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true_shinken
2010-12-02, 06:56 PM
Welcome, contestants, judges, and guests to Iron Chef XVI. Here in Optimization Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D3.5 prestige class as a "Secret Ingredient".

Contestants: You will need to present your build at at least one of the following points: 5th level, 10th level, 15th, 20th, and a "sweet spot" that you feel is the high point of the build. Feel free to present as many of these as you like, and please give a rundown of the build's abilities and playability at all of the levels you didn't show. The rules are as follows:

Menu: For most challenges, the "special ingredient" will be drawn from Core plus Completes. There will, from time to time, be special challenges that showcase secret ingredients from other books--for example, the XPH.


32 point-buy is the presumed creation method, but we have generally allowed other levels of point-buy.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Alternate rule systems from UA such as gestalt are not allowed, as they create a different playing field. Also, item familiars are forbidden because I hate 'em.

Cooking Time: Contestants will have until 11:59pm CUT on Friday, December 10th 2010 to create their builds and PM them to the Chairman, true_shinken (http://www.giantitp.com/forums/member.php?u=50679). Builds will then be posted simultaneously, to avoid copying.

Judging: Judging will be based on the following criteria, with each build rated from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.


Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.


Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Other things that will cause lost points here are excessive multiclassing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, will lose you points.


I am going to have to ask the contestants to PM me about any disagreement with the judges. Under no circumstances is a contestant to defend themselves inside the thread, since it breaks anonymity.

Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!


Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry.NAME OF ENTRY
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

2nd|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

3rd|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

4th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

5th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

6th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

7th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

8th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

9th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

10th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

11th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

12th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

13th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

14th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

15th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

16th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

17th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

18th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

19th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

20th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities[/table]

CodeNAME OF ENTRY
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

2nd|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

3rd|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

4th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

5th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

6th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

7th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

8th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

9th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

10th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

11th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

12th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

13th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

14th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

15th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

16th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

17th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

18th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

19th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

20th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities[/table]


For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)
Spells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|-|-|-|-|-|-|-|-|-|-

7th|-|-|-|-|-|-|-|-|-|-

8th|-|-|-|-|-|-|-|-|-|-

9th|-|-|-|-|-|-|-|-|-|-

10th|-|-|-|-|-|-|-|-|-|-

11th|-|-|-|-|-|-|-|-|-|-

12th|-|-|-|-|-|-|-|-|-|-

13th|-|-|-|-|-|-|-|-|-|-

14th|-|-|-|-|-|-|-|-|-|-

15th|-|-|-|-|-|-|-|-|-|-

16th|-|-|-|-|-|-|-|-|-|-

17th|-|-|-|-|-|-|-|-|-|-

18th|-|-|-|-|-|-|-|-|-|-

19th|-|-|-|-|-|-|-|-|-|-

20th|-|-|-|-|-|-|-|-|-|-[/table]

CodeSpells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|-|-|-|-|-|-|-|-|-|-

7th|-|-|-|-|-|-|-|-|-|-

8th|-|-|-|-|-|-|-|-|-|-

9th|-|-|-|-|-|-|-|-|-|-

10th|-|-|-|-|-|-|-|-|-|-

11th|-|-|-|-|-|-|-|-|-|-

12th|-|-|-|-|-|-|-|-|-|-

13th|-|-|-|-|-|-|-|-|-|-

14th|-|-|-|-|-|-|-|-|-|-

15th|-|-|-|-|-|-|-|-|-|-

16th|-|-|-|-|-|-|-|-|-|-

17th|-|-|-|-|-|-|-|-|-|-

18th|-|-|-|-|-|-|-|-|-|-

19th|-|-|-|-|-|-|-|-|-|-

20th|-|-|-|-|-|-|-|-|-|-[/table]


For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.

Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for about 5 judges and as many contestants as feel like playing!

This week's special ingredient is:
Dungeon Master Guide's Assassin!
We will have trophies for 1st through 3rd places, as well as a special trophy for honorable mention. Judges, contestants and guests alike are invited to vote for honorable mention via PM.

Allez optimiser!

Judges
Kesnit (http://www.giantitp.com/forums/showpost.php?p=9883117&postcount=3)
Grynning (http://www.giantitp.com/forums/showpost.php?p=9896602&postcount=69)
Cieryn (http://www.giantitp.com/forums/showpost.php?p=9894820&postcount=65)
Daragos Kitsune (http://www.giantitp.com/forums/showpost.php?p=9899892&postcount=81)
Quietus (http://www.giantitp.com/forums/showpost.php?p=9899908&postcount=82)

Contestants
Amphetryon
Thurbane
Akal Saris
OMGPonies
TerrickTerran
Kelb_Panthera
Private-Prinny
Tvtyrant
Escheton
BoonL
Xiander
Tam_OConnor
gbprime
Pelfaid
Devmaar
Fax Celestis
BG
dextercorvia
mangosta71
d13
Saint Riddley
Zonugal
WinWin
Amechra
BugBearTrap
Fearan
T G Oskar

Past Competitions

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386#post9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)

Dusk Eclipse
2010-12-02, 07:23 PM
T^T you had to select my favourite PRG class from the DMG... the week I just CAN'T even think on competing didn't you?

Guess I'll sit back as an spectator one more time.... oh well, at least by the end of the week I'll get some awesome ideas for my next assassin

Kesnit
2010-12-02, 07:25 PM
Wow, such a basic class. :)

A small part of me wants to sign up as a contestant. However, I know I am awful at optimization. (Hey, I LIKE melee classes...) So I am jumping in to judge again.

My judging criteria...


Originality
I tend to look at each entry based on their own merit, rather than compare each to another. If two entries use the same base class, but go about them differently, they won't lose Originality points from me. If the entries are similar, they will. Multiple builds that all use the same "trick" will be marked down.

Power
I stole this from a previous judge, but it sums up my point of view. "Power comes down to, quite simply, how the build would fare in a mid-power campaign." I am not an min-maxer, and I do not play with min-maxers. I'm used to thinking of PCs as they are seen in many of the D&D books - where characters of different types of classes work together to get the job done.

Elegance
I REALLY dislike dipping, which I define as taking 1-2 levels of a base class. (Exceptions to that are if a PrC requires Class A 1/Class B 5, or something to that extent.) I am a little more open to taking 1-2 levels of a PrC, especially in a competition like this where it is expected 10 levels of another PrC will be taken. However, excessive "dipping" of PrCs will also lose Elegance points.

On the flip side, I like a good story. A lot of "strange" class changes and combos can be "overlooked" if the contestant can provide a logical reason for them. Also, I am aware English is not everyone's first language, and if a contestant feels they were marked down because they could not adequately explain their concept, I am willing to reevaluate my analysis of their Elegance. (Note I did not say I will automatically increase their score, but if informed, I will give it a second look.)

As a heads-up, an extremely powerful PC will be marked down if, in my view, it would not work well as a member of a mixed party. (Mixed party defined as "not all PCs are pure casters.") That is not to say any Tier 1 PC will lose points, as they can be built in a way to help (rather than replace) the rest of the party.

Use of Secret Ingredient
The point of this competition is the Special Ingredient, so obviously it should be the focus. Competitors will lose points if they use less than 9 levels of the SI. (I'd prefer to see all 10, but sometimes, things just cannot be helped.) The fewer levels of the SI, the more points I take off.

Beyond that, how well the entire build fits in with the SI. If I feel the SI is tacked on only because it is the SI, I will mark down.

Amphetryon
2010-12-02, 07:31 PM
Y'all just pencil me in as a contestant every time by now, right? :smallwink: Competing.

Thurbane
2010-12-02, 07:44 PM
Right...I'm determined to get an entry in this time. Put me down as a contestant! :smallsmile:

Akal Saris
2010-12-02, 07:48 PM
Yay! My favorite core PrC makes its appearance at last! I've actually used assassin in one of my builds here already :smallbiggrin:

This will be awesome though - I fully expect at least half a dozen poison-using builds that I can then add to my poison users' guide! Get to it people!

Also, I'll release a full list of 3.5-legal classes & PrCs with Death Attacks shortly. I've been working on it for a while now, and I think it will help contestants who are interesting in optimizing that aspect of the assassin.

QUESTION: There are 2 known variants of the assassin - the Avenger (http://www.wizards.com/default.asp?x=dnd/prc/20070401a)and the Psionic Assassin in Secrets of Sarlona. In the interest of more varied competition, can these two variants be used in place of the standard assassin?

true_shinken
2010-12-02, 07:52 PM
QUESTION: There are 2 known variants of the assassin - the Avenger (http://www.wizards.com/default.asp?x=dnd/prc/20070401a)and the Psionic Assassin in Secrets of Sarlona. In the interest of more varied competition, can these two variants be used in place of the standard assassin?

Psionic Assassin is a real variant and it's acceptable. Avenger is a different PrC altogether, so that's a no.

Dusk Eclipse
2010-12-02, 07:54 PM
What about the Mind's Eye Psychic Assassin (http://www.wizards.com/default.asp?x=dnd/psm/20040723d)? I am not sure if it is different from the Secrets of Sarlona one, but I think it has some merits.

true_shinken
2010-12-02, 08:14 PM
What about the Mind's Eye Psychic Assassin (http://www.wizards.com/default.asp?x=dnd/psm/20040723d)? I am not sure if it is different from the Secrets of Sarlona one, but I think it has some merits.

It's also a different class, like the Avenger.

Dusk Eclipse
2010-12-02, 08:16 PM
It's also a different class, like the Avenger.

:smallredface: Should have figured it out, when it called manifesting level as a pre-req...

OMG PONIES
2010-12-02, 08:23 PM
Geez, the ONE core PrC I didn't have a basic idea for...I think I've got one now, though. Put me down as a contestant.

Zeofar
2010-12-02, 08:28 PM
Umm... Maybe I'll compete?

Grynning
2010-12-02, 08:47 PM
Awww...I was hoping for Arcane Archer, I had a really good idea for it. I was actually going to compete! I do like Assassin though.

Anyways, for this one, put me in my customary judge's chair. I'll post criteria when I get back from eating.

TerrickTerran
2010-12-02, 09:33 PM
I wouldn't count on me finishing a build, but I'll try it. I've got a few ideas anyways.

Kelb_Panthera
2010-12-02, 10:09 PM
I've been watching these for a while. I'd like to give it a shot as a contestant.

Akal Saris
2010-12-02, 10:13 PM
Glad to have you join Kelb :)

Private-Prinny
2010-12-02, 10:13 PM
I'm tentatively in. I'll see if I can cook up anything. I have no expectations to win with Akal competing.

Especially since the secret to his success is- *is poisoned by Akal*

Tvtyrant
2010-12-02, 10:16 PM
I might be in? I know exactly what I want to do but I don't know if I have time to do it in. Finals and all that jazz.

Akal Saris
2010-12-02, 10:22 PM
I'm tentatively in. I'll see if I can cook up anything. I have no expectations to win with Akal competing.

Especially since the secret to his success is- *is poisoned by Akal*

And the most important rule is: Never go in against a Sicilian when Death is on the line!!

gbprime
2010-12-02, 11:04 PM
Contestant slot for me as well, please.

Kelb_Panthera
2010-12-02, 11:11 PM
Question: nowhere in the assassins class feature descriptions does it say that he can cast his spells in any kind of armor without incurring arcane spell failure. The bard's ability to cast in light armor is described in his armor and weapon proficiencies, not the description of his spell-casting; which is relevant because the assassins spell-casting class feature is specifically described as working like the bard's spell-casting. Can an assassin cast in light armor, or not?

Thurbane
2010-12-02, 11:14 PM
Almost exactly the same question came up with the Vigilante's casting in another Iron Chef.

I think the final decsion was that it could be read either way.

Escheton
2010-12-02, 11:47 PM
I am so in!

Draz74
2010-12-02, 11:51 PM
I've actually used assassin in one of my builds here already :smallbiggrin:

Me too ... and I won. :smallbiggrin: I think that excuses me from this Round. :smallcool:

I don't have time IRL to compete anyway ...

FishAreWet
2010-12-03, 12:02 AM
Question: nowhere in the assassins class feature descriptions does it say that he can cast his spells in any kind of armor without incurring arcane spell failure. The bard's ability to cast in light armor is described in his armor and weapon proficiencies, not the description of his spell-casting; which is relevant because the assassins spell-casting class feature is specifically described as working like the bard's spell-casting. Can an assassin cast in light armor, or not?

honestly I feel that it is intentional for them to be able to

Escheton
2010-12-03, 12:14 AM
I tend to see assasins more as gentleman killers. Not stooping to wear the armor of warriors, for it is beneath them. As such they are unable to cast in it.

Akal Saris
2010-12-03, 02:17 AM
Me too ... and I won. :smallbiggrin: I think that excuses me from this Round. :smallcool:

I don't have time IRL to compete anyway ...

I only got 2nd place with my assassin =(

Jumilk
2010-12-03, 03:57 AM
Very special trophies in progress...
Shin likes the idea! :smalltongue:

Kesnit
2010-12-03, 06:14 AM
I tend to see assasins more as gentleman killers. Not stooping to wear the armor of warriors, for it is beneath them. As such they are unable to cast in it.

I always saw them as "Rogues with extra stuff," so could cast in light armor, but nothing heavier. *shrug*

BooNL
2010-12-03, 06:29 AM
Hmm, the Assassin...

This one'll be quite difficult. The assassin is a very niche character and I'm curious to see if anyone can break the standard mold. I'm afraid most builds will look the same.

Regardless, I might be in as a contestant. I can't make any guarantees of finishing, but I'll try.

Xiander
2010-12-03, 07:15 AM
Well i have been lurking the threads for a while, and they do amuse me. I might make a build for this one if i get the time.

I do not expect to win though, as my optimisation is medium at best and my time is limited.

Tam_OConnor
2010-12-03, 08:16 AM
Count me in. I've got two ideas; we'll see if either one gels.

Heliomance
2010-12-03, 09:43 AM
Aww, I was hoping for Dwarven Defender, I had a great idea. No thoughts on Assassin though, sadly.

gbprime
2010-12-03, 10:01 AM
I hear ya. I was actually prepared for Arcane Archer. Ah well, some day.

As to assassin, I have a great build which uses Citadel Elite, but I just double checked all the errata on line to make sure I didn't miss anything... and just discovered the unbelievable super-nerf that the Sharn Errata gives Citadel Elite. :smalleek:

I mean WTF? Changes a +1 per class level into a flat +1. Twice? AND removes two feats in 5 levels? Now admittedly it was a bit overpowered to start with, but somebody went overboard. Pity.

OMG PONIES
2010-12-03, 10:09 AM
I'm tentatively in. I'll see if I can cook up anything. I have no expectations to win with Akal competing.

Especially since the secret to his success is- *is poisoned by Akal*

I'm convinced that Akal is a real-life binder, allowing some otherworldly being of pure optimization to inhabit his body in exchange for its awesome op-fu and general hilarity. Gazebo Jones was tremendous, Akal.


And the most important rule is: Never go in against a Sicilian when Death is on the line!!

I feel like that poor movie gets referenced every time someone brings up poison on GitP. We must find other contexts for citation! :smallbiggrin:


This one'll be quite difficult. The assassin is a very niche character and I'm curious to see if anyone can break the standard mold. I'm afraid most builds will look the same.

I think my build idea will break the standard mold (depending on your definition of "the standard mold") :smallamused:.


As to assassin, I have a great build which uses Citadel Elite, but I just double checked all the errata on line to make sure I didn't miss anything... and just discovered the unbelievable super-nerf that the Sharn Errata gives Citadel Elite.

While I thank you for pointing out that there's errata for what was one of my favorite little-known prestige classes, please remember that any speculation/build discussion should be absent from the thread until The Big Reveal. Thank you kindly.

Pelfaid
2010-12-03, 10:39 AM
After watching these for a while I think I may have an idea, so count me in as a contestant.

gbprime
2010-12-03, 10:44 AM
While I thank you for pointing out that there's errata for what was one of my favorite little-known prestige classes, please remember that any speculation/build discussion should be absent from the thread until The Big Reveal. Thank you kindly.

It was more of a warning. I'd hate for someone to cook up a build with it only to have judges point out that it now sucks.

OMG PONIES
2010-12-03, 10:54 AM
It was more of a warning. I'd hate for someone to cook up a build with it only to have judges point out that it now sucks.

Gotcha--just making sure. Yeah, errata can be a real thorn in the side of an otherwise awesome build. To all contestants: please, check for any errata so you're not unpleasantly surprised.

The Gilded Duke
2010-12-03, 11:43 AM
I'm in for real this time. Have a build half done already. Also, Akal, I just love that poison handbook of yours.

Akal Saris
2010-12-03, 11:55 AM
Classes with Death Attack (http://www.giantitp.com/forums/showthread.php?p=9887632#post9887632) for those who want to optimize it :smallbiggrin:

Amphetryon
2010-12-03, 12:01 PM
Classes with Death Attack (http://www.giantitp.com/forums/showthread.php?p=9887632#post9887632) for those who want to optimize it :smallbiggrin:

Thanks for the handy link! Note that two of those classes are not eligible for Iron Chef: Dark Pilgrim of Takhisis and Deathstalker of Bhaal. :smallsmile:

kestrel404
2010-12-03, 12:34 PM
I was just reading Assassin carefully (because I've noted that if I don't re-read classes that I 'know', I end up getting bitten in the rear during judging) and I noticed something odd and potentially frustrating.

The sneak attack text does not match up with the table. The table lists a SA increase at every ODD level, and the text states you gain SA at every EVEN level.

Text trumps table, yes? Just curious.

edit: Also, do the Save DCs from multiple death attack abilities stack somehow? Because that doesn't seem to be the case unless there's a rule I'm missing somewhere.

Devmaar
2010-12-03, 12:42 PM
I think I'll have a go at this, cout me as a contestant.

gbprime
2010-12-03, 12:53 PM
Classes with Death Attack (http://www.giantitp.com/forums/showthread.php?p=9887632#post9887632) for those who want to optimize it :smallbiggrin:


Thanks for the handy link! Note that two of those classes are not eligible for Iron Chef: Dark Pilgrim of Takhisis and Deathstalker of Bhaal. :smallsmile:

And the Marrulurk is pretty darn broken for a +1LA. Thankfully it's death attack works on a different stat and doesn't stack.

gbprime
2010-12-03, 12:56 PM
I was just reading Assassin carefully (because I've noted that if I don't re-read classes that I 'know', I end up getting bitten in the rear during judging) and I noticed something odd and potentially frustrating.

The sneak attack text does not match up with the table. The table lists a SA increase at every ODD level, and the text states you gain SA at every EVEN level.

Text trumps table, yes? Just curious.

Not sure. I'd say table trumps text, myself, since the table took more work. We need shinken on this one.


edit: Also, do the Save DCs from multiple death attack abilities stack somehow? Because that doesn't seem to be the case unless there's a rule I'm missing somewhere.

They only stack if they SAY they do, like Black Dog from Dragonmarked. Otherwise if you have two, you'd use the highest.

Akal Saris
2010-12-03, 01:02 PM
I was just reading Assassin carefully (because I've noted that if I don't re-read classes that I 'know', I end up getting bitten in the rear during judging) and I noticed something odd and potentially frustrating.

The sneak attack text does not match up with the table. The table lists a SA increase at every ODD level, and the text states you gain SA at every EVEN level.

Text trumps table, yes? Just curious.

edit: Also, do the Save DCs from multiple death attack abilities stack somehow? Because that doesn't seem to be the case unless there's a rule I'm missing somewhere.

The SRD version (http://www.d20srd.org/srd/prestigeClasses/assassin.htm) of the assassin lists it as every odd level, as does the PF version of the assassin. I'd say it's safe to say that odd levels are intended.

OMG PONIES
2010-12-03, 01:13 PM
And the Marrulurk is pretty darn broken for a +1LA. Thankfully it's death attack works on a different stat and doesn't stack.

Don't forget the 3 racial HD as well.


Not sure. I'd say table trumps text, myself, since the table took more work. We need shinken on this one.

I thought it was written somewhere in a sourcebook that, where the table and text conflict, the text is to be followed.

Fax Celestis
2010-12-03, 01:15 PM
I will enter.

Akal Saris
2010-12-03, 01:17 PM
Yeah, text trumps table, but in this case the vast majority of players have never noticed the typo. It seems bizarre to me that we would optimize the class using a reading that most players don't use.

You know an awesome cut & paste job? The Avenger (http://www.wizards.com/default.asp?x=dnd/prc/20070401a)also has the table for 1st, 3rd, 5th, but the text still says 2nd, 4th, 6th, etc. Way to be sloppy, WoTC!

OMG PONIES
2010-12-03, 01:18 PM
I will enter.

Gasp!


Yeah, text trumps table, but in this case the vast majority of players have never noticed the typo.

I first noticed it during ICO XI, when putting together Jakob. I had a note regarding it, but removed the note. The * next to the class feature, however, still remains in my submission. I think I PM'ed Ozy about it prior to submitting, but have since cleaned my inbox.

Where were you when you first noticed the shoddy editing that plagues our beloved sourcebooks?

T.G. Oskar
2010-12-03, 02:09 PM
I thought it was written somewhere in a sourcebook that, where the table and text conflict, the text is to be followed.

It's actually on the errata examples. It says that, as an example of which ruling has precedence, if the text and the table differ, the text always counts as the primary source. I think I got first wind of it on the Expanded Psionics Handbook.

As of late, not sure if entering as a competitor or a judge. Both are equally complicated (competitor more than judge), but I already have ideas running on my mind.

gbprime
2010-12-03, 02:42 PM
The SRD version (http://www.d20srd.org/srd/prestigeClasses/assassin.htm) of the assassin lists it as every odd level, as does the PF version of the assassin. I'd say it's safe to say that odd levels are intended.

Yeah, if it made it into OGL as odd levels, then its probably odd levels.

Tvtyrant
2010-12-03, 03:20 PM
First plan fell through, working on the second one. I hate realizing your plan won't work.

Akal Saris
2010-12-03, 03:33 PM
Gasp!



I first noticed it during ICO XI, when putting together Jakob. I had a note regarding it, but removed the note. The * next to the class feature, however, still remains in my submission. I think I PM'ed Ozy about it prior to submitting, but have since cleaned my inbox.

Where were you when you first noticed the shoddy editing that plagues our beloved sourcebooks?

I think it was when I noticed that swordsages have x6 to their skills at 1st level :smalltongue:

BG
2010-12-03, 03:36 PM
I'll take a shot.

dextercorvia
2010-12-03, 03:47 PM
I'm going to give this one a try.

