Reservoir
4 - Sorcerer: +1 CHA
5 - Spirit Lion Totem Barbarian
6 - Swiftblade: Combat Casting, Greater Draconic Rite of Passage
7 - Swiftblade
8 - Abjurant Champion:, +1 CHA
9 - Abjurant Champion: Endurance
10 - Spelldancer
11 - Abjurant Champion
12 - Abjurant Champion: Arcane Strike, +1 CHA
13 - Swiftblade
14 - Swiftblade
15 - Swiftblade: Extend Spell
16 - Swiftblade: +1 CHA
17 - Swiftblade
18 - Swiftblade: Persist Spell
19 - Swiftblade
20 - Swiftblade: +1 CHA
Spells Known at 20: (19th level sorcerer)
1 - (5) Nerveskitter, Shield, True Casting, True Strike, Unseen Servant, Detect Secret Doors (3x/day - Runestaff), Identify (3x/day SLA - Draconic Rite of Passage + Draconic Reservoir)
2 - (5) Wraithstrike, Resist Energy, Web, Wings of Cover, Rope Trick, Locate Object (3x/day - Runestaff)
3 - (4) Haste, Dragonskin, Slow, Greater Magic Weapon, Tongues (1x/day - Runestaff), Battlemagic Perception (3x/day - Runestaff), Spellcaster's Bane (1x/day - Runestaff), Shrink Item (Knowstone)
4 - (4) Greater Mirror Image, Celerity, Ruin Delver's Fortune, Greater Luminous Armor, Inner Beauty (Drake Helm), Greater Invisibility (Drake Helm), Locate Creature (3x/day - Runestaff)
5 - (4) Arcane Fusion, Draconic Polymorph, Greater Dimension Door, Telekinesis, Prying Eyes (3x/day - Runestaff), Duelward (3x/day - Runestaff)
6 - (3) Starmantle, Ruby Ray of Reversal, Greater Dispel Magic, Snowsong (Drake Helm), True Seeing (1x/day - Runestaff)
7 - (3) Limited Wish, Arcane Spellsurge, Elemental Body
8 - (2) Ghostform, Mystic Shield, Avascular Mass
9 - (1) Shapechange, Shades, Choose Destiny (Destiny Domain)
Spells/Day
0 - 6
1 - 6 + 5 = 11
2 - 6 + 5 = 11
3 - 6 + 5 = 11
4 - 6 + 5 = 11
5 - 6 + 4 = 10
6 - 6 + 4 = 10
7 - 6 + 4 = 10
8 - 6 + 4 = 10
9 - 4 + 3 = 7
Psi-Like Abilities - Manifester Level 20, augmented as though spending ML in power points for each
3/day - Defensive Precognition, Empty Mind, Mind Thrust, Intellect Fortress, Psionic Teleport
1/day - Force Screen, Body Adjustment, Brain Lock, Aversion, Psionic Blast, Psychic Crush, Psionic Dominate, Energy Current, Tower of Iron Will, Fission, Ultrablast
HP: 252 (max hit points per level)
Power/Spell Resistance: 30
Speed: 30 (Base) + 30 (Haste) + 10 (Slippers) + 5 (Armor enhancement) + 20 (Swift Surge) = 95 Land/Flight (Perfect), 190 (Flight: Average)
Initiative: 6 (Dex) + 5 (Insight/Scimitar) + 25 (Arcane Reflexes/Competence) +5 Nerveskitter (Untyped) = 41
AC: 10 (Base) + 6 (Dex bonus) + 12 (Armor Bonus) + 12 (Natural Armor Bonus) + 20 (Deflection from Ghostform) + 8 (Shield) + 3 (Dodge) 1 + 1 (Size) = 72 + 4 (Mobility vs. AoO) = 76 + 8 (Wings of Cover) = 84
Touch AC: 10 (Base) + 6 (Dex) + 20 (Deflection) + 3 (Dodge) +1 (Size) = 40
Attack: 17 (BAB) + 20 (CHA) + 5 (GMW) + 1 (Haste) +1 (Size) = 44/39/34/29 against Touch AC before Arcane Strike (add 20 when using True Strike)
Damage: 1d4 + 5 (GMW) + 20 (CHA) + 20 (Fire/CHA) + 2d6 (Swiftblade) = 1d4 + 45 + 2d6 before Arcane Strike
Saves:
Fort: 1 1/3(Sorc) / 2.5 (Barbarian) / 1/3 (Spelldancer) / 1 1/3 (Abjurant Champion) / 3 1/3 (Swiftblade) = 8.833 Base + 6 (CON) + 5 (Resistance) + 20 (RDF) + 2 (Familiar) = 41.833 = 41
Ref: 1 1/3 (Sorc) / 1/3 (Barbarian) / 2.5 (Spelldancer) / 1 1/3 (Abjurant Champion) / 7 (Swiftblade) = 12.5 Base + 6 (DEX) + 5 (Resistance) + 20 (RDF) +2 (Swift Surge) = 45.5 = 45
Will: 4 (Sorc) / 1/3 (Barbarian) / 2.5 (Spelldancer) / 4 (Abjurant Champion) / 7 (Swiftblade) = 17.833 Base + 4 (WIS) + 5 (Resistance) + 20 (RDF) = 46.833 = 46
The Morning Spelldance
Persisted/Extended Spells via Spelldance:
Shield, Ruin Delver's Fortune x3, Greater Mirror Image, Mystic Shield, Ghost Form, Dragonskin, Wraithstrike, True Seeing (Runestaff), Arcane Spellsurge, Choose Destiny, Inner Beauty, Snowsong, True Seeing, Greater Invisibility, Shapechange, Greater Luminous Armor, Elemental Body, Tongues, Greater Magic Weapon, Duelward, Battlemagic Perception, Spellcaster's Bane
After resting to recuperate spells, wake up in the morning and don my "dancin' shoes." The DC to spelldance is 10 + Modified Spell level, so the highest DC I have to hit is 25, which is impossible for me to fail. First, perform a spelldance for 7 rounds and apply Extend and Persist to Shapechange. Next, Shapechange into a construct form that lacks magic immunity or spell resistance (such as a homunculus, or animated object) making Skippy immune to fatigue, exhaustion, and ability damage. Next, spelldance and use extend and persist on any spell we want, since the fatigue and exhaustion cannot affect Skippy. Enjoy the effects of all buffs for 48 hours.