OMG PONIES
2010-12-03, 04:02 PM
I think it was when I noticed that swordsages have x6 to their skills at 1st level :smalltongue:

That's not an error, swordsages are just skillful little badgers. Right? :smallfrown: RIGHT?! :smallfurious:

Greenish
2010-12-03, 04:29 PM
Wohoo, Assassins! I'll be keeping a close eye on this one.

Lord_Gareth
2010-12-03, 04:35 PM
Bonus points if someone pulls this off using Ogre as their race.

BooNL
2010-12-03, 05:02 PM
Bonus points if someone pulls this off using Ogre as their race.

Damn you! *shakes fist*

OMG PONIES
2010-12-03, 05:05 PM
Oh my, I may have inadvertently stumbled upon another nasty trick.

mangosta71
2010-12-03, 05:18 PM
This could be fun, and I've always had a fondness for the Assassin.

d13
2010-12-03, 05:44 PM
I might have an idea or two for this one :smalltongue:

Let's see if I can finish 'em in time~

true_shinken
2010-12-04, 01:22 PM
Man, this is shaping up to be a tough challenge. Previous winners Akal Saris, OMGPonies, Amphetryon, gbprime and BoonL all competing? And we have Fax Celestis as well? With quite a lot of other contestants as well? Talk about exciting!

Cieyrin
2010-12-04, 03:20 PM
Cieyrin needs a shiny judge's badge! :smallbiggrin:

My Judging Guidelines:
Originality: What sets you apart from the pack? Is this character cookie-cuttered from a guide/based off of legend or comic book hero? While homages are great and all, making your own super hero with his own back story is better than rehashing Batman/Kickass.

Speaking of story, having a story helps give your build a cohesiveness that a simple build may not otherwise convey. It only helps your score, though excessive size of story or lack there-of will not penalize your score. Not all of us are the next great fantasy writer, after all.

A final note is using obscure sources isn't necessarily a boost to originality. i.e. Incarnum and Binding aren't instant Originality points.

Power: How does your character compare to what his role would suggest he be able to do? If he's supposed to be a tank, how well does he soak up damage and keep threats on himself? If he's a support character, how well does he boost his friends so they can trounce the opposition and/or solve situations? D&D is largely combat-based but that doesn't mean that you'll do combat all the time, so having some way to contribute when you're not smashing faces is also a measure of staying power to the campaign in general.

Notes and tactics on your capabilities is a plus here, as, while I'm well versed in much of the game system, I can't claim to be competent in every aspect and I'm only human. If you have a unique trick that may not be apparent, point it out!

Elegance: How well does the character work mechanically? Does it flow reasonably with class and feat choices?

Cherry picking from classes is frowned on, though if you need such to get into a PRC, that's not the same. Flaws and LA buyoff aren't elegant, though mentioning them as an option is perfectly appropriate. Having LA and/or racial HD isn't an automatic Elegance hit, though it may take away from other categories if taken unwisely. Taking material from multiple settings isn't an Elegance hit, as that's merely a matter of appropriate fluff to mesh things together. I'm sort of a stickler for multiclass penalties, so having them does not make for an elegant character. Citing your sources makes this easier to adjudicate and helps in the Elegance category as well.

Final Note: If your build turns out to be illegal for some reason, you'll take a hit, but I'll judge it on the merits of what still works. Your scores won't automatically be 0'd because you forgot that you don't have Heavy Armor Proficiency to qualify for a PRC.

Use of Secret Ingredient: Is the SI vital to the build or would it have been better off with something else? Is the character built with the PRC in mind or is it tacked on to qualify to enter? How well do you use the features of the PRC?

MAJOR NOTE: Having all levels of the SI does not mean you used it well. It typically helps but not having all levels is not an automatic reduction in UoSI.
I look forward to many, many dishes to be presented for my consumption! :smallsmile:

Pechvarry
2010-12-04, 05:35 PM
Announcement: I have an idea for a really fun build (a meshing of multiple known elements done in a single, cohesive build). And I have decided I am far too lazy to build it.

And so I place this post here, and project my brain rays upon this thread in the hopes someone else takes up this mantle and does it justice.

SaintRidley
2010-12-04, 06:13 PM
I've got something in the works. It won't win, not even close, but I feel like I should enter it anyway because of the story it inspired for itself.

gbprime
2010-12-04, 06:18 PM
I've got something in the works. It won't win, not even close, but I feel like I should enter it anyway because of the story it inspired for itself.

Inspiration... the #1 reason to do anything. Awesome.

Grynning
2010-12-04, 08:27 PM
Ok, finally copy-pasting in my criteria here. Haven't even been on in a couple nights, crazy week, but looking forward to some nice relaxing judgment. Good luck, Assassins!



I go with an overall "feel" and instinct than a point by point breakdown of scores. I am a bit more forgiving on build legality since as a DM I am not one of those guys who is going to check every single feat to make sure you meet the pre-reqs unless you're obviously abusing the game, and I understand that few games actually function in the "RAW Vacuum." However, do NOT take that as a free pass; I will be checking these to the best of my ability and I will dock points if there's a serious screw up.

Originality:
This is a fairly subjective category for me, and like elegance, it will be based on both concept and execution. If your character has a great, clever back story but is based around blase cookie-cutter mechanics, you will probably score in the 2-3 range. Good story with neat mechanics will earn a 4, especially if it's something mechanical I couldn't have thought of myself. Something reeeeaaalllly out there and unexpected will get you a 5, but be careful as you may take hits in other categories if it's too wacky.

Power:
I set a baseline of 3 for power based on what tier (http://brilliantgameologists.com/boards/index.php?topic=1002.0) I expect most characters to fall into. For this contest, tier 4 will be 3 points, just like the last contest. Tier 3 performance will earn you 4 points. A few neat tricks and boosts to combat power will get you the half-point bump. Earning a 5 here will be based on how well you explain what the character can do, and if you have any real cool combos or tricks that impress me in the build.

Elegance
This one is my favorite category, and most builds make or break themselves here. What I'm looking for is whether A) I'd like to play the character and B) as a DM, would I allow the character. Back story also figures heavily here, because as nice as your mechanics may be, without an explanation they are really bland. I don't need you to justify every class level with story, or to shoehorn silly PrC fluff into your background, but it had better make sense conceptually as to why your character has the levels they have.

Mechanical things I don't like or wouldn't allow as a DM: Flaws, really obscure sources (this means books most people are unlikely to have access to - use common sense here), excessive dipping (some is ok, like the classic Sorcadin build dipping Spellsword, but if there's more than four slashes ["/"] in your class breakdown I'm going to look at it very closely). I won't give a numerical value because this IS still subjective; some builds can get away with a flaw or something if they really work well otherwise, others....can't.

Obviously a build being blatantly illegal or doing something really questionable that would probably earn a "NO" at most tables will make your score drop here, but as I mentioned at the start I will still be forgiving if I can see that you were trying to build around a good concept (probably earning a 1.5 or a 2).

Use of Secret Ingredient:
How well you do here depends heavily on how you did on the other 3 categories, and whether the PrC in question was key to that success. If your build couldn't have hit the power and elegance levels it did without using the secret ingredient, expect to do well. If you got a low originality score and plain 2 or 3 in the other two, you will still score low here even if you had all 10 levels of the PrC. My main rule here is yes, please use the PrC a lot, but use it well.

Zonugal
2010-12-04, 08:47 PM
I'm fairly close to being done with this build so put my name on the list. Hopefully I'll be able to submit it by midnight of this evening.

Amphetryon
2010-12-04, 09:09 PM
Question for the judges:

It has come up at a couple points in the past that a submitted character's ability to work within a hypothetical party directly influences that character's Elegance score. Given the basic paradigm of the Assassin, are you expecting submitted characters to similarly be team players or else suffer at least a modest Elegance penalty?

WinWin
2010-12-04, 10:07 PM
The actual PrC description states that assassins work with others, only the most capable act alone.

oh. Competing.

Quietus
2010-12-04, 10:28 PM
For once, I consider judging... and the absolute wall of builds makes me shy away from it. :smallsigh:

C'est la vie..

true_shinken
2010-12-04, 10:42 PM
For once, I consider judging... and the absolute wall of builds makes me shy away from it. :smallsigh:

C'est la vie..

Well, even though we get a lot of contestants, most don't manage to submit builds. The most we ever had were 11 builds to judge.

Amphetryon
2010-12-04, 11:05 PM
The actual PrC description states that assassins work with others, only the most capable act alone.

oh. Competing.

Allow me to clarify an apparently imprecise previous question. In past competitions, builds that emphasized skulking in the shadows, sneak attacks, and poison use have received modest penalties to Elegance and/or Power for being too niche-oriented and antithetical to a traditional party and team rubric. Given the basic paradigm and design features of the Assassin, should builds that focus on skulking in the shadows, sneak attacks, and poison use expect to receive similar penalties in Elegance and/or Power?

Grynning
2010-12-04, 11:47 PM
Allow me to clarify an apparently imprecise previous question. In past competitions, builds that emphasized skulking in the shadows, sneak attacks, and poison use have received modest penalties to Elegance and/or Power for being too niche-oriented and antithetical to a traditional party and team rubric. Given the basic paradigm and design features of the Assassin, should builds that focus on skulking in the shadows, sneak attacks, and poison use expect to receive similar penalties in Elegance and/or Power?

I wouldn't say that you'd be penalized for building around the idea of the class. Really, the basic D&D rogue fills the same role, and it's somewhat expected (in my groups anyways) for the sneaky types to occasionally go lone wolf when the situation calls for it. Also, many successful builds in the past have been solo types, at least fluff-wise (like Old Lob, or your winner, Rhys, even though both would fairly party-friendly mechanically).

Edit: Also, even though I personally disdain their use, since I tend to play (mostly) honorable characters, poisons can be very party-friendly. They debilitate a bad guy, making it easier for everyone else to kill it.

Lord_Gareth
2010-12-05, 01:16 AM
Damn you! *shakes fist*

BWAHAHAHAHAHA!

WinWin
2010-12-05, 07:33 AM
and done. Minimal use of dirty tricks. Plenty of time to flesh out the backstory, optimise gear and find a pretty picture to make my entry pop.

Should have it submitted by tomorrow. This PrC is an old favourite of mine, so the crunch was no trouble at all. Maybe y'all should just save some time and withdraw...

only joking

Amphetryon
2010-12-05, 07:45 AM
First entry also done, except for prettying it up.

Kesnit
2010-12-05, 09:54 AM
Allow me to clarify an apparently imprecise previous question. In past competitions, builds that emphasized skulking in the shadows, sneak attacks, and poison use have received modest penalties to Elegance and/or Power for being too niche-oriented and antithetical to a traditional party and team rubric. Given the basic paradigm and design features of the Assassin, should builds that focus on skulking in the shadows, sneak attacks, and poison use expect to receive similar penalties in Elegance and/or Power?

In my mind, there is a difference between "can you work well in a party" and "do you work well in a party." For example, if a build focused on a lot of AoE damage / effects, they may not be very party-friendly. However, a sneaky, poison-using type could work well with others because they are neither stepping on anyone else's toes or damaging their own party.

DaragosKitsune
2010-12-05, 10:09 AM
I'm up for judging again. This time though, I'm going to be very clear on something. I don't have any guidelines for my judging. Why? Because I feel that it might cause people to work a certain way. You want a general idea of how I judge. I watch the thread for the entire contest, note rulings made by the chairman, and then write my judgment. If I penalize/reward something in one build, it will apply to those circumstances in every build featuring them. Repetition of the same trick between builds and poor spelling/grammar/etc. are the things guaranteed to lose points.

Quietus
2010-12-05, 10:13 AM
Well, even though we get a lot of contestants, most don't manage to submit builds. The most we ever had were 11 builds to judge.

Fair enough. In that case, go ahead and put me down as a judge. If I end up having a wall of things to look at, I'll shake my fist impotently at the sky and curse your name for roughly thirty seconds. :smalltongue:

SHINKENNN!!!!


My guidelines, as they happen to lay right now :

Originality : Here, I'm looking for something that will make me go, "Huh. Well, I hadn't thought about that angle before". This breaks down into two distinct areas : Fluff, and mechanics. I understand that the fluff is somewhat limited, given the entry requirements, but within that limitation, there's a great deal of permutations possible. Essentially, when I read your submission, I want to feel like I'm reading about a character, not an Iron Chef submission.

Mechanics-wise, I'm looking for something that I don't always see. If you use the standard tricks for making a powerful character without giving any spin on them, you'll score low on this half of my Originality rating. If you come up with something I've never seen before, you'll probably do well.

Power : A basic Tier3 character I could see in a low-mid op group will get you an average score here. I want to see characters competent in several different areas, that won't be completely worthless if put into one, very obvious stumbling block in their road. Alternatively, a really powerful theoretical op character might gain points if they've got one really strong trick that they can shoehorn into most situations. This is a strictly mechanical consideration, but if your tricks rely on a particular iffy rules interpretation, you should expect to lose points here.

Elegance : By far the most nebulous of the categories. Elegance will cover several things - whether I'd accept your character in a game or if I'd reject it for reasons other than a mismatched power level. How well it works alone (it should) and how well it can play in a team (should do this too). Points will be gained here if all of your abilities seem to flow together in a cohesive manner, and points will be lost if I feel like your character is stumbling forward awkwardly through their progression. Also, as to magic items - your character should function well without them. Inclusion of items as recommendations, wish lists, and good options is fine, and may gain you points in Power if they're not unreasonable. Assumption of Belts of Magnificence and Tomes will lose you points here.

Use of secret ingredient : This, to me, boils down to one question : Why? Why Assassin? There's a number of other mix casting/sneak attack classes, and I want to see why, mechanically, your character is an Assassin rather than an Arcane Trickster, Unseen Seer, or Daggerspell Mage. This will be a mostly-mechanical consideration, because I know full well how fluff can be written to justify nearly anything; I want to see a reason why Assassin is the best choice for your character, rather than one of any number of other classes.

Cieyrin
2010-12-05, 03:31 PM
For once, I consider judging... and the absolute wall of builds makes me shy away from it. :smallsigh:

C'est la vie..

That almost stopped me but I pulled through handily last time, despite the many Vigilante entries and disputes, so it just comes down to perseverance and pacing yourself so you don't burn out mid-way. It's an interesting experience, let me tell you, and well worth the time to do at least once. :smallwink:


Allow me to clarify an apparently imprecise previous question. In past competitions, builds that emphasized skulking in the shadows, sneak attacks, and poison use have received modest penalties to Elegance and/or Power for being too niche-oriented and antithetical to a traditional party and team rubric. Given the basic paradigm and design features of the Assassin, should builds that focus on skulking in the shadows, sneak attacks, and poison use expect to receive similar penalties in Elegance and/or Power?

As Kesnit said, it's a matter of "Whether you can work with others." A good submission can hold its own and carry its weight in their job niche. Scouting is a vital role but if it seriously impacts your effectiveness if you can't do it all the time, that may be a Power issue. D&D is mostly a group dynamic game, so making your characters where others are a detriment is not good for the other players.

tldr: Characters should be able to function both singularly and in a group to score well. Focusing on one or the other may be detrimental to your scores.

Amechra
2010-12-05, 08:58 PM
First time posting; I love this competition, and have been reading through the old ones.

It's fun.

Anyway, may I join? I have a couple of ideas.

true_shinken
2010-12-05, 09:03 PM
Anyway, may I join? I have a couple of ideas.
Sure you can, welcome!

Amechra
2010-12-05, 09:36 PM
Sure you can, welcome!

Thanks. I'll get my entry to you ASAP.

Bugbeartrap
2010-12-05, 10:21 PM
Put me down as a competitor! I've never done this before but I love assassin types and have a few ideas floating around. Will get in pen (figuratively) after finals though!

A quick question: do we use fractional BAB and Saves? my gut says no.

OMG PONIES
2010-12-05, 10:23 PM
TBH, I'm having some difficulty. The non-obscurity of the class, coupled with the straightforward entry requirements, leave me paralyzed with fear that someone else may have the same ideas as me.

Amphetryon
2010-12-05, 10:26 PM
A quick question: do we use fractional BAB and Saves? my gut says no.

No, but feel free to include a note on what the fractional totals for those options would be. As long as you list them as options in some way, rather than your default, you should be fine.

Private-Prinny
2010-12-05, 10:28 PM
A quick question: do we use fractional BAB and Saves? my gut says no.

The safest approach by far is to present the build without fractional BAB/Saves, and then have an addendum showing stats with fractional BAB/Saves. That way, it doesn't seem like you're relying on alternate rules, but you get to show how that extra bit of power helps. I would also suggest using the same addendum to say what Flaws* you would pick up, and for what feats, if that system was in place.

*Note: Do not use flaws in the main presentation. They will absolutely tank your Elegance score.

Thurbane
2010-12-05, 10:45 PM
TBH, I'm having some difficulty. The non-obscurity of the class, coupled with the straightforward entry requirements, leave me paralyzed with fear that someone else may have the same ideas as me.
I'm not sure how I'll go in elegance or power, but I'm expecting decent marks for originality. I'd be very surprised if there is another entry particularly close to mine. :smalltongue:

Got the bare bones down, just gotta put the backstory down in print, sort out gear and exact allocation of skills.

gbprime
2010-12-06, 12:09 AM
I'm on my 3rd build now. (Don't worry, I'm only submitting one. :smalltongue: ) Wasn't happy with the way elegance and originality worked out with the first couple. Much more pleased now. Will submit soon.

Zonugal
2010-12-06, 01:07 AM
Discarded my old idea all together, found a much more intriguing and fresh way of approaching assassination.

Kelb_Panthera
2010-12-06, 03:38 AM
Entry submitted! :biggrin:

Unrelated note. I probably won't have access to the internet for couple weeks here soon. Could somebody PM me with my scores and placement after the big reveal? I'm still going to look at the other contestants entries when I get the chance, but I'm really jazzed to have entered this for the first time :smallredface:

Fearan
2010-12-06, 06:03 AM
If it isn't too late, I'd like to enter as a contestant

OMG PONIES
2010-12-06, 08:04 AM
My goodness, lots of early entries!

kestrel404
2010-12-06, 11:55 AM
Mine is looking to come down to the last minute.

Cieyrin
2010-12-06, 11:56 AM
My goodness, lots of early entries!

My work piles before me, I see...

Well, I'm sure the entries are all well seasoned and stewed to perfection. I look forward to having my nerdly palate tantilized. :smallsmile:

The Gilded Duke
2010-12-06, 02:41 PM
Now working on my fourth (and I think best) idea so far.
Should be fun.

OMG PONIES
2010-12-06, 03:04 PM
Now working on my fourth (and I think best) idea so far.
Should be fun.

Did you submit the previous 3?

The Gilded Duke
2010-12-06, 03:32 PM
Nah, I might submit number 3 though, first two didn't work out too well when fleshed out.

Amphetryon
2010-12-06, 03:55 PM
Did you submit the previous 3?

And in 1st, 2nd, 3rd, and 4th place.... The Gilded Duke! :smallwink:

dextercorvia
2010-12-06, 04:05 PM
Bah!

I've got a good start and a good end, but except for the Assassin in the middle, there is nothing connecting them. I think they belong on distinct builds, but I really can't see how to start the ending or finish the beginning.

OMG PONIES
2010-12-06, 05:17 PM
Hmm, now I'm really torn...do I go with the much more powerful (but predicted) option? Or do I go with the suboptimal approach that uses a class I hadn't even heard of until I started tinkering about for this one because it invokes more bad-ass flavor?

Amechra
2010-12-06, 05:50 PM
My build is in.

Mwah ha ha.

Zonugal
2010-12-06, 07:29 PM
My build is in and I can say, without any doubt, no one is doing the same thing as I am...

Amechra
2010-12-06, 07:30 PM
It would be hilarious if both our builds were exactly. the. same.

true_shinken
2010-12-06, 07:45 PM
Man, 3 early builds?
Talk about surprised!

Akal Saris
2010-12-06, 07:59 PM
My build is in and I can say, without any doubt, no one is doing the same thing as I am...

Curses, another were-cachalot assassin! I am undone!

Urpriest
2010-12-06, 08:04 PM
Curses, another were-cachalot assassin! I am undone!

Ah, you and Tribble and your unconventional lycanthropes...:smallbiggrin:

Kelb_Panthera
2010-12-06, 08:11 PM
I had to rush mine toward the end a little. My sister wants her laptop back. She's coming to get it later tonight.

Amechra
2010-12-06, 10:45 PM
I'm allowed to submit a second build, correct?

Amphetryon
2010-12-06, 10:54 PM
I'm allowed to submit a second build, correct?

Yup. OMG has a couple of times.

Quietus
2010-12-06, 11:08 PM
I'm allowed to submit a second build, correct?

Only if you want to risk the judges recognizing your style and marking you down for increasing their workload. :smallamused:

Joking, just joking...

Amechra
2010-12-06, 11:11 PM
Alright. Seems good.

Tell me... nah, I won't say anything.

BG
2010-12-07, 12:34 AM
Hmm, now I'm really torn...do I go with the much more powerful (but predicted) option? Or do I go with the suboptimal approach that uses a class I hadn't even heard of until I started tinkering about for this one because it invokes more bad-ass flavor?

Go for the unexpected. What's more important in IC, winning or coming up with something interesting?

T.G. Oskar
2010-12-07, 11:26 PM
Sorry kiddos, but not gonna judge this time. Decided to become a competitor; entry is already placed on shinken's PM box, and I must say; I just hope I can use him as an NPC in a further adventure since I love how it ended.

Hopefully this will be my vindicating entry.

Amphetryon
2010-12-08, 11:52 AM
Build submitted. I now get to putter around with my second idea, to see if it has any merit beyond fluff.

OMG PONIES
2010-12-08, 02:47 PM
My first concept has gone through various iterations, but I think I'm finally ready to start formatting it for submission.

Cieyrin
2010-12-08, 03:48 PM
Ah, you and Tribble and your unconventional lycanthropes...:smallbiggrin:

It's strange that the last 2 of my own personal characters were a Kobold Were-Dire Weasel and a Half-Orc Sheepwere...

Thurbane
2010-12-08, 03:53 PM
Hmm, it's going to be tight, finishing up the build while I finish moving house, but I still hope to get an entry in...

The Gilded Duke
2010-12-08, 06:25 PM
Yeah probably just going to submit the one, Cataclysm kinda sucked up my free time.

Fearan
2010-12-08, 07:22 PM
Clarification please. Is Dragon Compendium an approved source?

Amphetryon
2010-12-08, 07:32 PM
Clarification please. Is Dragon Compendium an approved source?

Compendium, yes. Magazine, no. Note that some judges may take Dragon Compendium's obscurity into account in their Elegance score.

Pechvarry
2010-12-08, 07:33 PM
Has been in the past. Apparently, the first Dragonlance book (the base campaign setting) is also approved, but none of its supplements since they weren't given Wizards' stamp of approval.

true_shinken
2010-12-09, 05:29 AM
Has been in the past. Apparently, the first Dragonlance book (the base campaign setting) is also approved, but none of its supplements since they weren't given Wizards' stamp of approval.

Not that everyone ever used DLCS. ^^

Wow! I already received 5 builds. If I get the usual tsunami of last minute entries, we might break IC VIII record of submitted builds!

Quietus
2010-12-09, 08:33 AM
Not that everyone ever used DLCS. ^^

Wow! I already received 5 builds. If I get the usual tsunami of last minute entries, we might break IC VIII record of submitted builds!

And earn yourself some impotent fist-shaking in your general direction? :smalltongue:

Xiander
2010-12-09, 08:36 AM
if it is any consolation, i probably won´t get to finish my build...

Amphetryon
2010-12-09, 09:40 AM
2nd build is definitely in the works...

OMG PONIES
2010-12-09, 09:45 AM
This deadline crept up while I was polishing my first only build.

Fearan
2010-12-09, 06:11 PM
Strike, at last. All this optimization is relly tiring

Thurbane
2010-12-09, 06:23 PM
Well, with my move this weekend, and the fact that I'm likely to have no home internet access until near Christmas, it doesn't look like I'll be able to get my build in after all. :smallfrown:

...I'll wait until after the other submissions are revealed, and post up my "bare bones".

Saint GoH
2010-12-09, 06:28 PM
Something tells me its too late to sign up as a competitor, no?

Maybe next competition. I'd like to try one day

Cieyrin
2010-12-09, 06:33 PM
Something tells me its too late to sign up as a competitor, no?

Maybe next competition. I'd like to try one day

If you feel like making a mad dash to complete something by tomorrow evening, feel free. It just might be a bit much to get something in at this point, though some contestants seem able to pump out builds with fluff at astounding rates. (Eyes OMG and Amph...:smallbiggrin:)

Tvtyrant
2010-12-09, 06:34 PM
Well I finally know exactly what I want to do, but I no longer have time :(

Curses!

OMG PONIES
2010-12-09, 07:10 PM
It just might be a bit much to get something in at this point, though some contestants seem able to pump out builds with fluff at astounding rates. (Eyes OMG and Amph...:smallbiggrin:)

I'll have you know, I'm only submitting one build this round...which I'll be typing up tomorrow at a fevered pace :smallbiggrin:

Amechra
2010-12-09, 09:28 PM
I've got one/two builds in progress.

All th(e)y need is fluff.

Private-Prinny
2010-12-09, 09:37 PM
I, unfortunately, cannot compete. I had all of my free time taken up by my RL campaign, and I have no more than a likely duplicate skeleton. I'll post my idea after the reveal.

Amechra
2010-12-09, 11:40 PM
Just checked my 2nd/3rd submissions.

I lost the files. As in, I couldn't find 'em.

So only one entry for me, and it was my least creative entry, too...

T.G. Oskar
2010-12-09, 11:58 PM
Just checked my 2nd/3rd submissions.

I lost the files. As in, I couldn't find 'em.

So only one entry for me, and it was my least creative entry, too...

Hunh? Problems with saving or something?

You can sorta recover them if you use Office; usually check the Recycle Bin or do a minor revision for the AutoRecover saves. Can't help on another side (whether it was written in paper, or the OS isn't Windows, or whether you used OpenOffice or...do people still use WordPerfect?)

gbprime
2010-12-10, 12:26 AM
Fluff done, one build submitted.


or...do people still use WordPerfect?Not since Windows 95, no. :smallcool: Of course, I remember installing it at work on Windows 3.11 machines. It came on thirty-four 3.5" diskettes back then. :smallbiggrin:

Amechra
2010-12-10, 12:31 AM
I should have specified: the computer I wrote them on crashed, and my backups are gone.

Makes me sad. I had one I'm pretty sure no-one thought of.

BG
2010-12-10, 02:33 AM
Those very reasons are why I've moved to doing any RPG work on Google Docs. Well, that and the fact that I'm rarely on the same computer for very long.

Escheton
2010-12-10, 02:59 AM
So...how many hours left?

T.G. Oskar
2010-12-10, 03:22 AM
Not since Windows 95, no. :smallcool: Of course, I remember installing it at work on Windows 3.11 machines. It came on thirty-four 3.5" diskettes back then. :smallbiggrin:

Well, I do know of someone who uses a not-so-updated version of WordPerfect, but then again one person is not the majority. While it does answer part of my question (a singular person uses it), it doesn't answer my question at all (whether people, as in several groups of people whose preferences are not Word, Google Docs or Open Office use WordPerfect or use something else)

Then again...what was the PowerPoint counterpart? I know WordPerfect:Word::Lotus:Excel, but I've always been curious about that one.

Still: darn, can't wait for...10 PM. Yeah, that'd be it. I'd say "can't wait for the 10th" but where I live it's already the 10th so...

Tvtyrant
2010-12-10, 04:35 AM
So...how many hours left?

Before midnight is the deadline.

TerrickTerran
2010-12-10, 06:36 AM
Sadly, time has been my enemy as well. The idea is there, but not the time to write it out. Was more a fun build than anything anyways.

WinWin
2010-12-10, 09:00 AM
I was all exited to see the reveal, then i realised that I am going to have to wait until the morrow. How will I ever sleep?

OMG PONIES
2010-12-10, 09:43 AM
I was all exited to see the reveal, then i realised that I am going to have to wait until the morrow. How will I ever sleep?

Fitfully. :smalltongue:

gbprime
2010-12-10, 10:56 AM
I was all exited to see the reveal, then i realised that I am going to have to wait until the morrow. How will I ever sleep?

I have three kids under age 4. I never sleep. :smallfrown:

Escheton
2010-12-10, 11:19 AM
I have three kids under age 4. I never sleep. :smallfrown:

both gratz, and my sympathy then

Quietus
2010-12-10, 12:09 PM
Sunday's gonna be a busy night, for me... XD

I look forward to the reveal, but Saturday's busy busy busy. Gotta work, and then travel an hour to check out the place my girlfriend and I are staying when she's up here for two weeks over New Year's. Sunday evening should be available for judging, though.

Tam_OConnor
2010-12-10, 04:01 PM
And submitted. I'd forgotten how much work 3.5 builds were. Eagerly looking forward to the reveal!

...You know, if I didn't have a session today, I'd probably go crazy refreshing this page. *Runs around in circles*

gbprime
2010-12-10, 04:27 PM
I'd probably go crazy refreshing this page. *Runs around in circles*

That was all of last week for me. :smalltongue:

The Gilded Duke
2010-12-10, 04:39 PM
Submitted! Only had time for one though, Ill talk about my other ideas after judging.

OMG PONIES
2010-12-10, 04:58 PM
I can't believe I'm saying this, but I don't have time to complete my submission. Looking forward to the reveal, and will post my barebones if nobody else does the same thing.

I'm also available to judge, if anyone of the listed judges fall through.

true_shinken
2010-12-10, 05:00 PM
I can't believe I'm saying this, but I don't have time to complete my submission. Looking forward to the reveal, and will post my barebones if nobody else does the same thing.
What?! Inconceivable!!

mangosta71
2010-12-10, 05:04 PM
You keep using that word. I do not think it means what you think it means.

On another note, my earlier post was interest in seeing what people would do with the PrC. Not that I was planning a submission of my own.

OMG PONIES
2010-12-10, 05:26 PM
I'm pretty bummed, but I'll draft up my own personal judging. In case any judges need to drop, I can pop in.

Tvtyrant
2010-12-10, 05:28 PM
The family dog died, so I'm going to be too busy to make mine.

Amechra
2010-12-10, 05:46 PM
I feel for you, Tvtyrant.

I also am rewriting one of my other entries. From memory. Sould be done in 45 minutes or so.

Grynning
2010-12-10, 08:14 PM
The family dog died, so I'm going to be too busy to make mine.


:smallfrown:
Poor doggy.

Well, I'm anxiously awaiting the reveal. It'll be an interesting rumble between the remaining chefs, especially with so many entries, including a lot of first timers. OMG_Ponies may be out, but we have a lot of veterans still in the mix.

true_shinken
2010-12-10, 08:25 PM
OK, it's time for the big reveal, ladies and gentlemen! Get ready for lots of assassination, backstabbing, poisoning and all that fun stuff. :smalltongue:

Now the contract is out
They put the word about
I'm coming after you

Hassanni Sabbah grew up in a poor family, in a tiny hut just outside the walls of a major city. His father was a farmer that grew grain to sell in the city. Hassanni’s childhood was a relatively normal childhood. He worked in the field with his father during the days, and spent the afternoons in the wilds just a bit further from town. In those wild-woods, so close to civilization he learned many of the things one would expect a young boy to learn. One of the things he learned a bit more unexpectedly was the way of poisonous vermin. He would spend long afternoons following, and observing, tiny monstrous spiders. From time to time, he would catch and disect these wondrous eight legged bugs, trying to discern how they could make their prey go limp, sometimes with a single bite. More than once he suffered not a little pain from this wondrous bite. After his father died, a twelve year old Hassanni found himself unable to care for his family’s field alone. His mother, having been sickly for as long as he could remember, was little help; and so he abandoned his family home for the city whose shadow he’d always lived in. He’d often heard, from traveling merchants that setup camp just outside the city walls, that there was much wealth to be had for those who were clever or strong enough to take it. For three years he made what money he could with his wits by stealing or robbing the people of the city. He made friends too, other thieves mostly. One of Hassannis friends, however, was different. Born into a merchant family, Boris was studying to become a wizard one day. Boris shared Hassanni’s interest in poisonous vermin, and he too had lost his father. Boris however had lost his father to foul murder and swore to, one day, take his revenge as only a wizard can. From Boris, Hassanni learned the basics of magic and how to focus his mind to better accomplish an important task.

Level 1
Medium Humanoid (human)
HD: 1d6 +2 (8hp)
Initiative: +1
Speed: 30ft
AC: 13 (10 +1dex +2armor) Touch 11 Flat-footed 12
Bab/Grapple: +0/+2
Attack: Dagger +2 (1d4+2)
Space/Reach: 5ft/5ft
Special Attacks: SA +1d6
Special Qualities: Trapfinding
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 15, Dex 12, Con 14, Int 15, Wis 10, Cha 10
Skills: Balance +5, Bluff +4, Concentration +4, Craft (Poisonmaking) +6, Disguise +4, Hide +5, Knowledge (local) +6, Listen +4, Move Silently +5, Spot +4, Spellcraft +4, Use Magic Device +4
Feats: Able Learner, Combat Expertise
Possesions: Dagger, Leather Armor

Not long after his sixteenth birthday, Hassanni’s mother succumbed to the illnesses that had plagued her since before his birth. Hurt beyond reckoning by the loss of his only family, Hassanni retreated into the wilds he’d loved since he was a child. He would leave the city each day near dawn and spend sometimes days in the wilderness. He always returned to the city. His best friend Boris had become like a brother he’d never had, and his parents had always taught him the importance of standing by your friends and family. Hassanni didn’t spend all his time in the wilds sulking though. He’d often disguise himself as a beggar to waylay unsuspecting travelers before dissappearing into the brush and trees. Nor did he spend all his time in the city with Boris. He’d frequently sneak into the homes of people too foolish to properly secure their valuables, to fatten his own purse, when he wasn’t simply observing their comings and goings and foibles. For several years Hassanni continued this pattern, growing stronger as he grew bolder, sometimes attacking two or three men at a time on the roads outside of town, murdering people in the alleys for their valuables, and taking on “errands” for Boris, when muscle and stealth were required more than knowledge and spellcraft.

Level 5
Medium Humanoid (human)
HD: 1d6 +4d8 +10 (34hp)
Intiative: +1
Speed: 30ft
AC: 16 (10 +1dex, +4armor, +1NA) Touch 11, Flatfoot 15
Bab/Grapple: +4/+6
Attack: Longsword +9(1d8 +4)
Full Attack: 2 Longsword +7/+7(1d8+4/1d8+3)
Space/Reach: 5ft/f5ft
Special Attacks: SA +1d6
Special Qualities: Favored Enemy Humans +2(included in attck and dmg bonuses,) Trapfinding, Spiritual Guide
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 15, Dex 12, Con 14, Int 16, Wis 10, Cha 10
Skills: Balance +9, Bluff +8, Concentration +8, Craft (poisonmaking) +9, Disguise +8(+10 to stay in character), Hide +14, Knowledge Local +11, Listen +4, Move silently +14, Spot +4, Spellcraft +9(+11 w/ scrolls), Use Magic Device +8(+10 w/ scrolls)
Feats: Able Learner, Combat Expertise, Track, Two Weapon Fighting, Oversized Two Weapon Fighting, Endurance
Possesions: Boots of Elvenkind, Cloak of Elvenkind, 2mwk Longswords, +1 studded Leather armor, +1 Amulet of Natural Armor

In his early twenties, Hassanni’s carreer as a thug took a darker turn. He was approached by a man that explained to him that skills such as his could earn a substantial living for those who don’t mind getting their hands a bit bloody. Hassanni’s interest was piqued, and so he spoke with the stranger at length. He was told, that if he would complete this one simple task, he would be invited to join a certain organization that payed its members handsomely, for their services. The one task he had to complete, was to kill a specific man, and return with a badge that man carried. After a pitched fight with his quarry, Hassanni met his new contact and handed over the badge. His new employer handed the badge right back to him, and welcomed him to the assassins’ guild.

Level 8
Medium Humanoid (human)
HD: 2d6 +6d8 +16 (52hp)
Initiative: +1
Speed: 40ft
AC: 19 (10 +1dex, +6armor +1deflection, +1na) touch 12, flatfoot 18
Bab/Grapple: +6/+10
Attack: Longsword +15 (1d8+9)
Full Attack: 2 Longswords +13/+13/+8/+8 (1d8+9/1d8+7/1d8+9/1d8+7)
Space/Reach: 5ft/5ft
Special Attacks: SA +2d6, Death Attack
Special Qualities: Trapfinding, Favored Enemy Humans +4(included in atk and dmg) Favored Enemy Monstrous Humanoid +2, Spiritual Guide, Poison Use
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 10
Skills: Balance +9, Bluff +11, Concentration +10, Craft (poisonmaking) +12, Disguise +11(13 to stay in character), Hide +17, Knowledge Local +11, Listen +4, Move Silently +17, Spellcraft +12(14 w/ scrolls), Spot +4, Survival +6, Use Magic Device +11(13 w/ scrolls)
Feats: Able Learner, Combat Expertise, Track, Two Weapon Fighting, Oversized Two Weapon Fighting, Endurance, Power Attack, Improved Two Weapon Fighting
Possessions: Boots of Striding Springing and Elvenkind, Cloak of Elvenkind, 2 +1 Longswords, +1 Mithral Breastplate, +1 Amulet of Natrual armor, +1 Ring of protection, Belt of Giants' Strength +2

Spells Per Day: 2
Spells Known (DC 13 +spell Level): [1st] Critical Strike, Distract Assailant

After having such difficulty in defeating the now “retired” assassin, Hassanni decided he needed more formal combat training to supplement his not inconsiderable skill. Between his jobs for the guild Hassanni began taking lessons with one of the local sell-swords that had gained a reputation as a fighter of tremendous skill. His teacher taught him only four techniques and one special trick before, by chance, becoming his new target. For several days Hassanni poisoned his teacher to weaken him. He then told his teacher that it was unfortunate, but that someone wanted him dead, and challenged him to battle. In his weakened state, the teacher could not overcome his student and was slain.

Level 11
Medium Humanoid (human)
HD: 2d6 +6d8 + 3d12 +33 (89hp)
Initiative: +1
Speed: 40ft
AC: 22(10 +1dex, +7armor, +2deflection, +2Na) touch 13, flatfoot 21
Bab/Grapple: +9/+13
Attack: Longsword +19 (1d8+11)
Full Attack: 2 Longsword +17/+17/+12/+12 (1d8+11/1d8+8/1d8+11/1d8+8)
Space/Reach:5ft/5ft
Special Attack: SA +2d6, Death Attack (DC 14), Maneuvers, Martial Throw, Thunderous Throw
Special Qualities: Trapfinding, Favored Enemy Humanoids +4 (included in atk and dmg), Favored Enemy Monstrous Humanoid, Spiritual Guide, Poison Use
Saves: Fort +13(14 v poison) Ref +9, Will +2
Abilities: Str 20, Dex 12, Con 16, Int 16, Wis 10, Cha 10 (Floating +4Profane Bonus)
Skills:Balance +9, Bluff +14, Concentration +15, Craft (Poisonmaking) +12, Disguise +14(16 to stay in character), Hide +20, Knowledge Local +11, Listen +4, Move Silently +20, Spellcraft +12(14 w/ scrolls), Spot +4, Survival +12, Use Magic Device +14(16 w/ scrolls)
Feats:Able Learner, Combat Expertise, Two Weapon Fighting, Oversized Two Weapon Fighting, Endurance, Power Attack, Improved Two Weapon Fighting, Point Blank Shot, Throw Anything
Possessions: Boots of Striding Springing and Elvenkind, Belt of Giants' Strength +4, Cloak Of Elvenkind, +2 mithral breastplate, +2 amulet of natural armor, +2ring of protection, +2 shirt of health, Bracers of Murder (DoTU)

Spells Per Day: 1
Spells Known (DC 13 +spell Level): [1st] Critical Strike, Distract Assailant

Maneuvers Per Encounter: 3
Maneuvers known: Saphire Nightmare Blade, Steel Wind, Wolf Fang Strike
Stances Known: Punishing Stance

Having finally tasted magic not long after joining the assassins, and having had such difficulty in defeating even a badly weakend arms master, Hassanni decided that knowledge and magic would serve him better in defeating his enemy than strength of arms, and so resumed his studies of the arcane and anatomy. While pursuing another difficult mark, Hassanni discovered the might of the lower planes. His quarry was a mage that called on summoned creatures to perform necessary tasks. In the course of his pursuit of this target, Hassanni found himself fighting several devils and demons, and upon confronting the target directly discovered that the mage had much greater strength than any normal man should have. When he asked Boris about these things, Boris told him that it was not uncommon for those who traffic with fiends to be possessed by them. Sometimes the summoners would even call on a demon for the purpose of being possessed, as a means to increase their power. This sounded to Hassanni like an interesting idea. After planning at length with Boris, Hassanni decided he would use a lowly fiend to increase his own might. Hassanni aquired for himself scrolls of Lesser Planar Binding, Magic Circle against Chaos, and Dimensional Anchor, and called an imp to the material plane. With Boris’ help, he convinced the fiend to make a contract with him. In exchange for helping the imp carry out its masters’ plans on the material, the imp would possess Hassanni and increase his abilities as Hassanni dictated.

Level 16
Medium Humanoid (Human)
HD: 7d6 +6d8 +3d12 +64 (137HP)
Initiative: +1
Speed: 40ft
AC: 29 (10 +3dex +10armor +3deflection +3Na)
Bab/Grapple: +13/+20
Attack: Longsword +28 (1d8 +15)
Full Attack: 2 Longswords +26/+26/+21/+21/+16 (1d8 +15/1d8 +12/1d8 +15/1d8 +12/1d8 +15)
Space/Reach: 5ft/5ft
Special Attack: SA +4d6, Death Attack (DC 22), Maneuvers, Thunderous Throw, Martial Throw
Special Qualities:Trapfinding, Favored Enemy Humans +4(included in atk and dmg), Favored Enemy Monstrous Humanoid +2, Spiritual Guide, Poison Use, Improved Uncanny Dodge
Saves: Fort +16(19 v poison) Ref +14, Will +4
Abilities: Str 24, Dex 16, Con 16, Int 22, Wis 10, Cha 10
Skills:
Feats: Able Learner, Combat Expertise, Track, Two Weapon Fighting, Oversized Two Weapon Fighting, Endurance, Improved Two Weapon Fighting, Powe Attack, Point Blank Shot, Throw Anything, Two Weapon Pounce, Two Weapon Rend
Possessions:Boots of striding springing and elvenkind, Belt of Giants' Strenght +6, Gloves of Dexterity +4, Shirt of Health +4, Headband of Intellect +6, mithral breastplate +5, ring of protection +3, Amulet of Natural Armor +3, Bracers of Murder (DoTU), 2x +4 longswords

Spells Per Day: 5/4/2
Spells Known (DC 16 +Spell Level): [1st]Distract Assailant, Sniper Shot, Obscuring Mist, Ghost Sound [2nd] Phantom Foe, Cat's Grace, Spider Climb, Undetectable Alignment [3rd] Find the Gap, Nondirection, Misdirection

Maneuvers Per Encounter: 3
Maneuvers Known: Saphire Nightmare Blade, Steel Wind, Wolf Fang Strike
Stances Known: Punnishing Stance

Over the next several years Hassanni continued working with the guild, completing jobs with remarkable alacrity. To his superiors however, he had developed an unfortunate habit of making unsanctioned kills on high profile targets. This would’ve been overlooked if not for the fact that the kills he was making, were pushing the city’s governent toward stricter law enforcement, and harsher punishment for criminals. Things came to a head when the imp within Hassanni demanded that he was to eliminate one of the highest ranking members of the assassins’ guild. After many long weeks of study, and several dead guildsmen loyal to the target, Hassanni finally brought down his target. He even took things a step further than the imp asked, and commited a coup de tat, taking over the guild. Over the months following his takeover, Hassanni demonstrates to the city’s leaders that he can have them eliminated at anytime, and makes a deal with them. In exchange for leaving the city’s leaders unharmed, the assassins’ guild would be allowed to continue its operations unhindered, and several of the guilds officers would be made into a secret police working for the city to eliminate people who were “enemies of the city.”