Effects of Spelldance:
By persisting the above spells via spelldance, Skippy gains an extraordinarily high armor class and saves. He gains Greater Mirror Image for 24 hours. Ghostform grants him a deflection bonus to AC, incorporeality, touch attacks for melee (can attack corporeals due to ghost touch weapon), immunity to non-magical attack forms, and the other typical ghost defenses. Mystic Shield grants him immunity to spells 6th level and below, and causes all weapons that attack him to be treated as non-magical. In this way he basically become immune to melee, especially coupled with my high AC and miss chances granted by Ghost Form, Greater Mirror Image, and Swiftblade class features. He gains perfect flight at his land speed, 60 ft. Darkvision, immunity to flanking, critical hits, and poison from Elemental Body. He gains +8 to his charisma score, which governs initiative, to-hit, bonus spells, DC's, saves, and damage. He gains the ability to attack as a touch attack. He may speak any language. He can be invisible, even while attacking. All his spells are cast as 1 step faster than they are listed. He has permanent true seeing. Skippy may roll twice for any attack roll, saving throw, skill check, or ability check and take the better result.
Skippy utilizes Shades to create a Contingency, which activates Greater Dimension Door when he is in the area of effect of area dispel that he has not counterspelled. The Greater Dimension Door moves him to the nearest square outside the area of effect.
Just in case Skippy's contingency were to fail, he wears a shrunken, lead lined 5 foot diameter and 5 foot deep basket on top of his head. He instructs his familiar to speak the command word if his counterspell and contingency fails. This blocks line of effect to Skippy for purposes of spells like Mordenkainen's Disjunction.
Skills:
1 - Concentration (4) [4], Spellcraft (4) [4], Perform (Dance) (4) [2], Tumble (4) [2], Profession (Basket Weaving) (1) [1]
2 - Concentration (1) [5], Spellcraft (1) [5], Perform (Dance) (2) [3], Profession (Basket Weaving) (1) [2]
3 - Concentration (1) [6], Spellcraft (1) [6], Perform (Dance) (2) [4], Profession (Basket Weaving) (1) [3]
4 - Perform (Dance) (4) [6], Swim (1) [1]
5 - Concentration (2) [7], Spellcraft (2) [7], Knowledge (Arcana) (2) [1], Tumble (2) [4]
6 - Concentration (2) [9], Spellcraft (2) [9], Tumble (4) [8]
7 - Concentration (1) [10], Spellcraft (1) [10], Knowledge (Arcana) (4) [5], Tumble (2) [10]
8 - Concentration (1) [11], Spellcraft (1) [11], Knowledge (Arcana) (2) [7], Ride (1) [1]
9 - Concentration (1) [12], Spellcraft (1) [12], Knowledge (Arcana) (2) [9], Ride (1) [2]
10 - Concentration (1) [13], Spellcraft (1) [13], Knowledge (Arcana) (1) [10], Perform (Dance) (2) [8], Tumble (2) [12]
11 - Concentration (1) [14], Spellcraft (1) [14], Knowledge (Arcana) (2) [12], Ride(1) [3]
12 - Concentration (1) [15], Spellcraft (1) [15], Knowledge (Arcana) (2) [14], Ride(1) [4]
13 - Concentration (1) [16], Spellcraft (1) [16], Knowledge (Arcana) (2) [16], Balance (1) [1]
14 - Concentration (1) [17], Spellcraft (1) [17], Knowledge (Arcana) (1) [17], Spot (1) [1], Balance (1) [2]
15 - Concentration (1) [18], Spellcraft (1) [18], Knowledge (Arcana) (1) [18], Spot (3) [4], Balance (1) [3]
16 - Concentration (1) [19], Spellcraft (1) [19], Knowledge (Arcana) (1) [19], Spot (1) [5], Tumble (2) [14], Balance (1) [4]
17 - Concentration (1) [20], Spellcraft (1) [20], Knowledge (Arcana) (1) [20], Spot (1) [6], Tumble (2) [16], Balance (1) [5]
18 - Concentration (1) [21], Spellcraft (1) [21], Knowledge (Arcana) (1) [21], Spot (1) [7], Tumble (2) [18], Balance (1) [6]