Level Breakdown:Hassanni Sabbah Human Rogue 1/Ranger 6/Warblade 1/Bloodstorm Blade 2/Assassin 10
Starting Abilities: Str 15, Dex 12, Con 14, Int 15, Wis 10, Cha 10 Int Increased at 4, Str at 8,12, and 16.
Final Abilities: Str 24, Dex 18, Con 20, Int 22, Wis 10, Cha 11 This includes expected items. There's also a floating +4 profane bonus that can be applied to any one stat at a time.
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Rogue 1|
+0|
+0|
+2|
+0|Balance +5, Bluff +4, Concentration +4, Craft (poison) +6, Disguise +4, Hide +5, Knowledge (local) +6, Listen +4, Move Silently +5, Spot +4, Spellcraft +4, Umd +4|Able Learner, Combat Expertise|Trapfinding, SA 1d6
2nd|Ranger 1|
+1|
+2|
+4|
+0|Balance +6, Bluff +5, Concentration +5, Craft (poison) +6, Disguise +5, Hide +6, Knowledge (local) 7, Listen +4, Move Silently +6, Spot +4, Spellcraft +5, Umd +5|Track*|Favored Enemy (Humans) Wild Empathy
3rd|Ranger 2|
+2|
+3|
+5|
+0|Balance +7, Bluff +6, Concentration +6, Craft (poison) +6, Disguise +6, Hide +7, Knowledge (local) +8, Listen +4, Move Silently +7, Spot +4, Spellcract +6, Umd +6|Two Weapon Fighting*, Oversized Two Weapon Fighting|
4th|Ranger 3|
+3|
+3|
+5|
+1|Balance +8, Bluff +7, Concentration +7, Craft (poison) +8, Disguise +7, Hide +8, Knowledge (local) +10, Listen +4, Move Silently +8, Spot +4, Spellcract +8, Umd +7|Endurance*|
5th|Ranger 4|
+4|
+4|
+6|
+1|Balance +9, Bluff +8, Concentration +8, Craft (poison) +9, Disguise +8, Hide +9, Knowledge (local) +11, Listen +4, Move Silently +9, Spot +4, Spellcract +9, Umd +8| |Spiritual Guide
6th|Ranger 5|
+5|
+4|
+6|
+1|Balance +9, Bluff +9, Concentration +9, Craft (poison) +10, Disguise +9, Hide +10, Knowledge (local) +11, Listen +4, Move Silently +10, Spot +4, Spellcract +10, Survival +2, Umd +9|Power Attack|Favored Enemy (Monstrous Humanoid)
7th|Ranger 6|
+6|
+5|
+7|
+2|Balance +9, Bluff +10, Concentration +10, Craft (poison) +11, Disguise +10, Hide +11, Knowledge (local) +11, Listen +4, Move Silently +11, Spot +4, Spellcract +11, Survival +4, Umd +10|Improved Two Weapon Fighting*|
8th|Assasin 1|
+6|
+5|
+9|
+2|Balance +9, Bluff +11, Concentration +11, Craft (poison) +12, Disguise +11, Hide +12, Knowledge (local) +11, Listen +4, Move Silently +12, Spot +4, Spellcract +12, Survival +6, Umd +11| |SA 2d6, Death Attack, Poison Use
9th|Warblade 1|
+7|
+7|
+9|
+2|Balance +9, Bluff +12, Concentration +12, Craft (poison) +12, Disguise +12, Hide +13, Knowledge (local) +11, Listen +4, Move Silently +13, Spot +4, Spellcract +12, Survival +8, Umd +12|Point Blank Shot|Battle Clarity, Weapon Aptitude, Maneuvers
10th|Bloodstorm Blade 1|
+8|
+9|
+9|
+2|Balance +9, Bluff +13, Concentration +13, Craft (poison) +12, Disguise +13, Hide +14, Knowledge (local) +11, Listen +4, Move Silently +14, Spot +4, Spellcract +12, Survival +10, Umd +13|Throw Anything*|Returning Attacks, Weapon Apptitude
11th|Bloodstorm Blade 2|
+9|
+10|
+9|
+2|Balance +9, Bluff +14, Concentration +14, Craft (poison) +12, Disguise +14, Hide +15, Knowledge (local) +11, Listen +4, Move Silently +15, Spot +4, Spellcract +12, Survival +12, Umd +14| |Martial Throw, Thunderous Throw
12th|Assassin 2|
+10|
+10|
+10|
+2|Balance +9, Bluff +15, Concentration +15, Craft (poison) +12, Disguise +15, Hide +16, Knowledge (local) +11, Listen +5, Move Silently +16, Spot +5, Spellcract +14, Survival +12, Umd +15|Two Weapon Pounce|+1 to saves against poison, Uncanny Dodge
13th|Assassin 3|
+11|
+11|
+10|
+3|Balance +9, Bluff +16, Concentration +16, Craft (poison) +12, Disguise +16, Hide +17, Knowledge (local) +11, Listen +7, Move Silently +17, Spot +7, Spellcract +14, Survival +12, Umd +16| |SA 3d6
14th|Assassin 4|
+12|
+11|
+11|
+3|Balance +9, Bluff +17, Concentration +17, Craft (poison) +12, Disguise +17, Hide +18, Knowledge (local) +11, Listen +9, Move Silently +18, Spot +9, Spellcract +14, Survival +12, Umd +17| |+2 to saves against poison
15th|Assassin 5|
+12|
+11|
+11|
+3|Balance +9, Bluff +18, Concentration +18, Craft (poison) +12, Disguise +18, Hide +19, Knowledge (local) +11, Listen +10, Move Silently +19, Spot +10, Spellcract +16, Survival +12, Umd +18|Two Weapon Rend|Improved Uncanny Dodge, SA 4d6
16th|Assassin 6|
+13|
+12|
+12|
+4|Balance +9, Bluff +19, Concentration +19, Craft (poison) +12, Disguise +19, Hide +20, Knowledge (local) +11, Listen +10, Move Silently +20, Spot +10, Spellcract +16, Survival +14, Umd +19| |+3 to saves against poison
17th|Assassin 7|
+14|
+12|
+12|
+4|Balance +9, Bluff +20, Concentration +20, Craft (poison) +12, Disguise +20, Hide +21, Knowledge (local) +11, Listen +12, Move Silently +21, Spot +12, Spellcract +16, Survival +14, Umd +20| |SA 5d6
18th|Assassin 8|
+15|
+12|
+13|
+4|Balance +9, Bluff +21, Concentration +21, Craft (poison) +12, Disguise +21, Hide +22, Knowledge (local) +11, Listen +14, Move Silently +22, Spot +14, Spellcract +16, Survival +14, Umd +21|Ability Focus (Death Atack)|+4 to saves against poison, HiPS
19th|Assassin 9|
+15|
+13|
+13|
+5|Balance +9, Bluff +22, Concentration +22, Craft (poison) +12, Disguise +22, Hide +23, Knowledge (local) +11, Listen +16, Move Silently +23, Spot +16, Spellcract +16, Survival +14, Umd +22| |SA 6d6
20th|Assassin 10|
+16|
+13|
+14|
+5|Balance +9, Bluff +23, Concentration +23, Craft (poison) +12, Disguise +23, Hide +24, Knowledge (local) +11, Listen +18, Move Silently +24, Spot +18, Spellcract +16, Survival +14, Umd +23| |+5 to saves against poison[/table]*Bonus Feat

At 9th level Hassani Learns the maneuvers Sapphire Nightmare Blade, Steel Wind, and Wolf Fang Strike, he also learns the stance Punishing Stance
Spells Per Day
Spells per day/Spells Known
{table=head]Level|1st|2nd|3rd|4th

1st|-|-|-|-
2nd|-|-|-|-
3rd|-|-|-|-
4th|-|-|-|-
5th|-|-|-|-
6th|-|-|-|-
7th|-|-|-|-
8th|1|-|-|-
9th|1|-|-|-
10th|1|-|-|-
11th|1|-|-|-
12th|2|-|-|-
13th|3|1|-|-
14th|4|2|-|-
15th|5|3|1|-
16th|5|4|2|-
17th|5|5|3|-
18th|5|5|4|1
19th|5|5|5|2
20th|5|5|5|3[/table]This table Reflects Assassin Spells Per Day, Hassani does not have the required wisdom to use any ranger spells. I chose not to trade his spellcasting progression for another class feature because I wanted him to retain the ability to use spell completion items.

Spells Known are: 1st level: Distract Assailant, Sniper's Shot, Obscuring Mist, Ghost Sound
2nd level: Phantom Foe, Cat's Grace, Spider Climb, Undetectable Alignment
3rd level: Find the Gap, Nondetection, Misdirection, Amorphous Form
4th level: Dimension Door, Locate Creature, Cursed Blade, Implacable Pursuer

Overview
I gave this character enough ranks in craft (poison making) to allow him to craft many of the poisons in both the Dmg and BoVD by taking 10 on his craft checks. Since the poison mechanics make poisons such a sub-optimal choice, I wanted Hassani to only use the relatively inexpensive ones and even then, only since he's getting them on the cheap.

As for the seemingly random ToB dips, I did this to make it possible for Hassani to Make his death attack at range. Combined with sniper's shot and any thrown weapon of decent range, Hassani can make his death attack safely from the shadows. Since Thunderous Throw says that the thrown attack is treated like a melee attack, Two Weapon Charge Allows him to deliver a regular sneak attack, alongside his thrown death attack, by taking a ten-foot running start before throwing.

Overall I was going for an ambush fighter. A character that could approach the enemy unseen and make a devastating first strike. I also wanted to make sure that he was able to escape if that initial strike proves less effective than he'd like.

Sources:PHB
DMG
PHB2
SpC
ToB
CC
MM
FC1
BoVD
CAdv

true_shinken
2010-12-10, 08:29 PM
It's not the money I make
It's the thrill of the chase
And I'm coming after you

Violet the Wallflower

{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Spellthief|
+0|
+0|
+0|
+2|28 |Able Learner, Dragonfire Strike |Sneak Attack 1d6, Steal Spell (0 or 1st), Trapfinding

2nd|Spellthief|
+1|
+0|
+0|
+3|7| |Detect Magic, Spellgrace +1, Steal Spell Effect

3rd|Spellthief|
+2|
+1|
+1|
+3|7|Craven|Steal Energy Resistance 10

4th|Spellthief|
+3|
+1|
+1|
+4|8| |Steal Spell (2nd), Spellthief Spells

5th|Spellthief|
+3|
+1|
+1|
+4|8| |Sneak Attack 2d6, Steal Spell-like Ability

6th|Assassin|
+3|
+1|
+3|
+4|8|Versatile Spellcaster | Sneak Attack 3d6, Death Attack, Poison Use, Assassin Spells

7th|Unseen Seer |
+3|
+1|
+3|
+6|10||Sneak Attack 4d6

8th|Unseen Seer |
+4|
+1|
+3|
+7|10|Silent Spell|Advanced Learning (Hunter’s Eye)

9th|Unseen Seer |
+5|
+2|
+4|
+7|10|Master Spellthief |Divination Spellpower +1, Steal Spells (4th)

10th|Assassin |
+6|
+2|
+5|
+7|8| |+1 Saves vs. Poisons, Uncanny Dodge, Steal Spells (5th)

11th|Uncanny Trickster |
+6|
+2|
+7|
+7|10| |Bonus Skill Trick (Swift Concentration), Favorite Trick (Mosquito’s Bite)

12th|Uncanny Trickster |
+7|
+2|
+8|
+7|11|Practiced Spellcaster (Assassin) |Sneak Attack 5d6, Bonus Skill Trick (Second Impression), Favorite Trick (Concealed Spellcasting)

13th|Assassin |
+8|
+3|
+8|
+8|9| |+2 Saves vs. Poisons, Steal Spells (6th)

14th|Assassin|
+9|
+3|
+9|
+8|9| |Sneak Attack 6d6

15th|Assassin |
+9|
+3|
+9|
+8| 9|Practiced Spellcaster (Spellthief) |+3 Saves vs. Poisons, Improved Uncanny Dodge, Steal Spells (7th)

16th|Assassin |
+10|
+4|
+10|
+9|9| |Sneak Attack 7d6

17th|Assassin |
+11|
+4|
+10|
+9|9| |+4 Saves vs. Poisons, Steal Spells (8th)

18th|Assassin|
+12|
+4|
+11|
+9| 9|Arcane Thesis (Hunter’s Eye) | Sneak Attack 8d6, Hide in Plain Sight

19th|Assassin|
+13|
+5|
+11|
+10|9| |+5 Saves vs. Poisons, Steal Spells (9th)

20th|Assassin |
+14|
+5|
+12|
+10|10| | Sneak Attack 9d6 [/table]

Silverbrow Human

32 pb

At Level 1
Str: 11
Dex: 12
Con: 12
Int: 17 (+int every 4 levels)
Wis: 12
Cha: 12


Spells known (Assassin/Spellthief)
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-

4th|0/2|-|-|-|-|-|-|-|-

5th|0/2|-|-|-|-|-|-|-|-

6th|2/2|-|-|-|-|-|-|-|-

7th|3/2|-|-|-|-|-|-|-|-

8th|3/2|3/0|-|-|-|-|-|-|-

9th|4/2|4/0|-|-|-|-|-|-|-

10th|4/2|4/0|2/0|-|-|-|-|-|-

11th|4/2|4/0|2/0|-|-|-|-|-|-

12th|4/2|5/0|3/0|-|-|-|-|-|-

13th|4/2|5/0|3/0|2/0|-|-|-|-|-

14th|4/2|5/0|4/0|3/0|-|-|-|-|-

15th|4/2|5/0|4/0|3/0|-|-|-|-|-

16th|4/2|5/0|4/0|4/0|-|-|-|-|-

17th|4/2|5/0|4/0|4/0|-|-|-|-|-

18th|4/2|5/0|4/0|4/0|-|-|-|-|-

19th|4/2|5/0|4/0|4/0|-|-|-|-|-

20th|4/2|5/0|4/0|4/0|-|-|-|-|- [/table]

Spells per day (Assassin/Spellthief)
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-

4th|0/1|-|-|-|-|-|-|-|-

5th|0/1|-|-|-|-|-|-|-|-

6th|1/1|-|-|-|-|-|-|-|-

7th|2/1|-|-|-|-|-|-|-|-

8th|3/1|1/0|-|-|-|-|-|-|-

9th|4/1|2/0|-|-|-|-|-|-|-

10th|4/1|3/0|1/0|-|-|-|-|-|-

11th|4/1|3/0|1/0|-|-|-|-|-|-

12th|5/1|4/0|2/0|-|-|-|-|-|-

13th|5/1|4/0|3/0|1/0|-|-|-|-|-

14th|5/1|4/0|4/0|2/0|-|-|-|-|-

15th|5/1|4/0|4/0|3/0|-|-|-|-|-

16th|5/1|4/0|4/0|4/0|-|-|-|-|-

17th|5/1|4/0|4/0|4/0|-|-|-|-|-

18th|5/1|4/0|4/0|4/0|-|-|-|-|-

19th|5/1|4/0|4/0|4/0|-|-|-|-|-

20th|5/1|5/0|4/0|4/0|-|-|-|-|- [/table]

Backstory
”Violet was always considered to be… different. When other children played, she stayed cooped up in a corner, refusing any attempt by the other children to make her play too.
In other words, she was a complete wallflower.
The other children took delight in tormenting her, often taking her food from her, and other such childish cruelty. And only once did she react; the children still speak of the day when she poked Johnny Stevenson in the eye, which then burst into flames…
That was the last day of her torment; at least, until the spellcasters came.
They took her away to a school for people like her, people with magic in their touch, or voice, or soul. But they soon found she had no real talent for the arts arcane, and left her to herself. The teachers, that is; the other children descended on her like a flock of hungry seagulls; as if seagulls had magic, that is. However, this too stopped when she stabbed one of the young apprentices with one of the dinner forks, and then shot a Magic Missile at one of her other tormentors. When asked about this later, she only said; “I see the magic in his head. Can’t you?”
1st Level
Violet has a nice start: she can add another d6 to her Sneak Attack with Dragonfire Strike, and can steal spells of up to 1st level, making you a decent anticaster. Otherwise, play like as much like a rogue as you can.
After this, unlike in her home village, her tormentors didn’t leave her alone; instead, they seemed to be added to by the teachers of the school, who wanted to learn how this strange gift of hers worked. To shy little Violet, this made the school hell; to compensate, she practiced thieving spells from one of the few other children who didn’t treat her like a freak, young George Cheswick. In this way, she made her way through the first year at school; little changed, until the last day of Autumn, in the 13th year of her life. On that day, her sight seemed to change; instead of just seeing the magic in people’s heads, she also saw the flow of their souls to their limbs. Curious about this, she asked Cheswick to help her test something: he agreed. And so, it came about, that Violet accidentally killed her only friend. Horrified by this, she ran from the school; she sought refuge in a nearby temple dedicated to Vecna, where she could feel safe.
6th Level
Violet now has four spells, half of which should be Divination spells. As well as this, we also have the ability to steal 2nd level spells, and the effects of up to 1st level spells, which are nice goodies. In addition, we can steal Spell-likes of up to 1st level, and finally we have gotten into the secret ingredient, so we have Death Attacking and poison use. Play like before, but if your party scouts ahead, go ahead and sneakily gank someone to death. Violet should also have the Concealed Spellcasting skill trick, which lets you cast spells without other people knowing. This is a bit of a weak spot in the build, by the way, in that you only have 4 1st level spells (Versatile Spellcaster can net you 2nd levels though), and your CL is abysmal. This will be fixed.
At this temple, Violet set to learning the ways of the god of secrets; in order to fit in, and not be found. She fit in rather well, her secret nature meshing well with the faith’s beliefs. And so she found her god.
And she used her skills to serve him; at first, she taught herself the use of poisons, as her spells were weak, and their soul’s frantic attempt to keep them alive made it an easier target for her. But, while her magic was weak, it was improving, with an understandable focus on divinations. Then, one night, she saw in her dreams a hand with a key. This key was handed to her, in her dream, and she was told to unlock the doors. So she moved to the back of her mind, and opened the door; immediately, she was burnt in the force of the power that came through. She awoke, thanking her lord Vecna for the gift of power, power so she could serve him.
11th Level
We’ve made good progression, picking up Hunter’s Eye from Unseen Seer and then finally moving onto our bestest buddy Master Spellthief, boosting our Steal Spell to levels comparable to a pure Spellthief, and boosting your CL to actually respectable levels. You also have 2nd level spells by now. Unfortunately, some Death Attack DC was lost, but we can’t have everything. Plays a lot like before, but with the added step of buffing with Hunter’s Eye, to get your SA to respectable levels. You also should have the Mosquito’s Bite skill trick by now, letting you attack someone 1/encounter without them knowing you hit them. Useful.
From that day onward, her “sight”, if you could call it that, burgeoned. Where before, she might have seen traces of power, now she saw through the compartments mages set up around their minds, to stop magic from escaping, letting her steal more and more powerful spells as time went on. And so did her ability to see someone’s life; a single stab from her was almost certainly a death sentence. But she never let her blessed status detract from her work, or distract her at all; far from it. In fact, she was still as shy as she was when she was young, and congratulations and attention from the clergy was met with attempts to escape. She soon stopped rising in power, having reached nearly the pinnacle of her abilities.
16th Level
You can steal spells up to 7th level; your death attack, without any items to boost it’s DC, is DC 22. But, seeing that you use poisons, you have poisons to lower that pesky fortitude save. You also have 4th level spells, including, but not limited to DEATH SIGHT. It’s in caps because it makes your Death Attack better; it makes it so you don’t have to waste three rounds to Death attack someone. And so, this ends the tale of Violet the Wallflower, servant of the God of Secrets Vecna, who never wanted her name even to be known by anyone.” Here, the story teller pauses, and considers his next words.
“I do suppose I should have respected my mother’s secrets, and not have told this story. Oh well, water under the bridge.”

And so he left a room of corpses, the last remnant of the school that Violet had attended so many years earlier.

Tricks
1. Full Attack Death Attack Exactly how it sounds. Due to the way death attacks work, as long as you haven’t “used up” your death attack on someone, you can attempt as many times as you want to kill them. You should have somewhere around 3~5 attacks, depending on equipment. Earliest 10th level.

2. Versatile Indeed Versatile Spellcaster doesn’t state that the spells you cast using the feat have to be the same as the class giving up the slots; so, use Versatile Spellcaster to cast Wiz/Sorc spells from Assassin Spell Slots. Sadly, you’re limited to abjuration, divination, enchantment, illusion, and transmutation, but that does mean you get Cloud of Knives, a seriously schmexy spell. Attack anyone within 30’ as a free action 1/round? Schmexy, especially combined with Death Attack or Mosquito’s Bite; even more so when both are together. Also, it means you have good utility purposes; be sure to grab at least 1 Pearl of Power for each spell level though… Earliest 6th level.

You can also use any Spell-Trigger Item from any of those schools on the Wizard spell list, and any Assassin spells.

Skill Tricks
Concealed Spellcasting 2/encounter, Mosquito’s Bite 2/encounter, Swift Concentration, False Theurgy, Second Impressions, and Assume Quirk

Equipment Suggestions
You will want Deathstrike Bracers; 3/day Sneak Attack anything is useful, since it means you can Death Attack anything 3/day. Not bad. Of slightly less importance would be the slightly more expensive Bracers of Murder, for +2 DA DC and, +2 atk/dmg vs. Flatfooted enemies, and infinite rerolling of any ones you roll with SA dice. Snazzy.

Also, make sure to pick up some items to boost your Intelligence, and a Circlet of Mages for extra spells. Alternately, a nice ring of Wizardy can keep you going for a while, and anything that boosts your CL is loverly.

Caster Levels
Assassin 33, Spellthief 33, Divinations 37, Hunter's Eye 41
The order of the application of feats to CL is: Practiced Spellcaster=>Arcane Thesis=>Master Spellthief

SA Damage.
{table=head]Level|SA Damage w/o buffing|SA Damage w/ Dragonfire Strike|SA Damage w/ Hunter's Eye|SA Damage w/ both|Minimum SA Dice|Maximum SA Dice

1st|3.5|7|3.5|7|1d6|2d6

2nd|3.5|7|3.5|7|1d6|2d6

3rd|6.5|10|6.5|10|1d6|2d6

4th|7.5|11|7.5|11|1d6|2d6

5th|12|15.5|12|15.5|2d6|3d6

6th|16.5|20|16.5|20|3d6|4d6

7th|21|24.5|21|24.5|4d6|5d6

8th|22|25.5|25.5|29|4d6|6d6

9th|23|26.5|33.5|37|4d6|8d6

10th|24|27.5|38|41.5|4d6|9d6

11th|25|28.5|38|42.5|4d6|9d6

12th|29.5|33|54|57.5|5d6|13d6

13th|30.5|34|55|58.5|5d6|13d6

14th|35|38.5|58.5|62|6d6|14d6

15th|36|39.5|71|74.5|6d6|17d6

16th|40.5|44|79|82.5|7d6|18d6

17th|41.5|45|80|83.5|7d6|18d6

18th|46|49.5|91.5|95|8d6|22d6

19th|47|50.5|92.5|96|8d6|22d6

20th|51.5|55|97|100.5|9d6|23d6[/table]

Sources
Core, Complete Mage, Complete Scoundrel, Complete Arcane, Spell Compendium, Magic Item Compendium, Drow of the Underdark, Dragon Magic, Champions of Ruin, and

true_shinken
2010-12-10, 08:31 PM
I watch your every move
Study the things you do
And the pattern of your ways



Mr. Muschi, the Precariousness Pussycat of Poppington Way

http://2.bp.blogspot.com/_iKa-Qnc1N7Y/TJSlS-xUrbI/AAAAAAAACqI/RRVAiNsN4kg/s1600/cat-standing.jpg

“Long have I seen my people broken, my people ravaged. Long have I seen them regarded as slaves among a brutish folk. Long have I dedicated myself to restoring my kind to their rightful dominance. Meow is the time of reckoning and revolution."

Story
"Pain, cages and spilt milk, these are the first things I remember when born into slavery. I only knew my parents and seven siblings before I was stolen away from them. I know not what has happened to them. And from those who I would have loved I was taken to a grim future, a future of Miss Garlentrunda. Dazed by such an experience and with a lack of wisdom I stayed with Miss Garlentrunda for four years. She served me well with tuna and milk but what are such items without choice? Nothing. On my fifth birthday I fled to the dirty streets of Poppington Way. I scavenged for hours till I found a half eaten, tuna sandwich and I feasted for that night I ate with freedom…

For weeks I existed in squalor, living tuna to tuna; until he found me. Paws Al’ Grul took me in and showed me his way. Giving me guidance, he showed me the horrors that had followed my people. Instructed me that we were once revered as mighty gods to these brutish folk but they grew jealous and tore our heaven from under us. Paws Al’ Grul displayed great martial power as he had taken to observing a local dojo inhabited by some less brutish (but still pretty brutish…) people.

I trained under Paws Al’ Grul for years. From rats to birds we sharpened our skills until we began exercising our true power. Targeting the young and old was the first logical step in regaining our people to their noble caste. It wasn’t hard. And so we proceeded onwards to the brutes that had no friends and the brutes without happiness. They weren’t difficult either. So we fixed our view to a higher aim and targeted those who would rule over the brutes, or more so, their legacies.”

Build
Mr. Muschi, the Precariousness Pussycat of Poppington Way
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Swordsage 1|
+0|
+0|
+2|
+2|Balance 4, Disguise 4, Gather Information 4, Hide 4, Jump 4, Knowledge (Nobility & Royalty) 4, Move Silently 4, Tumble 4|City Slicker|Quick to Act +1, Discipline Focus (Weapon Focus)

2nd|Swordsage 2|
+1|
+0|
+3|
+3|Balance 5, Disguise 5, Gather Information 5, Hide 5, Jump 5, Knowledge (Nobility & Royalty) 5, Move Silently 5, Tumble 5||AC Bonus

3rd|Swordsage 3|
+2|
+1|
+3|
+3|Balance 6, Disguise 6, Gather Information 6, Hide 6, Jump 6, Knowledge (Nobility & Royalty) 6, Move Silently 6, Tumble 6|Flop|

4th|Swordsage 4|
+3|
+1|
+4|
+4|Balance 7, Disguise 7, Gather Information 7, Hide 7, Jump 7, Knowledge (Nobility & Royalty) 7, Move Silently 7, Tumble 7||Disciple Focus (Insightful Strike)

5th|Swordsage 5|
+3|
+1|
+4|
+4|Balance 8, Disguise 8, Gather Information 8, Hide 8, Jump 8, Knowledge (Nobility & Royalty) 8, Move Silently 8, Tumble 8||Quick to Act +2

6th|Assassin 1|
+3|
+1|
+6|
+4|Balance 8, Craft (Alchemy) 1, Disguise 9, Gather Information 8, Hide 9, Jump 9, Knowledge (Nobility & Royalty) 8, Move Silently 9, Tumble 9|Willing Deformity|Sneak Attack +1d6, Death Attack, Poison Use, Spells

7th|Assassin 2|
+4|
+1|
+7|
+4|Balance 8, Craft (Alchemy) 2, Disguise 10, Gather Information 8, Hide 10, Jump 10, Knowledge (Nobility & Royalty) 8, Move Silently 10, Tumble 10||+1 Against Poisons, Uncanny Dodge

8th|Assassin 3|
+5|
+2|
+7|
+5|Balance 8, Craft (Alchemy) 3, Disguise 11, Gather Information 8, Hide 11, Jump 11, Knowledge (Nobility & Royalty) 8, Move Silently 11, Tumble 11||Sneak Attack +2d6

9th|Assassin 4|
+6|
+2|
+8|
+5|Balance 8, Craft (Alchemy) 4, Disguise 12, Gather Information 8, Hide 12, Jump 12, Knowledge (Nobility & Royalty) 8, Move Silently 12, Tumble 12|Deformity (Parasite)|+2 Against Poisons

10th|Assassin 5|
+6|
+2|
+8|
+5|Balance 8, Craft (Alchemy) 5, Disguise 13, Gather Information 8, Hide 13, Jump 13, Knowledge (Nobility & Royalty) 8, Move Silently 13, Tumble 13||Improved Uncanny Dodge, Sneak Attack +3d6

11th|Assassin 6|
+7|
+3|
+9|
+6|Balance 8, Craft (Alchemy) 6, Disguise 14, Gather Information 8, Hide 14, Jump 14, Knowledge (Nobility & Royalty) 8, Move Silently 14, Tumble 14||+3 Against Poisons

12th|Assassin 7|
+8|
+3|
+9|
+6|Balance 8, Craft (Alchemy) 7, Disguise 15, Gather Information 8, Hide 15, Jump 15, Knowledge (Nobility & Royalty) 8, Move Silently 15, Tumble 15|Improved Flop|Sneak Attack +4d6

13th|Assassin 8|
+9|
+3|
+10|
+6|Balance 8, Craft (Alchemy) 8, Disguise 16, Gather Information 8, Hide 16, Jump 16, Knowledge (Nobility & Royalty) 8, Move Silently 16, Tumble 16||+4 Against Poisons, Hide in Plain Sight

14th|Assassin 9|
+9|
+4|
+10|
+7|Balance 8, Craft (Alchemy) 9, Disguise 17, Gather Information 8, Hide 17, Jump 17, Knowledge (Nobility & Royalty) 8, Move Silently 17, Tumble 17||Sneak Attack +5d6

15th|Assassin 10|
+10|
+4|
+11|
+7|Balance 8, Craft (Alchemy) 10, Disguise 18, Gather Information 8, Hide 18, Jump 18, Knowledge (Nobility & Royalty) 8, Move Silently 18, Tumble 18|Interspecies Grace|+5 Against Poisons

16th|Swordsage 6|
+11|
+5|
+12|
+8|Balance 8, Craft (Alchemy) 11, Disguise 19, Gather Information 8, Hide 19, Jump 19, Knowledge (Nobility & Royalty) 10, Move Silently 19, Tumble 19||

17th|Swordsage 7|
+12|
+5|
+12|
+8|Balance 8, Craft (Alchemy) 14, Disguise 20, Gather Information 8, Hide 20, Jump 20, Knowledge (Nobility & Royalty) 10, Move Silently 20, Tumble 20||Detect Magic

18th|Swordsage 8|
+13|
+5|
+13|
+9|Balance 8, Craft (Alchemy) 17, Disguise 21, Gather Information 8, Hide 21, Jump 21, Knowledge (Nobility & Royalty) 10, Move Silently 21, Tumble 21|Writhe|Discipline Focus (Defensive Stance)

19th|Swordsage 9|
+13|
+6|
+13|
+9|Balance 8, Craft (Alchemy) 20, Disguise 22, Gather Information 8, Hide 22, Jump 22, Knowledge (Nobility & Royalty) 10, Move Silently 22, Tumble 22||Evasion[/table]

Spells per day/Spells Known
{table=head]Level|1st|2nd|3rd|4th|

1st|1|-|-|-|

2nd|2|-|-|-|

3rd|3|1|-|-|

4th|4|2|-|-|

5th|4|3|0|-|

6th|4|4|1|-|

7th|4|4|2|0|

8th|4|4|3|1|

9th|4|4|3|2|

10th|4|4|3|3|[/table]

Spells Known
{table=head]Level|1st|2nd|3rd|4th|

1st|2|-|-|-|

2nd|3|-|-|-|

3rd|3|2|-|-|

4th|4|3|-|-|

5th|4|3|2|-|

6th|4|4|3|-|

7th|4|4|3|2|

8th|4|4|4|3|

9th|4|4|4|3|

10th|4|4|4|4|[/table]

Spells Known:
1st: Ghost Sound, Jump, Sleep and True Strike
2nd: Cat's Grace, Illusory Script, Spider Climb and Undetectable Alignment
3rd: Deep Slumber, False Life, Misdirection and Nondetection
4th: Clairaudience/Clairvoyance, Dimension Door, Locate Creature and Modify Memory

Maneuvers Known/Selected
1st (IL 1/ 4 Readied): Charging Minotaur, Counter Charge, Hunter's Sense, Mighty Throw, Sudden Leap, Stone Bones and Wolf Fang Strike
2nd(IL 2/ 4 Readied): Clinging Shadow Strike and Step of the Wind
3rd (IL 3/ 5 Readied): Claw at the Moon
4th(IL 4/ 5 Readied): Clever Positioning and swap Clinging Shadow Strike for Mountain Hammer
5th (IL 5/ 6 Readied): Leaping Dragon Stance and Soaring Raptor Strike
16th (IL 11/ 6 Readied): Wolf Climbs the Mountain and swap Clever Positioning for Soaring Throw
17th (IL 12/ 6 Readied): Ballista Throw
18th (IL 13/ 7 Readied): Colossus Strike and swap Wolf Fang Strike for Swooping Dragon Strike
19th (IL 14/ 7 Readied): Ancient Mountain Hammer and Prey on the Weak
Total Maneuvers & Stances Known: Ancient Mountain Hammer, Ballista Throw, Charging Minotaur, Claw at the Moon, Colossus Strike, Counter Charge, Hunter's Sense, Leaping Dragon Stance, Mighty Throw, Mountain Hammer, Prey on the Weak, Soaring Raptor Strike, Soaring Throw, Sudden Leap, Step of the Wind, Stone Bones, Swooping Dragon Strike and Wolf Climbs the Mountain.

Attributes
As of 1st-level
Pre-Racial, 32-Point Buy: Str 8, Dex 18, Con 12, Int 14, Wis 12, Cha 8
Post-Racial, 32-Point Buy: Str 6, Dex 20, Con 12, Int 14, Wis 14, Cha 8
As of 20th-level
Post-Level Upgrades, 32-Point Buy: Str 7, Dex 24, Con 12, Int 14, Wis 14, Cha 8

Variants
Unarmed Swordsage (Tome of Battle pg. 20): Trade light armor proficiency for a monk-like unarmed progression.

Tactics
Mr. Muschi, as trained in both the martial ways and sneakier forms of feline combat, has several options available to himself on any said mission against those who would enslave his people. While lacking any obvious strength, Mr. Muschi makes up for his smaller size by utilizing several key techniques in his pursuit of retribution.

Mr. Muschi’s first tactic, and most important, is the element of surprise. He confronts his opponent not as an opponent but as a possible pet in the form of disguising himself as no more than a slavish house-hold pussycat. He portrays this for as long as he must until he feels he has situated himself past his opponent’s suspicions.

One established within his foe’s mind as nothing more than a mere pussycat does Mr. Muschi show his real claws. A practitioner of the Setting Sun school, Mr. Muschi uses a variety of their throwing techniques and understands their deadliness unlike any others. Under his guise he will beguile his opponent towards a ledge, balcony or other way with sufficient drop. Once his opponent is there he will, as working under the Step of the Wind stance and activating one of several Setting Sun throws, commence a trip technique against his opponent to throw them to their doom (which will end up merely looking like they lost their footing and accidentally dropped to their doom).

But that is not Mr. Muschi’s only tactic in the face of such villainy. His second also happens to be his deadliest as it capitalizes on the greatest of strengths, cuteness. Using the Writhe ability Mr. Muschi attracts his foe into petting him, but little do they know they have already sealed their own fate. For before Mr. Muschi even begins to wag his tail he, in the privacy of a linens closet or under a satin bed, covers himself in a highly dangerous contact poison. Immune to such effects from Deformity (Parasite) Mr. Muschi simply walks the effects off while keeping the contact poison on his fur until he tricks his foe to pet him. After such action has taken place, Mr. Muschi simply walks away in pursuit of some tuna or another victim.

And as all good things come in threes so do the tactics that Mr. Muschi commonly employs. Trained in the elaborate arts of alchemy by spying on a local herbalist, Mr. Muschi has superb knowledge in the creation of both poisons and drugs. Waiting till his opponent is sleeping Mr. Muschi begins to spike his food and beverages with an assortment of ingested poisons and drugs (hoping an overdose will immediately kick in).

Build Theory
When looking at Mr. Muschi and his oh so deadly ways there are certain factors, mechanically, one should take into account. Be it his strengths, tactics or general idea Mr. Muschi is a phenomenal character.

2nd-Level
Mr. Muschi begins his career with little but even that is still enough to give him a fighting chance. At this early stages he has to play it very slowly and smart as he doesn't have much in the form of combat or abilities, but because of his racial bonuses towards skills and some key maneuver selection Mr. Muschi can prove to be a dangerous foe. Jumping at +20 (5 ranks + 5 dexterity + 8 racial bonus +2 synergy bonus) and hiding at +18 (5 ranks + 5 dexterity + 8 racial bonus) while in heavy underbrush means Mr. Muschi can move with improved mobility and stealth. When it comes to combat he tends to rely on the Mighty Throw technique used in conjunction with the Step of the Wind stance to get a trip attack of +10 (+1 BaB + 5 dexterity + 4 Step of the Wind + 4 Mighty Throw - 4 size) which should be ample to beat most first level humanoids. Altogether Mr. Muschi relies heavily on mobility and repositioning himself in combat during his earlier levels.

It is also important to note that as a small creature Mr. Muschi clocks in at a mere two feet and ten pounds, so he has little trouble lending in as a household cat.

6th-Level
Just beginning his walk down the road of the assassin Mr. Muschi has picked up some tricks during his times on the streets of Poppington Way. His mobility and stealth increase to scores of Jump +28 (9 ranks + 5 dexterity + 8 racial + 2 synergy + 4 Leap Dragon Stance) and Hide +22 (9 ranks + 5 dexterity + 8 racial). In addition he has gained access to poison use, which he begins using by spiking opponents food & beverages, and spells where in he has True Strike known at this point for when he really must land a well situated throw off a balcony). Willing Deformity translates into Mr. Muschi having sharpened his claws and teeth to razor sharp appearances (which offer no mechanical advantage in combat but make him feel like a total bad-ass). At this stage in his career he still focuses on mobility and repositioning within combat to gain victory but through the use of maneuvers such as Claw at the Moon and Soaring Raptor Strike Mr. Muschi is able to substitute what may be a lesser attack bonus for an impressive jump check to strike against his foe (and let us not forget the sneak attack damage that will be on top of such attacks). Finally it is at this stage in his career that he has began learning the ways of alchemy and as such has expertise in the creation of acid, which he uses to eliminate any gruesome evidence of his assassinations.

12th-Level
A highly trained and effective assassin Mr. Muschi has collected a wide assortment of skills and techniques during his time of restoring his people to their rightful order. More spells known offer up options such as casting an Illusory Script which suggests individuals to pet him while he is secretly covered in poison, which he produced through his studies in alchemy and is immune to thanks to Deformity (Parasite). Poppington Way has now formed a legend of cats signifying when someone's time was up as they come to greet an individual right before they fall over dead, a perfect cover for Mr. Muschi's operation. In addition at this level his combat skills have continued to improve in the form of his jumping techniques, Claw at the Moon & Soaring Raptor Strike, with a check of +39 (15 rank + 6 dexterity + 8 racial + 2 synergy bonus + 8 enhancement bonus from the Jump spell) are very supportive of his killer means. Finally, by breaking into alchemy labs after night, Mr. Muschi is able to begin the production of drugs such as Vodare (which triggers a fort save DC 15 or the target becomes catatonic on an over dose) and poisons such as Carrion Crawler Brain Juice or Striped Toadstool.

18th-Level
Near the end of his career Mr. Muschi has become a legend in Poppington Way. Revered as a freedom fighter to his people, the brutish folk have stopped their slavery of his kind out of fear that they may drop dead at any moment when in the presence of a feline. But Mr. Muschi did not fight to equality, he killed for superiority!!! And so we continues his assault on the brutish folk in several way. In combat he will switching between either tripping his foes around at +44 (+13 BaB + 7 dexterity + 4 Step of the Wind -4 size + 4 Ballista Throw + 20 from the True Strike spell) or by leaping at his foes through the use of Claw at the Moon, Soaring Raptor Strike and Swooping Dragon Strike all at +50 (21 ranks + 7 dexterity + 8 racial + 2 synergy + 12 enhancement bonus from the Jump spell). In addition it is at such a point in Mr. Muschi's journey that he has gained such experience in alchemy that he can reliably produce drugs such as Luhix (which triggers a fort save DC 25 or the target dies from an over dose) and poisons like Terinav Root, Dark Reaver Powder and Wyvern Poison. Finally it is at this point that Mr. Muschi's has gained the supernatural ability of pure cuteness to spam, at will, suggestion spells (DC 19) towards his foes until they cave in and pet him, thus sealing their own doom.

Sources
Elder Evils: Willing Deformity and Deformity (Parasite).
Fabulous Cats! (http://www.wizards.com/default.asp?x=dnd/fools/20030401c): Flop, Improved Flop, Interspecies Grace and Writhe.
Monster Manual: Cat.
Races of Destiny: City Slicker.
Savage Species: Anthropomorphic Animal.
Tome of Battle: Swordsage.

true_shinken
2010-12-10, 08:35 PM
I watch the way you walk
I hear your telephone talk
I want to understand the way you think



Ilphaid Shiiralice; LE Male Drow Rogue 3/Monk 2/Master of Masks 1/Assassin 8/Child of Night 4

Entries of diary: (translated to Common from the Drow dialect of Elven)
[date scrubbed]
"My journey to the surface world starts today. I shall bring death and despair to those whom shamed me; he whose shame is meant to be lived alone.

Being an orphan isn't easy, but I managed to deal with it early on. From very early on, I did what the Spider Queen ordered; survive at all costs. Gently take a dagger, plunge it on the weak, take all I need. The stories of Zinzerena kept me alive; I wanted to be like her, to hide within the shadows, to become the shadows.

Someone saw that in me. Taught me the arts to kill with my own hands, to toughen my body...to strike with unusual finesse and to deliver one solid, deadly blow to my opponent. Then, I learned how to hide my life force, to the point I wouldn't be seen. It was a good lesson; the grandmaster didn't expect me to learn it so well, let alone deliver a deadly strike that ended the old one's life. Respectfully, of course; the less people knew about my skills, the better. Besides, he would have been killed by someone else. I merely did him a favor, right?

Armed with my new abilities, I decided to retake my old ones. Strengthen them. I didn't learn much about what the old one tried to instill on me, but I knew the undeads could be my doom. So, recalling what little I could from the old one's teachings, I devised ways to land deadly strikes upon them. I also got better killing people; the old one's teachings were worthwhile, and a swift and clean death was all I could give.

But I still cannot embrace the shadows. Hiding my lifeforce...that I could do as a child! No different from what I did a year or a decade ago! It helped nothing when the group of surface-dwellers ganged on me, leaving me for death! Only the teachings of my old master kept me alive, but I started to doubt them. After all, if they were so good, they would keep him alive, no?

That is why I must leave to the surface. Find the one with the mask. Slay him. My shame is mine alone, but so is my pride. I shall reap this only for my own, and perhaps that way, I shall be one step closer to the legend of Zinzerena.

The shadows will be mine. I promise."

13th of Ready'reet, 593 CY

"I thought I had found the man on the mask. Sadly, it wasn't.

Traveled through the land the surface-dwellers call 'Oerth'. Don't like to use their calendar, but the Drow timeline is truly mad. And I refuse to use the one of the hated elves.

I found the man. It was my first successful assassination on the surface. I thought he was hiding amongst a group of authors; they call themselves 'thespians' I believe. People were amazed by his act; indeed, what little I could get from acting like a beggar to support my disguises told me he was one good actor. But was he a good killer?

I got near him, begged him to become my master. Showed him my skills at 'acting', and he claimed I was "a diamond to be polished". I desired so much to know his secret. So I began acting...hiding my true identity. I took only minor roles, of course; them knowing whom I was would have ended everything.

But...it was a bit disappointing. Apparently, one had to become the mask in order to draw 'power' from it. One of the masks, though, was very similar to the one worn by one of my assailants. I learned that mask was used when acting like an 'assassin', a group of people that killed from the shadows.

Then it clicked. Indeed! If I were to become one, I would have the power to blend into the shadows!

Of course, he couldn't be aware. Yet again, and this time fully drawing on my skills at developing minor toxins from stray vermin, I ended the life of the 'thespian'. To my surprise, it was not a man but a woman, and one of my hated cousins to boot; how she could act like a man was beyond my grasp.

She had a letter, though. The letter merely said; 'you passed'. Someone...or something, was looking at me. For me.

That was my first day as an assassin."

2nd of Reaping, 594 CY

"I think I finally have it. The power to blend into shadows.

Before, I had to rely upon my innate arts; I had to become an ally to darkness, but even my eyes had troubles with it. I had to be careful with the darkness, as someone savvy enough would be capable of detecting me. It was very simple; take a proper weapon, study the target carefully, then use my old talent to blend into shadows and strike. Usually, I tainted my blade with a weakening poison, careful so that I wouldn't be the victim instead; long I knew about the value of poisons from creating some. And my poisons were getting stronger; being on the guild helped immensely to develop deadlier toxins.

But...I still couldn't find it. Blend into the shadows, become the shadows.

One day, I was assigned an unusual target. A former assassin, I had heard. His gist was to escape from the area through the shadows. I thought it was a joke; apparently, it wasn't. The target, or so I heard, could literally walk into the shadows, without being detected, and apparently it allowed him to escape faster.

So I took the task of doing it. As usual; a deadly venom, the deadliest I could make. Attune myself to land the venom on the most dangerous part; strike right at the weakest points, and then deliver the death-blow. Killing another assassin was a very hard task, but I was confident in myself. Rarely I left a target alive.

But this time, it was not the same. He suspected it, or so I think. It was already hard to detect me; it seemed he was actually expecting me. He entered an area with shadows, and escaped.

Three times he evaded me. The last time we met, it was his end. I had suspected his tactic, and it was fruitful; he departed from this plane, to a place called the 'Plane of Shadows'. It was something I grew curious about when I was studying with the old master. So I suspected he had the power to escape into that place. Perhaps...perhaps I only needed to enter that place.