19 - Concentration (1) [22], Spellcraft (1) [22], Knowledge (Arcana) (1) [22], Spot (1) [8], Tumble (2) [20], Balance (1) [7]
20 - Concentration (1) [23], Spellcraft (1) [23], Knowledge (Arcana) (1) [23], Spot (1) [9], Tumble (2) [22], Balance (1) [8]
Skill Totals:
Concentration - 23 + 6 + 5 (Tunic) = 34
Spellcraft - 23 + 3 + 10 = 36
Knowledge (Arcana) - 23 + 3 = 26
Spot - 9 + 3 + 10 = 22
Tumble - 14 + 6 + 5 (Slippers) = 25
Perform (Dance) - 8 + 14 = 22 + 5 (Dancin' Boots) = 27
Profession (Basket Weaving) = 3 + 4 = 7
Ride = 4 + 6 = 10
Balance = 8 + 6 = 14
Wealth (760,000 gp to spend)
+1 Keen (+1) Ghost Touch (+1) Everbright (2000) Transmuting (+2) Warning (+1) Sudden Stunning (2,000) Spellblade (Chain Dispel) (6000) Scimitar (84,315)
+1 Twilight Mobile Called Quickness Leather Armor (15560)
Slippers of Battledancing (33,750)
Tome of Leadership and Influence +5 (137,500)
Dexterous (+6) Bracers (36,000)
Spiked (+1 Spellblade: Reaving Dispel) Gauntlets of Heartfelt Blows (20,305)
Charismatic (+6) Cloak of Resistance +5 (61,000)
Boots of Perform (Dance) +5 (2,500)
Heward's Handy Haversack (2,000)
Wise (+6) Necklace of Health (+6) (72,000)
Ring of Arcane Might (20,000)
Ring of Negative Protection (36000)
Belt of Battle (12,000)
Tunic of Steady Spellcasting (2,500)
Spellcraft (+10) Goggles of Draconic Vision (16,000)
Orange Ioun Stone (30,000)
Jade Circlet (focus for Shapechange) (1,500)
Ruby (focus for RRR) (500)
4 x Eye Ointment (mat Comp for True Seeing) (250x4=1,000)
5 x Clear Gem (mat comp for Mystic Shield) (400x5=2,000)
20 x Pinch of Pixie's Wing Dust (mat comp for Starmantle) (20x20=400)
Skippy's Runestaff of Divination and Counterspelling (24,100)
Eternal Wand of Knock (4,420)
Knowstone (Shrink Item) (9000)
Three-slotted Drake Helm (Inner Beauty, Greater Invisibility, Snowsong) (116,000)
Field Provisions Box (2,000)
3 x Spell Component Pouch (3 x 5 = 15)
Small Steel Mirror (10)
Silk Rope (50)
Magic Bedroll (500)
Lead Lining for basket (10 gp)
17065 gp in gems
Skippy is an extremely accomplished assassin. A typical strategy is to penetrate a stronghold while invisible and incorporeal and find his quarry. He casts haste while still in the wall. Then he casts Avasculate to weaken his foe and stunning him, followed by a pouncing charge utilizing both Arcane Strike and Arcane Boost with level 8 spell slots. He full attacks in his charge with his ghost touch scimitar, dealing 1d4 + 45 + 2d6 + 16 + 8d4 damage per strike. Assuming he only misses on a 1 (and this is a fairly safe assumption, he also may reroll any 1) he deals, on average: (0.9975*(2.5+45+7+15+20) + (0.3*(2.5+45+7+15)))*5 = 550.6313 damage before his opponent has even reacted.
If his opponent lives through the first round, he full attacks again for 550.6313 damage, and activates his sudden stunning effect on his scimitar as a swift action and the opponent (if he's not dead) makes a DC 40 reflex save on each strike or be stunned for 1d4+1 rounds.
Skippy is almost entirely immune to everything. He is incorporeal, immune to all spells below level 6, he has extraordinarily high saves, armor class, and touch armor class. He is completely immune to negative levels. All spells have a 40% chance to fail entirely on him. He has evasion. Weapons that attempt to strike him lose their magical enchantments, and are destroyed completely and turn into motes of light if they hit him, doing no damage. He has spell and psionic power resistance 30. He may roll any attack roll, save, skill check, or ability check twice and take the best result. He is completely immune to Chain Dispel and Reaving Dispel. He has a contingency in place for avoiding area dispels such as Greater Dispelling Screen and Mordenkainen's Disjunction.