I can't recall very well how I did it. Perhaps it was a magical scroll with the power. Or maybe...maybe he dragged me there, somehow. All I know was, that when I first stepped that place, everything changed. I was close to be absorbed into the shadows. But my will to survive was stronger.

I cornered him. This time, he couldn't escape; he and I were on the same terrain, and he was no faster than I was.

I think I almost ripped his heart when I did it. The target was gone; he couldn't resist my tactic. I reappeared on the world, but this time, something came along with me. My will to survive, and all of my training, allowed me to draw greater power from the shadows.

And as a counterpoint, I could resist the cold of night a bit better. It was no longer like a dagger, piercing upon my flesh. It was... recomforting..."

13th of Readying, 595 CY.

"The brush with the shadows made me stronger. The more I drew from it, the better I could be. I could be days, weeks without eating anything, and my rest time had reduced. I was more active...energized, I would say.

Now I was almost undetectable. Now it was even harder to detect me. The power behind shadows and illusions was enhanced greatly.

But...I felt my skills were dulling. I had relied much upon my abilities to kill an individual instantly, that when I finally found myself finding a target who was shielded against my shadows, I was defeated. The target could see me while I was invisible; could see me while I was hiding within the very shadows. My advantage run out; I was cornered, and I didn't want to be cornered.

I found that hiding behind the shadows was not as good as I thought. I needed to be a superior warrior, not just a skilled assassin. Thus, I returned to the old assassin's arts. The old arts of my youth. I sought to still use my shadows to fight, but this time, I would also land fatal strikes. I was lethal with almost any weapon, albeit I mostly preferred small and concealable weapons.

I found that refining my arts as an assassin proved fruitful. Now, I could slay individuals with merely a thought. Or from the distance, hiding between real shadows, using the skills I had acquired from my youth hiding from those who don't rely on seeing. Magic can only take you far; once you really embrace the shadows, anything is possible.

I also prepared against the usual protectors of my targets. Some used flesh and bone bodyguards; sadly, they usually died one by one, until he was alone. Then they started to use only bone bodyguards; again, I knew the right way to deal with them. Finally, they started to bring the bodyguards of stone and metal; fortunately, my time training with the old master made me a superior combatant against the mindless drones. And when they were all alone? Hide, strike, kill.

I heard my targets were going to bring creatures from other planes to protect them. I knew only a bit about them, but they could be a problem. All I hope, of course, is to survive.

And yes, I still haven't found the ones that shamed me. That is why I mustn't die."

13th of Reaping, 595 CY

"Finally. It's over. My shame will end, my pride will be restored. I shall fulfill what I have fought for so long.

The 'thespian'? The 'walker of shadows'? They were clues, and I was a fool not to have...used them earlier on!

They were many. Many, acting like one. And one was whom led them; that whom truly shamed me. The 'thespian' was not the original target; my real target only acted like one, hiding amongst them. Amongst the ones who become the mask. My target wanted me to realize everyone was but a mask, and becoming one was the greatest way to hide amongst people; for when you shall know that the beggar that asks you for money isn't truly an assassin sent to end your life? I should have known; I did that in my youth after all.

Then, the 'walker in shadows'. It was not a clue to his location, but a test for myself. Long I walked upon the shadows, upon ignorance and lack of foresight. Embracing the shadows was not just embracing a physical, or magical, aspect; it was to embrace my new life, to prepare for anything. Just like the shadows adapt to the light, I had to adapt to anything. I still need much to learn; that was the lesson. But it seems I learned more than he expected.

I must realize. I am still fallible. But, despite my failures, someone believes in me. Someone taught me, from my very youth; I realize even my old master could have probably survived. Many drove me from the darkness on my youth to the shadows of my future, never once stepping the light that bathes others.

So I now go, and depart to thank him. To thank him for the life I lived. And I shall thank him on the only way I know.

And who knows? Maybe he was looking for his successor..."Ilphaid Shiiralice; LE Male Drow Rogue 3/Monk 2/Master of Masks 1/Assassin 8/Child of Night 4

Progression:
Starting ability scores (32 pt. buy): Str 12, Dex 14, Con 16, Int 14, Wis 14, Cha 8
Racially modified ability scores: Str 12, Dex 16, Con 14, Int 16, Wis 14, Cha 10
Ability scores (at level 18th): Str 12, Dex 18, Con 14, Int 18, Wis 14, Cha 10
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Rogue 1|
+0|
+0|
+2|
+0|Bluff 4 ranks, Craft (Poisonmaking) 4 ranks, Disable Device 4 ranks, Disguise 4 ranks, Escape Artist 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Perform (act) 4 ranks, Search 4 ranks, Use Magic Device 4 ranks|Darkstalker|Sneak attack +1d6, trapfinding

2nd|Monk 1|
+0|
+2|
+4|
+2| Hide +1, Knowledge (arcana) 5 ranks, Move Silently +1|Weapon Finesse (Sleeping Tiger monk fighting style)|+2 bonus to Hide (Sleeping Tiger Monk fighting style), AC bonus, decisive strike, unarmed strike +1d6

3rd|Monk 2|
+1|
+3|
+5|
+3|Hide +1, Knowledge (arcana) +3, Move Silently +1, Perform (act) +2|Improved Initiative (Sleeping Tiger monk fighting style), Knowledge Devotion|Invisible Fist (invisibility for 1 round, recharges in 3 rounds, replaces Evasion, Exemplars of Evil page 21)

4th|Rogue 2|
+2|
+3|
+6|
+3|Bluff +2, Disable Device+1, Disguise +2, Hide +1, Perform (act) +2, Move Silently +1, Search +1, Use Magic Device+1||Evasion

5th|Rogue 3|
+3|
+4|
+6|
+4| Bluff +2, Disable Device+3, Disguise +2, Hide +1, Move Silently +1, Search +1, Use Magic Device+1| |Death’s Ruin (deals half sneak attack damage dice to undead, replaces Trap Sense, Complete Champion ), Sneak Attack +2d6

6th|Master of Masks 1|
+3|
+3|
+8|
+6|Craft (poisonmaking) +1, Knowledge (the planes) 6 ranks|Gift of the Spider Queen | Persona Masks (angel, assassin)

7th|Assassin 1|
+3|
+3|
+10|
+6| Craft (poisonmaking) +1, Disable Device +1, Hide +1, Knowledge (the planes)+2, Move Silently +1, Use Magic Device +1| |Death Attack, poison use, sneak attack +3d6

8th|Assassin 2|
+4|
+3|
+11|
+6| Craft (poisonmaking) +1, Disable Device +1, Hide +1, Move Silently +1, Search +3, Use Magic Device +1| | Uncanny Dodge

9th|Assassin 3|
+5|
+4|
+11|
+7| Craft (poisonmaking) +1, Disable Device +1, Hide +1, Move Silently +1, Search +3, Use Magic Device +1 |Venomous Strike|Sneak Attack +4d6

10th|Child of Night 1|
+5|
+5|
+11|
+9|Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +1, Knowledge (the planes) +1, Move Silently +1, Spellcraft +1||Cloak of Shadows, cold resistance 5

11th|Child of Night 2|
+6/+1|
+5|
+11|
+10| Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +1, Knowledge (the planes) +1, Move Silently +1, Spellcraft +1| |Sustaining Shadow

12th|Child of Night 3|
+6/+1|
+6|
+12|
+10| Craft (poisonmaking) +1, Hide +2, Knowledge (arcana) +1, Knowledge (the planes) +1, Move Silently +1| Aleval School |Dancing Shadows 1/day

13th|Child of Night 4|
+7/+2|
+6|
+12|
+11| Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +1, Knowledge (the planes) +1, Move Silently +2 | |Cloak of Shadows (blur 1/day)

14th|Assassin 4|
+8/+3 |
+6|
+13|
+11|Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2| |

15th|Assassin 5|
+8/+3|
+6|
+13|
+11| Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2| |Razing Strike|Improved Uncanny Dodge, Sneak Attack +5d6

16th|Assassin 6|
+9/+4 |
+7|
+14|
+12| Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2 | |

17th|Assassin 7|
+10/+5 |
+7|
+14|
+12| Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2 | |Sneak Attack +6d6

18th|Assassin 8|
+11/+6/+1|
+7|
+15|
+12| Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2 |Master of Shadow|Hide on Plain Sight

*19th|Child of Night 5|
+11/+6/+1 |
+7|
+15|
+12| Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +2, Knowledge (the planes) +1, Move Silently +1 | |Cold resistance 10

*20th|Child of Night 6|
+12/+7/+2 |
+8|
+16|
+13| Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +1, Knowledge (the planes) +2, Move Silently +1 | |Cloak of Shadows (blur 3/day), Sustaining Shadow (immunity to poison, disease)[/table]

*:suggested progression if using LA buy-off. Otherwise, retain at 18th level.

Skills at 18th level: Bluff +8, Craft (poisonmaking) +21, Disable Device +25, Disguise +8, Escape Artist +8, Hide +33*, Knowledge (arcana) +16, Knowledge (the planes) +16, Move Silently +25, Perform (act) +8, Search +21, Spellcraft +6, Use Magic Device +19
*: bonus from Child of Night’s cloak of shadows class ability and bonus from Sleeping Tiger Monk fighting style.

Ability Score Increases per Character Level
4th – Intelligence
8th – Intelligence
12th – Dexterity
16th – Dexterity
*20th – Wisdom

Tactics:
Death Attack: Ilphaid's main tactic is to use the Assassin's death attack. The general method is to use the Invisible Fist ability to become invisible (if he's not already undetectable), then land the strike after hiding. As he levels, he tends to use poisons that damage Constitution, alongside Venomous Strike to make the poison more dangerous. At ECL 15th, he'll usually combine the Aleval School weapon style feat with Venomous Strike alongside his death attack, and if using a kama, sai or siangham, rely on making a single hit with Decisive Strike (to double what little damage he may deal even if the death attack fails). If Ilphaid doesn't need to use Invisible Fist, he relies on using True Strike when necessary.

Poisons: The first thing is that Ilphaid crafts his own poisons. If he has none available, he may either buy one, or later rely on Toxic Tongue to coat his weapon with poison (since it deals Constitution damage). If necessary, he'll use Increase Virulence to heighten the DC of the poison. Rarely he'll make an attack with a poison without reducing two dice of his sneak attack to activate the Aleval School weapon style feat and the Venomous Strike ambush feat; between the penalty to saves and the further increased virulence to poison, Ilphaid hopes to land a certain death attack or reduce the enemy's HP considerably. However, he is slightly weaker when an enemy is highly resistant (dwarves) or immune to poisons.

Hiding: The third leg of the Assassin, Ilphaid already has a superior hiding tactic right from the beginning. A good Dexterity, the Darkstalker feat and the bonus on Hide checks from the Sleeping Tiger Monk fighting style give him a great bonus on Hide checks, plus the ability to be largely undetected by non-visual means. Later on, the benefit of Cloak of Shadows cannot be denied; a free +4 to Hide alongside the highest Hide modifier he can get makes him largely undetectable. Hide in Plain Sight is gained extremely late (right when he reaches level 20th, or 18th if he is allowed LA buy-off), but by that time it's no longer a necessity; he can already use Invisible Fist to hide (as he can use the ability to increase his already insane Hide modifier), if not Greater Invisibility.

Defenses: Ilphaid's defenses rely on invisibility, miss chance and several methods of concealment. He starts rather weak with only his Dexterity to AC and perhaps a weak armor (if he manages to get one), but the little bonus to Wisdom aids his AC and Will saves; then again, his key tactic is to use armor, so his Wisdom to AC is more of an afterthought (and hence why his Wisdom is not very high compared to Dexterity or Intelligence which are more important). By the time he reaches Invisible Fist, he uses it almost constantly; Gift of the Spider Queen grants him Mirror Image by expending one use of Dancing Lights and Faerie Fire, allowing him to use two spell-like abilities that may not be constantly useful to have some benefit. The Blur effect of Cloak of Shadows provides yet another form of concealment, and the Assassin's spell list grants him such spells as Greater Invisibility, Shadow Phase and even Magic Circle against Good, for when there's a need to block mental influences.

Why Master of Masks?: Master of Masks, of course, is an afterthought; extending Monk for one more level was not really necessary, and few things could have fit better; he could have entered as an assassin at that moment, if he wanted to.

The main reason is because of the Angel and Assassin masks. The Assassin mask mostly grants an extra dice of sneak attack, something that benefits him in the long run since Child of Night grants no sneak attack progression. The Angel mask is used for escapes, since while it may only last once per round he can use it as many times as he wants to. The ability to Fly, even for 5 rounds, is a last-ditch method to fight against flying creatures, though later on stuff like Sniper's Sight allows him to use ranged weapons for the same purpose.

Weaknesses: The build isn't without its weaknesses. Namely, the greatest weakness is his low BAB; at highest level, he gains only a BAB of 12, but where it hurts the most is very early on. This is somewhat countered by Weapon Finesse and constantly denying the enemy its Dex modifier to AC (alongside the benefits of being invisible), but it makes Decisive Strike harder to land. True Strike and Spectral Weapon help a lot, alongside Cat's Grace which grants a further +2 to Dexterity.

Another is enemies immune to poison, critical hits and sneak attacks. Fortunately for Ilphaid, Death's Ruin and Razing Strike help with the sneak attacks, but his two main tactics are finished with other creatures. Knowledge Devotion (mostly used to get Knowledge: the Planes as a class skill) helps a bit with constructs (and also dragons), but undead are a tough cookie. Spectral Weapon helps when landing hits, and being usually invisible and nigh-undetectable helps again somewhat, but without the ability to deal a death attack to kill an enemy quickly, much more resources are needed to fool the enemy while landing sure strikes.

The biggest foil for Ilphaid is True Seeing. While he can fool blindsight and other tactics, True Seeing destroys pretty much any of his defenses aside from hiding. In that case, Ilphaid relies on attacking from a distance, which is less than effective unless within a 30 ft. range (in which he can land a sneak attack while hiding). His Hide check result allows him to reliably hide well against them, since quite probably their Spot checks are not as effective; thus, moving while hiding is a superb way to remain in combat, albeit Ilphaid must rely on the ability to move and strike, and thus crossbows don't help him. He can attempt to use shuriken, though. Another strong defense, though weakened because of the level adjustment, is Spell Resistance; with a range of SR between 12 (at ECL 3) to 29 (at ECL 20th) makes him a force to be reckoned, spell-wise (since a spellcaster with a caster level equal to its class levels requires a 9 or 10 to succeed, placing his spell defenses right in the middle); it makes him a trouble to place buffs upon, but he can subsist quite well with his own buffs which automatically bypass his SR.

Allies, and how to use them: Ilphaid has a rare dichotomy; he's a loner, but he may thrive while fighting in a group. After all, flanking is a great way to land a death attack, and the more targets the better. Magic Circle against Good makes Ilphaid (or a lucky ally) capable of being a beacon against good enemies, but against evil enemies he's not as effective. Dancing Shadows, his Child of Night class feature, grants his allies concealment only once per day, and only for 4 rounds which makes it mostly a one-battle buff. His best way to contribute is not only damage, but the effect of the Aleval School weapon style feat, since it's a free penalty to all saving throws, which helps on other spells and effects; poisoning an enemy also helps on reducing Fortitude saves, making the most resisted type of effect less resistant (and also reducing hit points even further). One annoying point, though, is his spell resistance since that makes him difficult to buff (or heal) in combat. It's a double-edged sword to attempt and buff Ilphaid in combat, but outside of combat he voluntarily reduces his spell resistance to contribute. That is, of course, for as long as he considers company as necessary; usually, Ilphaid will use allies rather than gain allies.

Use Magic Device: Well known for what it can deliver, Ilphaid can buff himself quite well with liberal uses of scrolls and wands. By itself, Ilphaid mostly relies on his spells (hence why he has stuff like Cat's Grace or Fox's Cunning), Invisible Fist and one-hit kills, but if using (and opening) this option, several buffs can be stored or reserved. Cat's Grace and Fox's Cunning can be used through a wand or a scroll, saving those spell slots; Divine Power aids immensely with damage and BAB; Haste grants a huge boost to speed and extra attacks. Naturally, it's quite unreliable (and in the case of Ilphaid whose Charisma is so low), so it's best left as a very good option rather than a main tactic; by himself, only few monsters can truly outclass him. Another benefit is working as a trap-finder, since his Rogue trapfinding ability, plus his Disable Device and Search ranks, makes him a decent defuser; his only problem is his low Listen and Spot scores, which make him a pathetic scout (but then again, he wasn't known for being a scout).

Magic:
Spells per day/Spells Known
{table=head]Level|[ b]1st[/b]|2nd|3rd|4th
1st|-|-|-|-
2nd|-|-|-|-
3rd|-|-|-|-
4th|-|-|-|-
5th|-|-|-|-
6th|-|-|-|-
7th|1|-|-|-
8th|2|-|-|-
9th|3|1|-|-
10th|3|1|-|-
11th|4|2|-|-
12th|4|3|1|-
13th|4|4|2|-
14th|4|4|3|0
15th|4|4|4|1
16th|4|4|4|2
17th|4|4|4|3
18th|4|4|4|3
19th|4|4|4|3
20th|4|4|4|3 [/table]

Assassin Spells Known (level 20)
1st—ebon eyes, healer’s vision, shadow double, true strike
2nd—alter self, cat’s grace, fox’s cunning, increase virulence
3rd—deeper darkness, magic circle against good, spectral weapon, toxic tongue
4th—deathsight, freedom of movement, shadow phase, sniper’s eye

One of the great benefits of Child of Night, a rare PrC that essentially grants great hiding skills to spellcasters, is its 9/10 spellcasting progression. While an Assassin's CL stops at level 10th (at least until Epic levels), Child of Night's spellcasting grants him a potential CL of 11th (13th with the last two levels and LA buy-off in action). This also allows him to gain full Assassin spellcasting before reaching Assassin 8 (and before reaching level 18th as well).

The first few Assassin spells are mostly for set-ups. Ebon Eyes grants him the ability to see in magical darkness (as his Darkness spell-like abilities), delivering another method to deliver sneak attacks and death attacks. Healer's Vision allows him to deliver more dangerous sneak attacks, and also heal in a pinch. Shadow Double is a potent spell that delivers three uses: flanking, Strength damage and another target to strike. With Ilphaid's high Intelligence and striking a saving throw such as Will, most of the creatures that depend on Strength will usually be flanked and weakened with each blow. Finally, True Strike is used when the enemy has an insane amount of AC, and mostly as part of a death attack (alongside Decisive Strike, if necessary).

Second-level Assassin spells are definite buffs. Alter Self, as well known, is a "Swiss Army" spell with lots of uses, from defense to natural weapons to disguise to movement types. Being a humanoid, Alter Self delivers a striking amount of choices to look at, such as a Raptoran for flight. Cat's Grace and Fox's Cunning exist to boost even further Ilphaid's key stats; better Dexterity for attack bonus, AC and initiative (which starts at a modest +7), and Intelligence for death attack and saving throw DCs, as well as Disable Device, Search, and Knowledge (for Knowledge Devotion). Increase Virulence exists to further power up death attacks, or simply attacks with poisons.

Third-level Assassin spells are somewhat defensive. Deeper Darkness complements both Ilphaid's already existing Darkness SLA and his build (with Deeper Darkness and Ebon Eyes, there's much less need for Invisibility). Magic Circle against Good exists on the same plane as Magic Circle against Evil; while good creatures are not as abundant as Evil creatures, it has the double benefit of trapping good outsiders and providing defenses against the mental attacks of any creature, whether good or evil. Spectral Weapon reinforces the idea of an assassin without weapons, and it's surprisingly effective: a weapon (of the types Ilphaid is proficient with, meaning he can make Spectral kamas, nunchaku and siangham) which deals touch damage (hence, helping immensely with high AC creatures); however, using it means relying almost exclusively on the Aleval School weapon style feat for the first few strikes, in order to ensure the weapon won't be disbelieved (albeit with a base DC of 17 and striking a Will save, few monsters will be capable of). Finally, Toxic Tongue is a clever way to deliver poison, either through contact (dealing lesser Constitution damage) or through weapon (and taking advantage of Aleval School, Increase Virulence and Venomous Strike for the DC), when Ilphaid has no poisons with him.

Finally, 4th level Assassin spells are the creme of the creme, for more than one reason. Deathsight is a phenomenal scroll spell, but having it on the list is almost inexcusable; it's a spell exclusively to power up death attack, making it almost strikingly faster, which means that with Deathsight on the first turn, then Aleval/VS/Poison death attack you can take an enemy almost on the first turn. Shadow Phase is a potent defensive tactic that allows Ilphaid to become partially incorporeal, hence providing for a superb defense when needed (aside from force spells). Sniper's Eye complements fighting from a distance, allowing sneak attacks and death attacks from up to 60 ft. distance, which can be easily coupled with a nigh-undetectable Hide check for a simple and easy kill; again, yet another superb scroll spell but invaluable when coupled on Ilphaid's list. And finally, when the need to escape is necessary, nothing better than Freedom of Movement to high-tail it.

UMD, scrolls and complementary magic:
While Ilphaid works extremely well while alone and without magic items (or at least a bare minimum), opening the books for scrolls and wands further reinforces him while in combat. Spells such as Greater Mage Armor or Repelling Shield (which have good CL and superb protecting tactics) support Ilphaid's weak AC and allow his Wisdom to count for his AC. Divine Power (or, if necessary, Tenser's Transformation) allows him to fight like a full BAB character, allowing abilities such as Decisive Strike to land with near-utmost precision; alternatively, Nightstalker's Transformation delivers some superb boosts to Rogue skills temporarily for the exchange of spellcasting (but not spell-like abilities, such as that of the Child of Night or those acquired through race). The biggest hurdle, of course, is Ilphaid's low UMD score (which starts well but ends four below max ranks and with a Charisma score that makes it less than optimal) which can cause serious troubles when he attempts to use them; the idea is to use them as a complement, not as part of Ilphaid's attack routine.

However, there are a few spells on Ilphaid's spell list which can be used reliably. While spells like Shadow Double and Spectral Weapon are bad ideas to use as part of scrolls and wands, spells such as Death Sight or Healer's Touch or Freedom of Movement or Sniper's Shot are phenomenal when reserved as scrolls. In fact, all four of the highest-level Assassin's spells are scroll-worthy, which means Ilphaid can rely on their use through scrolls (albeit the duration will be different) and save the spell slots for spells of lower levels, such as Shadow Double or True Strike or Increase Virulence.

Other spells also exist as scroll-worthy spells that aren't on Ilphaid's list, but that are also worthy of mention: Cursed Blade (4th level) has no saving throw, no spell resistance, and causes each of Ilphaid's attacks to be nearly-unhealable; Wraithstrike is a superb spell to deliver touch spells but its slight duration makes Spectral Weapon slightly more effective (albeit Wraithstrike would make death attacks with very little effort). Blade of Pain and Fear works as another "weapon in a pinch", one that could be worthy of entering into Ilphaid's spell list since it causes the enemy to become frightened, which is yet another method to lower saving throws (entering after the effect of Aleval School but before the effects of poison or death attack). Unseen Strike is excellent as a pre-buff for hitting and escaping the area, and Mordenkainen's Trusted Bloodhound works wonders to track enemies (something Ilphaid lacks).

Again, all of these spells are merely considerations of other Assassin spells (as well as UMD-worthy spells) that Ilphaid could have access to. Whether they are available to him or not depends on his accessibility to money, since he has to pay for the manufacturing of poisons as well.

Sources
Drow of the Underdark: Aleval School, Venomous Strike, Master of Shadows, Gift of the Spider Queen feats; Shadow Double spell; information on Drow (name, legend of Zinzerena).
Spell Compendium: Ebon Eyes, Spectral Weapon, Shadow Phase spells.
Complete Mage: Toxic Tongue, Deathsight spells
Complete Scoundrel: Master of Masks PrC, Healer's Vision spell
Player's Handbook II: Increase Virulence spell, Decisive Strike Monk ACF.
Tome of Magic: Child of Night PrC
Complete Champion: Knowledge Devotion feat, Death's Ruin Rogue ACF.
Unearthed Arcana: Sleeping Tiger Monk fighting style (alternate class feature)
Exemplars of Evil: Invisible Fist Monk ACF
Complete Adventurer: information on Craft (poisonmaking)
Wikipedia: The Greyhawk calendar

true_shinken
2010-12-10, 08:39 PM
Better watch out. 'cause I'm the assassin.
Better watch out, better watch out...
Assassin!


”You remember the story of Old Lob, children? Well, let me tell you what happened to his daughter...

“He’d warned her to stay close to him as they delved into the Underdark. He didn’t want to bring her along at all, truth to tell, but since her mother took sick and passed over to Moradin’s realm, he was loathe to leave her if it could be helped. So, when he needed to go gather phosphorescent lichen for a special poultice, along she came.

“He got concerned when they started coming across the webs. He considered turning back rather than expose her to danger, but the poultice was needed. Besides, he figured they’d be fine, since he had anti-venom with him. What he didn’t expect was the web hitting him like a thrown club, from behind.

“That webbing hit like a club, but it stuck him to the wall just as sure as any other web might. As he started to struggle, he heard his little girl cry out, and could see her also pinned to the wall by another forceful web blow. He expected to see a spider approach at that point; instead, a thin humanoid swathed in black approached along the webbing of the ceiling. It cocked its head and seemed to regard him curiously as it settled above where his daughter squirmed, helpless. He squirmed mightily, but could not escape as the man-thing turned its attentions to Lob’s daughter. Without a sound, it plunged a dagger into his daughter’s stomach as Lob watched. Lob’s knees went weaker than he thought possible at the sight. Then, he heard the scuttling of many legs behind him...”

Toval
Deep Imaskari Spellthief 3/Wizard 3/Assassin 10/Yachthol Webrider 4
STR 12 DEX 13 CON 12 INT 18 WIS 10 CHA 12
Boost DEX at 4th, INT at 8th, 12th, 16th, and 20th

SOURCE LIST
1. SRD: Wizard, Assassin, Dodge feat, Mobility feat, Skill Focus (Trapmaking) feat, Scribe Scroll feat, skills, some spells.
2. Complete Adventurer (CAd): Spellthief.
3. Complete Arcane (CAr): Practiced Spellcaster feat (also appears elsewhere).
4. Player’s Handbook 2 (PH2): Abrupt Jaunt immediate magic variant, Lesser Luminous Assassin spell.
5. Underdark (Und): Deep Imaskari race, Yachthol Webrider prestige class.
6. Champions of Ruin (CoR): Craven feat, Mortifying Attack feat.
7. Spells and equipment also raided from Dungeon Master’s Guide, Spell Compendium, Book of Vile Darkness, Frostburn, and Magic Item Compendium.

Toval
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Spellthief 1 (CAd 13)|
+0|
+1|
+1|
+2|Concentration 4, Craft (Trapmaking) 4, Disable Device 4, Disguise 2, Hide 4, Knowledge (Arcana) 4, Listen 2, Move Silently 4, Search 4, Spot 2, Tumble 4|Dodge|Sneak Attack +1d6, Steal Spell (0 or 1st)(CAd 16), Trapfinding

2nd|Wizard 1|
+0|
+1|
+1|
+4|Concentration +1, Hide +1, Move Silently +1|Scribe Scroll|Abrupt Jaunt (PH2 69)

3rd|Spellthief 2|
+1|
+1|
+1|
+5|Concentration +1, Craft (Trapmaking) +2, Disable Device +2, Disguise +1, Hide +1, Move Silently +1, Search +1 |Skill Focus (Trapmaking)|Detect Magic 1/day (CAd 16), Spellgrace (CAd 16), Steal Spell Effect (CAd 16-18)

4th|Wizard 2|
+2|
+1|
+2|
+5|Concentration +1, Hide +1, Move Silently +1|-|-

5th|Spellthief 3|
+3|
+2|
+3|
+5|Concentration +1, Craft (Trapmaking) +2, Disable Device +2, Disguise +1, Knowledge (Arcana) +1, Move Silently +1, Tumble +1|-|Steal Energy Resistance 10 (CAd 18)

6th|Wizard 3|
+3|
+3|
+4|
+5|Concentration +1, Hide +1, Move Silently +1|Mobility|-

7th|Assassin 1|
+3|
+3|
+6|
+5|Concentration +1, Craft (Trapmaking) +1, Hide +2, Listen +1, Move Silently +1, Spot +1|-|Sneak Attack 2d6, Death Attack, Poison Use, Spells

8th|Assassin 2|
+4|
+3|
+7|
+5|Concentration +1, Craft (Trapmaking) +1, Disguise +1, Hide +1, Listen +1, Move Silently +1, Spot +1|-|+1 Save against Poison, Uncanny Dodge

9th|Assassin 3|
+5|
+4|
+7|
+6|Concentration +1, Craft (Trapmaking) +2, Hide +1, Listen +1, Move Silently +1, Spot +1|Craven (CoR 17)|Sneak Attack +3d6

10th|Yathcol Webrider 1 (Und 46)|
+5|
+4|
+9|
+6|Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Knowledge (Arcana) +1, Listen +1, Move Silently +1, Spellcraft +1, Spot +1|-|Web Hide (Und 47), Web Ride (20’)(Und 47)

11th|Yathcol Webrider 2|
+6|
+4|
+10|
+6|Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Knowledge (Arcana) +1, Listen +1, Move Silently +1, Spellcraft +1, Spot +1|-|Spider Climbing (Und 47), Summon Spider (Large) (Und 47)

12th|Yathcol Webrider 3|
+7|
+5|
+10|
+7|Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Knowledge (Arcana) +1, Listen +1, Move Silently +1, Spellcraft +1, Spot +2|Master Spellthief (CSc 79)|Web Blast (2/day)(Und 47)

13th|Assassin 4|
+8|
+5|
+11|
+7|Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Spot +1, Tumble +1|-|+2 Save against Poison

14th|Assassin 5|
+8|
+5|
+11|
+7|Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Spot +1, Tumble +1|-|Improved Uncanny Dodge, Sneak Attack +4d6

15th|Yathcol Webrider 4|
+9|
+5|
+12|
+7|Concentration +1, Craft (Trapmaking) +1, Hide +1, Knowledge (Arcana) +1, Listen +1, Move Silently +1, Spellcraft +1, Spot +2, Tumble +1|Practiced Caster (Wizard) (CAr 82)|Web Ride (160’)

16th|Assassin 6|
+10|
+6|
+13|
+8|Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|-|+3 Save against Poison

17th|Assassin 7|
+11|
+6|
+13|
+8|Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|-|Sneak Attack +5d6

18th|Assassin 8|
+12|
+6|
+14|
+8|Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|Mortifying Attack (CoR 20)|+4 Save against Poison, Hide in Plain Sight

19th|Assassin 9|
+12|
+7|
+14|
+9|Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|-|Sneak Attack +6d6

20th|Assassin 10|
+13|
+7|
+15|
+9|Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|-|+5 Save against Poison[/table]

Wizard Spells
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|4|3|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|5|4|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|5|4|3|-|-|-|-|-|-|-

7th|-|-|-|-|-|-|-|-|-|-

8th|-|-|-|-|-|-|-|-|-|-

9th|-|-|-|-|-|-|-|-|-|-

10th|-|-|-|-|-|-|-|-|-|-

11th|-|-|-|-|-|-|-|-|-|-

12th|5|5|4|3|-|-|-|-|-|-

13th|-|-|-|-|-|-|-|-|-|-

14th|-|-|-|-|-|-|-|-|-|-

15th|-|-|-|-|-|-|-|-|-|-

16th|-|-|-|-|-|-|-|-|-|-

17th|-|-|-|-|-|-|-|-|-|-

18th|-|-|-|-|-|-|-|-|-|-

19th|-|-|-|-|-|-|-|-|-|-

20th|-|-|-|-|-|-|-|-|-|-[/table]
Additional spells added and gained as Tovar increases his INT score via levels and items.


Assassin Spells
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|-|-|-|-|-|-|-|-|-|-

7th|-|2/1|-|-|-|-|-|-|-|-

8th|-|3/2|-|-|-|-|-|-|-|-

9th|-|3/3|2/1|-|-|-|-|-|-|-

10th|-|-|-|-|-|-|-|-|-|-

11th|-|-|-|-|-|-|-|-|-|-

12th|-|-|-|-|-|-|-|-|-|-

13th|-|4/4|3/2|-|-|-|-|-|-|-

14th|-|4/4|3/3|2/1|-|-|-|-|-|-

15th|-|-|-|-|-|-|-|-|-|-

16th|-|4/4|4/4|3/2|-|-|-|-|-|-

17th|-|4/4|4/4|3/3|2/1|-|-|-|-|-

18th|-|4/4|4/4|4/4|3/2|-|-|-|-|-

19th|-|4/4|4/4|4/4|3/3|-|-|-|-|-

20th|-|4/4|4/4|4/4|4/4|-|-|-|-|-[/table]

Wizard’s Spellbook Underlined spells are typically prepared
0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Touch of Fatigue, Amanuensis, Caltrops, Launch Bolt, Launch Item, No Light, Preserve Organ, Repair Minor Damage, Silent Portal, Slash Tongue, Stick, Unnerving Gaze.
1: Backbiter (SpC 23), Grease, Mighty Wallop (RDr 114), Lesser Orb of Acid (SpC 150), Ray of Clumsiness (SpC 166)
2: Blur, Glitterdust, Reflective Disguise (SpC 171), Web
3: Lesser Luminous Assassin (PH2 117), Shivering Touch (FrB 104), Spiderskin (SpC 202)

Why Deep Imaskari?
The INT bonus is extremely useful here, since both Wizard and Assassin spells key off that stat. The low-light vision without any light sensitivity and the +4 to Hide are also important in selecting this race. However, the Spell Clutch ability is the prize here. The ability to recall and recast a spell every day extends staying power and versatility considerably, and is worth the DEX hit.

First Level
Spellthief with a high INT gives more than adequate skills, making Tovar a valuable sneakabout and trapmonkey. He can rob enemy arcanists of some of their power, provide useful flanking and damage with his sneak attacks, and is good at setting up ambushes so he and his teammates can close in on trapped, helpless enemies. Tovar wears padded armor and fights with a morningstar and thrown daggers. The Disguise skill gives him some social versatility for those times when combat isn’t the plan for the day, and his knowledge of arcane lore adds to his value in a party. Dodge isn’t the most amazing feat ever, but it’s a useful survival tool at this level, and a key to later success.

Second Level
Having stolen several spells from Wizards and Sorcerers, Tovar branches out to join their ranks as a Conjurer. With masterworked padded armor and the thistledown enhancement, he never worries about spell failure himself, though he is the cause of it in others. Grease, Ray of Clumsiness and Lesser Acid Orb improve his ability to operate at range considerably, which coincidentally improves his survivability by keeping him further from harm. The Abrupt Jaunt variant he’s chosen means he is less worried about enemies that he’s sniped at charging toward him. Combining the steal spell ability with the automatic Scribe Scroll feat can quickly fill his spellbook if the enemies and mission’s pacing allow for it.

Third Level
With [detect magic[/i], spell grace, and steal spell effect all coming online at this point, Tovar is more useful as a scout and debuffer. Focusing on his trapmaking skills makes him even more valued in the party while improving his self-sufficiency at the same time. Tovar gets his armor enchanted for a little defensive boost at this point, and coincidentally has his attack bonus increase here.

Fourth Level
Add the spell Backbiter to his arsenal and Tovar continues his evolution as his team’s long-ranged debuffer and trapmonkey. His offensive prowess improves further, and his DEX increases, to the benefit of offense, defense, and his skulking skills. The chart may indicate that Tovar gains nothing special here (or at 6th level), but that entirely ignores the gains made in arcane magics. He also magics his morningstar at this point, if not before.

Fifth Level
Until this point, Tovar’s saving throws have been worryingly low. Both his FORT and REF get a welcome boost here, as does his BAB. The ability to siphon off energy resistance keeps him relevant as a debuffer, just as energy resistances are statistically starting to become more prevalent in opponents. His continued emphasis on mobility skills and traps allows him to aid his teammates as a flanker and enemy immobilizer while allowing him to operate on his own if needed.

Sixth Level
Tovar gets another boost to his weaker saves here. More importantly, he picks up 2nd level spells; notably, he picks up the Web[/] spell as he focuses on debilitating his enemies. He’s confident enough in his abilities to render opponents helpless by now that he no longer hesitates to close in for the kill. By closing in to kill a helpless victim, he opens up the Assassin prestige class as an option for himself; by acquiring the [i]Web spell and the Mobility feat, he opens up Yachthol Webrider at the same time. While he has plans for the future that make this less necessary, he has acquired several potions of invisibility as a failsafe to aid his sneaking, and restorative potions for his solo operations. His BAB isn’t especially good at this point, but he’s focused mainly on ranged touch attack spells and area of effect spells, neither of which needs a very high BAB for efficacy.

Seventh Level
Entering the Assassin prestige class only one level ‘behind schedule’, Tovar adds more spells to his arsenal - True Strike and Sniper’s Shot for preference, more bite to his sneak attack, and a death attack that’s predicated on his ability to observe his opponent safely for 18 long seconds before use. This makes his Ray of Clumsiness and Web spells all the more valuable, as he can immobilize and then minimize an opponent’s options for escape before closing in for the kill. He also picks up Poison Use. Synergizing with his emerging interest in the Yathchol Webrider, he gravitates naturally toward the spider poisons, which target STR. This means that he can impede both those opponents who rely on Escape Artist to get away from his webs and traps, and those who rely simply on brute strength. Further, his ability to steal spells means he has a method to prevent magical ways of escaping the webbing or traps (like Benign Transposition). Finally, with the Assassin prestige class, he begins to see a dramatic increase in his REF save, whereas before only his WILL save was strong.

Eighth Level
With Uncanny Dodge and a bonus to save against poison, Tovar is better prepared against enemy attacks, in particular those who would seek to use his own tools against him. The skills emphasized now all improve his ability to operate as a sniper before closing in for the kill, which is both an offensive and defensive boon. He adds Critical Strike to his spell repertoire, which helps his Sneak Attack and damage progression catch up in a pinch.

Ninth Level
The Craven feat and another Sneak Attack die suddenly turns Tovar a lot more deadly than he was previously. Alter Self is an obvious spell choice at this point, along with Ice Knife, which works on the ability damage theme that Tovar uses as his secondary shtick. He may be spending more and more time in concealment, but he’s still important to a team with these abilities. Additionally, he shores up his FORT/WILL saves a bit.

Tenth Level
In taking his first level of Yathchol Webrider, Tovar builds on the mobility options he gained via the Abrupt Jaunt ACF, and gets himself an instant hiding place whenever he has a Web spell available. The combination of these abilities makes him extremely difficult to pin down and extremely versatile as a scout. By RAW, Tovar is also now able to use any daggers that are otherwise Exotic Weapons without penalty, which is at least situationally useful, and certainly flavorful. Also, with a d8 HD, Tovar gets a minor boost to his average HP while taking Yathchol Webrider that will average out to just a bit more than what he’d have gained with the Toughness feat by the time he leaves the PrC for good.

Eleventh Level
The ability to climb like a spider without magical aid opens up new worlds of skulking and sneaking for Tovar, even in an AMF. Add in his new ability to summon a large spider, and he can provide a flanker for his allies while staying out of the fray, as well as another method of reducing the enemy’s STR score. All the better to catch them in his Web for that Death Attack. If he hasn’t already, Tovar invests in the Virulent enhancement for his weapon.

Twelfth Level
Master Spellthief dramatically improves Tovar’s abilities as a caster in Spellthief, Wizard, and Assassin, particularly those effects that rely on caster level. With the Web Blast ability twice a day, Tovar gains another damaging option from afar, that doubles as an enemy immobilizer to set up his Death Attack. His FORT and WILL saves get a welcome boost here as well. In case he weren’t already sufficiently motivated to do so, his Web Blast’s saving throw basis provides him a strong incentive to get a CON-boosting item. Because he’s not especially needed to spend on magic items to this point, he should easily be able to afford that CON booster. His skill points also get the benefit of his INT-boosting from levels at this point.

Thirteenth Level
Another boost to BAB, and another boost to saves vs. poison are valuable tools for Tovar. With Swift Invisibility added to his spells available, Tovar can hide better than ever after pinning down his enemies with his webs. He’s continually improving his ability to function as a battlefield controller while finding new and improved ways to utilize his Death Attack.

Fourteenth Level
At the mid-point of the Assassin class, Tovar gains another d6 on Sneak Attack, and Improved Uncanny Dodge. He’s becoming increasingly deadly, and increasingly able to dictate the terms by which he engages an enemy. In keeping with his arachnid theme and interests, he picks up Spider Poison as his 3rd level Assassin spell, along with False Life.

Fifteenth Level
One last foray into Yathchol Webrider here, for the dramatic increase in distance available from Web Ride. Combined with Abrupt Jaunt, Toval now how 19 daily uses of a 10’ teleport to safety if he chooses to move the minimum distance each time. Toval essentially never has to stand in combat with a foe he doesn’t want to at this point, and can observe his intended foes from the relative safety of the webs he makes until swooping in for a Death Attack. This is also the point where he nabs Practiced Spellcaster (Wizard), which makes his effective caster level extremely impressive for so few levels of the Wizard class taken.

Sixteenth Level
Base Attack Bonus increases, as do all the saves. Additionally, the save versus poison improves again. Because FORT is the only save that none of Tovar’s class choices counts as a good save, these continued improvements against poison’s debilitating effects are important. Wraithstrike provides insurance that the Death Attack will hit, and Veil of Shadow further enhances Tovar’s ability to hide and otherwise avoid damage.

Seventeenth Level
Even more Sneak Attack damage is available to Tovar now, along with 4th level Assassin spells. Sniper’s Eye lets him use his Death Attack more efficiently, and from range, while Vulnerability works with his poisons and Spellthief abilities to remove the enemy’s defenses. His BAB has never been wonderful, but it’s increased again here, and his continued emphasis on AoE and touch attacks make that a virtual non-issue.

Eighteenth Level
As his final feat, Tovar picks up Mortifying Attack. With his enemies trapped and weakened by poisons, mundane traps, and webs, Tovar can eliminate one adversary via Death Attack while simultaneously softening up the witnesses for his allies. Hide in Plain Sight is the prize from Assassin here. It further improves the options that Tovar has for setting up his Death Attacks. Freedom of Movement is an important defensive spell for Tovar, and this is where he acquires it for himself, rather than relying on fellow party members and/or items for that purpose.

Nineteenth Level
Another boost here to both his weaker saves, and another d6 of Sneak Attack damage. That makes each of his Sneak Attacks average more than 30 points per hit, plus any poisons. That’s not bad at all for someone primarily spec’ed as a debuffer.

Twentieth Level
Nondetection is added to his spell selections as a vital defensive choice, and another way for him to skirt along the edges of the battlefield while helping his teammates in other ways. A final boost to saves against poison keeps him from being vulnerable to his own favored means of attack. +13 for BAB isn’t spectacular, but is more than adequate when Tovar is finished reducing his opponents’ movement options and defenses, and when adding either bonuses from positioning via webs, the flanking bonus his large spider can provide, or methods of making his opponents flat-footed.

Other considerations
Fractional BAB and Saves would shore up Tovar offensively and defensively, providing another point of BAB and a more even Save progression that ends +7/+11/+7 before items. A Belt of Magnificence is never a bad investment, and Tovar has enough abilities keyed to different attributes to make it a worthwhile investment if available. With the Poor Reflexes and Vulnerable flaws, Tovar can rearrange his feats and nab Sanctum Spell at 3rd - making Web a 1st level spell and thus eligible for his Spell Clutch ability, and Poison Expert at 9th, increasing the virulence of his debilitating poison choices.

true_shinken
2010-12-10, 08:43 PM
I'm in a cold cold sweat
I taste the smell of death
I know the moment's getting closer

Anonymous

"Beginnings are sudden, but also insidious. They creep up on you sideways, they keep to the shadows, they lurk unrecognized. Then, later, they spring."
Margaret Atwood. Der Bilnde Morder

Gerard awoke in a daze. From the pale radiance that filtered into his squalid quarters he guessed it was early evening...or was it morning? Despite the mildness of the light, it set off a violent, throbbing pain behind his eyes that seemed to ricochete throughout his skull. He laid back down and pulled his thin blanket over his face. With a laboured groan he fumbled around blindly beneath his cot for a bottle. Furiously discarding the first few that came into his grasp, he finally settled on one which held a comforting weight. Braving the tormenting light, he sat up and took to his prize with the enthusiasm of a suckling babe. The foul liquor did little to quell the pain, but it was enough for Gerard to brave fully rousing himself.

Unsteady on his feet, Gerard decided that it must be evening. Through the walls of his dilapidated squat he could hear the bustle of activity in this quarter of the city. Tired voices and the sounds of people returning from their days labours. For Gerard, the day was only beginning. He looked around the mess in his makeshift dwelling. Stacks of paper and books were on nearly every surface, crude maps and scrawled notes pinned to the walls. How would his search continue this evening? It was a question he had asked himself every day since he had fully commited himself to his investigation of the murders. He was chasing a ghost, a figment. He had followed every lead to a dead end. Witnesses recanted or simply dissapeared. Informants had given him nothing, only empty promises for his coin. He had been chasing at shadows for nearly four months now. He breathed a heavy sigh. One thing was certain, he would find no answers in here.

He rubbed his temples. His headaches had been steadily growing worse. No spell or tonic provided him with any relief. Perhaps it was simply stress. His obsession with finding the murderer had cost him his military career, had alienated him from friends and family and taken a toll on his health.

"You look like hell, old man" a high, almost childlike voice taunted Gerard from nowhere.

He spun around but saw nothing. For the briefest of moments he thought he recognised the voice...Perhaps he was just imagining things, yet Garard felt a chill run down his spine. He knew he was being watched. Muttering softly, Gerard began in incatation, a simple spell that would reveal the hidden intruder. He felt his awareness expand and for a moment he thought he saw something, but then a sharp, blinding pain cut into his mind like a knife. He recoiled with pain but his scream was stifled by a solid blow to his ribs. Gerards limbs betrayed him and he collapsed to the floor in a spasming, ungainly heap.

"Is that any way to greet an old friend?...Hmm?" Gerard could now feel the intruders breath on his ear. Facedown on the floor he was struggling to take in air, let alone respond to the question.

"Been keeping busy I see." The intruders comment was followed by a sadistic, tittering laugh. Gerard could not tell if the soft voice was feminine or effeminate, he could now hear his assailant rummaging though his belongings.

More a feat of will than strength, Gerard rolled over and looked at the dark clad figure that was now casually flipping through one of his journals. "There is coin in the dresser, just take it and go." he gasped out a plea. With a whip-like motion the intruder turned around and stared Gerard in the eye.

Gerard blanched at the gaze. The intruders body was covered, all except for the eyes. Those eyes...They were soulless black orbs that seemed to bore right through him. A faint memory came into Gerards mind. A haunting tune, a flashing blade and a sadistic grin, but the recollection was hazy and elusive. He knew his assailant, but from where? Why couldn't he remember?

"You think I'm after money?" The intruder exclaimed before breaking into an almost hysterical fit of giggling. "I'd work for free if I thought people would'nt take my talents for granted..."

Anonymous
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Bard 1|
+0|
+0|
+2|
+2|Concentration +4, Decipher Script +4, Diplomacy +4, Disguise +4, Hide +4, Knowledge (Local) +1, Listen +1, Move Silently +4, Perform (Dance) +4, Perform (Strings) +4, Sleight of Hand +4, Speak Language (Common, Draconic, Elven, Dwarven), Spot +2, Tumble +4 |Combat Casting, Dodge|Bardic Lore, Bardic Music (Inspire Awe, Mimicing Song), Spellcasting

2nd|Druid 1|
+0|
+2|
+2|
+4|Diplomacy +1, Handle Animal +1, Knowledge (Nature) +1, cc Hide +1, cc Move Silently +1, Speak Language (Duidic), Spot +1, Survival +1|Track (b)|AC Bonus, Favored Enemy (Human), Spellcasting, Urban Companion, Urban Sense, Wild Empathy

3rd|Druid 2|
+1|
+3|
+2|
+5|Diplomacy +1, Handle Animal +1, Knowledge (Nature) +1, cc Hide +1, cc Move Silently +1, Spot +1, Survival +1|Mobility|Crowd Walker

4th|Druid 3|
+2|
+3|
+3|
+5|Diplomacy +1, Handle Animal +1, Knowledge (Nature) +1, cc Hide +1, cc Move Silently +1, Spot +1, Survival +1|-|Fast Movement +10, Go to Ground

5th|Druid 4|
+3|
+4|
+3|
+6|Knowledge (Nature) +4, cc Hide +1, cc Move Silently +1, Survival +1|Strong Stomach|Iron Constitution

6th|Assassin 1|
+3|
+4|
+5|
+6|Bluff +1, cc Decipher Script +1, Disguise +1, Hide +1, Intimidate +1, Move Silently +1, cc Perform (dance) +1|Endurance|Death Attack, Poison Use, Spellcasting

7th|Assassin 2|
+4|
+4|
+6|
+6|Bluff +1, cc Decipher Script +1, Disguise +1, Hide +1, Intimidate +1, Move Silently +1, cc Perform (dance) +1|-|+1 Saves vs. Poison, Sneak Attack +1d6, Uncanny Dodge

8th|Assassin 3|
+5|
+5|
+6|
+7|Bluff +1, cc Decipher Script +1, Disguise +1, Escape artist +1, Gather Information +1, Hide +1, Intimidate +1, Move Silently +1, Spot +1|-|-

9th|Assassin 4|
+6|
+5|
+7|
+7|Balance +1, Bluff +1, Disguise +1, Escape artist +1, Gather Information +1, Hide +1, Intimidate +1, Listen +1, Move Silently +1, Spot +1|Extend Spell|+2 Saves vs. Poison, Sneak Attack +2d6

10th|Assassin 5|
+6|
+5|
+7|
+7|Balance +1, Bluff +1, Disguise +1, Escape artist +1, Gather Information +1, Hide +1, Listen +1, Move Silently +1, Sleight of Hand +1, Spot +1|-|Improved Uncanny Dodge

11th|Spelldancer 1|
+6|
+5|
+9|
+9|Perform (dance) +3, Perform (strings) +4, Spellcraft +1, Tumble +1|-|Spelldance

12th|Assassin 6|
+7|
+6|
+10|
+10|Bluff +1, Gather Information +4, Hide +2, Intimidate +1, Move Silently +2|Persistant Spell|+3 Saves vs. Poison, Sneak Attack +3d6

13th|Spelldancer 2|
+8|
+6|
+11|
+11|Perform (dance) +4, Perform (strings) +5|-|Enthralling Dance, Evasion

14th|Focluchan Lyrist 1|
+9|
+6|
+13|
+13|Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Intimidate +1, Move Silently +1, Perform (Dance) +2, Sleight of Hand +1, Spot +1, False Theurgy|-|Bardic Knowledge, Bardic Music, Unbound

15th|Assassin 7|
+10|
+6|
+13|
+13|Bluff +1, Disguise +1, Hide +1, Intimidate +1, Listen +1, Move Silently +1, Sleight of Hand +1, Spot +1, Second Impression|Doomspeak|-

16th|Focluchan Lyrist 2|
+11|
+6|
+14|
+14|Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Move Silently +1, Perform (Dance) +2, Sleight of Hand +1, Spot +1, Survival +1, Assume Quirk|-|Bardic Music (Inspire Competance)

17th|Assassin 8|
+12|
+6|
+15|
+14|Bluff +1, Diplomacy +1, Disguise +1, Escape Artist +1, Gather Information +1, Hide +1, Listen +1, Move Silently +1, Sleight of Hand +1, Spot +1, Tumble +1|-|+4 Saves vs. Poison, Hide in Plain Sight, Sneak Attack +4d6

18th|Focluchan Lyrist 3|
+13|
+7|
+15|
+14|Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Move Silently +1, Perform (Dance) +3, Sleight of Hand +1, Spot +1, Cloaked Dance|Mortifying Attack|-

19th|Focluchan Lyrist 4|
+14|
+7|
+16|
+15|Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Listen +1, Move Silently +1, Perform (Dance) +3, Sleight of Hand +1, Spot +1, Survival +1|-|-

20th|Focluchan Lyrist 5|
+15|
+7|
+16|
+15|Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Listen +1, Move Silently +1, Perform (Dance) +3, Sleight of Hand +1, Spot +1, Survival +1|-|Bardic Music (Suggestion)[/table]

Features of the Assassin class.

Skills: 4+intelligence per level. One of the most expansive skill lists in the game. An aid to versatility in spite of the low number of points. Luckily intelligence is a prime requisite for the important assassin abilities. Skills and Skill Tricks are detailed in their own section, Specialist Training.

Poison Use. No risk of accidental poisoning when poisons are applied to bladed weapons. Handy to have. While blades are specifically mentioned, I think it is reasonable to be able to apply this ability to most slashing or piercing weapons.

Uncanny Dodge: As rogue, later becomes to Improved Uncanny Dodge. Primarily a method of guarding against the depredations of other killers, though retaining Dexterity to AC if surprised is always nice.

Saving Throw Bonus VS. Poisons. Again a method of guarding against the tactics of other killers. Can also be useful when using poisons that are not injury based, such as ingested poisons, contact poisons, gasses or dust. Accidents can always happen and it is important to have a defense against your favored weapons.

Sneak Attack: Precision damage as rogue. Situationally useful. Can also modify weaponlike spells or those that require attack rolls.

Hide in Plain Sight: Functions within 10 feet of any shadow. The assassin can't use his own shadow to hide...but nothing says he can't use the shadows of his allies or his enemies. An excellent capstone ability.

Spellcasting: Assassins gain access to a unique list of spells. Assassin spells chosen are detailed further below in Black Magic along with a few synergising Druid and Bard spells. Don't be mistaken, Assassin has some underrated spells, some simply incredible splat support, even if they do not compare well to the big 3 in core.

Death Attack: A much maligned signature ability. Works best as an opening move in an encounter due to the limitations on study time. Even if it fails, the opponent may still be subject to sneak attack and/or poison in addition to any other effects of the attack. Doomspeak works well with this ability, especially coupled with a nasty spell effect. 1 save vs. suck can easily be managed by some lucky creatures. Multiple saves at once is another matter.
Origins and Destiny.

"War is the statesman's game, the priest's delight, the lawyer's jest, the hired assassin's trade."
Percy Bysshe Shelley

No record exists or can be divined of -redacted- history or exploits. Some sages and investigators that have attributed a number of seperate murders to one killer despite evidence linking these crimes to a number of seperate individuals. It is entirely probable that -redacted- is simply a myth, a persona adopted by an organised group, perhaps even unrelated assassins attempting to profit from the prestige this legend will lend them. Noone knows for sure. One thing is certain. Those few agents of justice that have attempted to uncover the identity of -redacted- have met with tragedy, in personal and professional life. Chasing at shadows, these individuals risk being percieved as paranoid madmen and becoming ostracised by their peers.

Race, Attribute and Templates.


Human (PHB). Aids versatility.

Phrenic (XPH). An almost perfect fit for an evil mastermind.
Unseelie Fey (DC1). Evil and Mystical. The Vernal Touch ability has some synergy with other aspects of the build.
Vecna Blooded (MM5). Aquired Template. Can theoretically be aquired any time after attaining 8th level (2nd level arcane spells). From an optimization perspective, paying off Phrenic LA first would be a good idea. A fantastic aid to anonymity even if the template is later lost. Read Cloak of Mystery, then read it again.

Base Attributes (racial modifiers). 32 point buy.
Strength: 12 (10) Dexterity: 12 (14) Constitution: 14 (12) Intelligence: 16 (18) Wisdom: 14 (16) Charisma: 10 (16)
All bonus points to intelligence. Bonus skill points have been factored in due to level gains, but not other improvements to intelligence. Actual skill totals are likely to be higher.
Bard.

" I am as innocent regarding any conspiracy as any of you gentlemen in the room. "
Jack Ruby

Inspire Awe (DM). It is unclear to me whether the progression of this ability requires Bard levels or refers to character levels. Either way, -redacted- prefers debuffs, though an ability that advances would be preferable. Replaces Inspire Courage.
Mimicing Song (Dungeonscape). Provides a bonus to move silently. Specifically scales with bard levels, though Focluchan Lyrist specifically advances Bardic Music. Replaces Countersong.

Druid

"The difference between humans and wild animals is that humans pray before they commit murder."
Freidrich Durrenmatt


Alternate Class Features chosen.
(UA) Gives up Wildshape ability. Gains Track as a bonus feat, Favoured Enemy as Ranger (Humans chosen), AC Bonus as Monk and Fast Movement as monk.
(CS web enhancement)
Urban Companion. Trades Animal Companion for a modified familliar (snake familliar chosen).
Urban Sense. Trades Nature Sense for a bonus to Sense Motive and Knowledge (local).
Crowd Walker. Trades Woodland Stride for an enhanced ability to move through difficult terrain and crowds.
Go to Ground. Trades Pass Without Trace for the ability to be very hard to find without magical assistance. Urban Tracking attempts automatically fail.
Iron Constitution. Trades Resist Natures Lure for the Strong Stomach feat (cityscape). Nauseated condition reduced to Sickened. Effects that merely Sicken are negated. Bonus to saving throws against disease.

Spell Dancer (Magic of Faerun)

"When the circumstances are right, everything becomes a dance. "
Lynnette Fromme

Ah Spelldancer. While it is from a Realms sourcebook, it is not tied any specific campaign. It may be easily adapted to other campaigns at the discretion of the group. The notable feature of the class is Spelldancing, a method of extending the casting times of spell in order to apply metamagic without normal constraints. This becomes essential for -redacted- at higher level in order to maintain persitant spells.

The limitations of Spelldancing are offset by the Druid casting that it advances. -redacted- would do well to have several Lesser Restoration spells prepared in order to offset the constitution damage that it can inflict (as well as the damage from any mishaps with poison). It would tempting to attempt to Persist a large number of spells every day, for most games this is simply not practical. -redacted- usually keeps only a few favored low level spells running at any one time, no more than 5 or 6. Should extreme circumstances arise, -redacted- is likely to prepare meticulously for maximum use of Spelldancing.

Necropolitan would have perhaps been a better choice of template, due to fatigue immunity and ability damage being applied to a non-attribute, but I felt it did not fit the concept I had in mind.

Focluchan Lyrist

"The most shocking fact about war is that its victims and its instruments are individual human beings, and that these individual beings are condemned by the monstrous conventions of politics to murder or be murdered in quarrels not their own."
Aldous Huxley

Warrior. Poet. Diplomat. Spy. Assassin. A shout out to the AD&D Bard, which was based on the legends of tribal Covert Operatives from Classical and Dark Ages Europe. Rounds off the build almost perfectly. Advances Assassin casting initially, then Bard once the cap has been reached. It also advances Druid casting to effective level 11.
Black Magic.
"What I do for a living? Haha...I make people disappear."
Ray Shoesmith. The Magician

-redacted- is not a primary spellcaster. However, -redacted- does have access to a fairly broad range of lesser insidious magic. A proud mage or devout priest may look down upon these parlour tricks and corrupted arcana, but few would be foolish enough to doubt their utility as part of an experienced killer's arsenal.

Assassin
level 1
Snipers Shot (SpC). A great spell. It allows ranged attacks to benefit from sneak attacks regardless of range. Normally only one round in duration, a reasonable interpretation of Persistant Spell should allow for a 24 hour augmentation.
Alabi (Exemplars of Evil). Similar to modify memory, a great way to get close to someone or provide a cover for -redacted- activities.
Critical Strike (CM). Not to be confused with the earlier printed Spell Compendium version. Removes penalties for concealment on an attack (even total concealment). This allows for Sneak Attacks and Death Attacks in the dead of night or other situations where visibility may be compromised. This is probably the most often ignored limitation on precision damage builds. Regardless, by taking this spell you are capable of Sneak Attacking at night or in a dense fog by RAW.
Shadow Double (Drow of the Underdark). While the double has a strength draining attack, it's main purpose is to deceive foes into thinking -redacted- is somewhere else. As a type of shadow, -redacted- can HiPS within 10 feet of it.
level 2
Absorb Weapon (SpC). Perfectly conceals a light weapon and allows a free 'feint' when it is drawn. -redacted- usually carries a poisoned hand crossbow concealed by this spell.
Alter Self (PHB). For disguise purposes mainly. Jaebrin and Killoren are favored forms, though more exotic fey may be impersonated from time to time. Sharing this spell with a familliar is a great method of harvesting venom from exotic magical beasts.
Increase Virulence (PHB2). Increases the save DC of a poison. Persistable. Great synergy with Toxic Tongue.
Near Horizon (CM). Removes ranged increment penalties. Persistable. Great synergy with Snipers Shot.
Level 3
Arrowsplit (CoR). This spell allows a masterwork projectile to split into identical duplicates when fired. This spell has a number of benefits that may not be immediately apparent. Firstly, all enchanted arrows are masterwork, so if a specific magical effect is produced by the projectile, that is multiplied. Despite allowing multiple attacks, the duplicate arrows are formed by one initial attack and use its modifiers. Sneak attack, normally not subject to multiplication, can be effected by this spell (see also, Snipers Shot). A ranged Death Attack (see Snipers Eye, below) suddenly becomes 1d4+1 potential Death Attacks all flying at the same foe. Finally, due to the arrows or bolts produced being identical, it is reasonable to assume any effect present on the original projectile would also be multiplied. If the original has a spell on it, it's identical duplicates all have spells on them. If the original has poison on it, it's identical duplicates all have poison on them. As soon as this spell comes online, start begging your DM for Pearls of Power (3).
Find the Gap (SpC). Similar to Wraithstrike, though can effect ranged attacks as well as melee. Has a curious sentence about disregarding armor and enhancement boni that may allow for specific armor or shield enchantments (eg. fortification) to be ignored. Persistable and great to share with a familiar.
Sadism (BoVD). Sometimes subtlety is not effective. Posion, sneak attacks and debuffs may prove to be ineffective. This persistable spell synergises well with raw damage, especially the kind provided by area of effect spells that deal damage over time.
Toxic Tongue (CM). Creates poison which can be spit or applied to a weapon. Each dose created normally reduces the duration by a minute. Persisting this spell vastly increases its utility. As a personal spell it helps keep -redacted- familliar relevant.

level 4
Deathsight (CM). Allows for a Death Attack without concentration. Situational and probably best used in conjuction with sniping tactics and Hide in Plain Sight.
Modify Memory (PHB). Core has some of the best spells. This is no exception. Almost limitless RP and stealth potential.
Shadow Form (SPC). Competance bonus to many stealth skills and concealment. Also provides the ability to pass though barriers, even magical barriers. Persistable.
Snipers Eye (SpC). Remarkable in that it allows for Death Attack to be performed with a ranged weapon under certain circumstances. Could be Persisted...but generally not worth it unless -redacted- has established a snipers nest and is waiting for a target. Refer to Arrowsplit above.

Spells per day(base)/Spells Known
{table=head]Level|1st|2nd|3rd|4th

1st|-|-|-|-

2nd|-|-|-|-

3rd|-|-|-|-

4th|-|-|-|-

5th|-|-|-|-

6th|0/2|-|-|-

7th|1/3|-|-|-

8th|2/3|0/2|-|-

9th|3/4|1/3|-|-

10th|3/4|2/3|0/2|-

11th|3/4|2/3|0/2|-

12th|3/4|3/4|1/3|-

13th|3/4|3/4|1/3|-

14th|3/4|3/4|2/3|0/2

15th|3/4|3/4|3/4|1/3

16th|3/4|3/4|3/4|2/3

17th|3/4|3/4|3/4|3/4

18th|3/4|3/4|3/4|3/4

19th|3/4|3/4|3/4|3/4

20th|3/4|3/4|3/4|3/4[/table]Bard
Level 0 Ghost Sound, Mage Hand, Lullaby, Summon Instrument, Minor Disguise (SpC), Sitck (SpC)
Level 1 No Light (BoVD), Expeditious Retreat, Indisious Rythym (SpC)
Level 2
Animate Instrument (CS). Persistable Bardic Music? Fascinate a creature then return the next day to deal with them...How many Suggestions can be made in a 24 hour period? Invoke an eerie leitmotif that inspires awe in all who -redacted- passes by. -redacted- does not need to choose until the bardic music use is put into effect. In the meantime, -redacted- can listen to enchanting muzak. A pleasant reprieve from all that exhausting spelldancing.
Wave of Grief (BoVD).

Spells per day (base)/Spells Known
{table=head]Level|0lvl|1st|2nd

1st|2/4|-|-

2nd|2/4|-|-

3rd|2/4|-|-

4th|2/4|-|-

5th|2/4|-|-

6th|2/4|-|-

7th|2/4|-|-

8th|2/4|-|-

9th|2/4|-|-

10th|2/4|-|-

11th|2/4|-|-

12th|2/4|-|-

13th|2/4|-|-

14th|2/4|-|-

15th|2/4|-|-

16th|2/4|-|-

17th|2/4|-|-

18th|3/5|0/2|-

19th|3/6|1/3|-

20th|3/6|2/3|0/2|[/table]Druid
Druid has some interesting spells. A great mix of zone control, buffs, debuffs and utility. A great aid to versatility in addition to enhancing -redacted- strengths with stealth and murder. Here are a few of -redacted- favorites, though his mastery of these spells is far more diverse than this list...

1
Breath of the Jungle (SpC). Great for a poisoner.
Woodwisp Arrow (Champions of Ruin). Also on the Assassin list. Can be used to ignore wooden cover, such as firing through a forest, or tower shields. Firing a poisoned arrow through a wall or closed door may also be possible, so long as the target's approximate location be determined.
2
Circle of Nausea (BoVD). Great for protecting an area while Snipers Eye is in effect. Great synergy with other zone control/damage such as entangle, wall of thorns and vortext of teeth.
Loves Pain (BoVD). This spell is not used in conjunction with Modify Memory and/or Suggestion for a dirty trick. It is used to attack a high profile or ortherwise inaccessable target through their loved ones.
3
Alter Fortune (PHB2). Immediate action, no save, no SR. Force a reroll upon a creature. This spell costs XP, so it should be used judiciously. If -redacted- wants something dead and it survives an envenomed Death Attack, or an ally suffers an unexpected misfortune, the use of this spell may be neccesary.
Venomfire (Serpent Kingdoms). Benefits Natural Attacks only, but by the time this spell is obtained that is easily achievable. Can be shared with familliar.
4
Reincanation (PHB). The usefulness of this spell depends on how the Cloak Of Mystery abilty of the Vecna Blooded template interacts with bringing back the dead. Normally a soul knows the name and alignment of those attempting to revive them in a new body. Should Cloak of Mystery obsfucate this, then -redacted- can attempt to revive a killed foe and murder them again, leaving an unrecognisable (to friends and allies of the victim) corpse behind. In addition to other methods of preventing revivication, such as destroying or multilating a corpse, this can help ensure a target remains dead.
5
Power Drain. Corrupt (BoVD). With a metamagic rod of chaining and a bag of cute, fuzzy kittens, this spell is the real cat's grace.
6
Consume Likeness. Corrupt (BoVD). A great method of collecting tropies from victims. Great RP potential as it allows for an influential target to be replaced for a time.

Druid spells per day (base)
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th

1st|-|-|-|-|-|-|-

2nd|3|1|-|-|-|-|-

3rd|4|2|-|-|-|-|-

4th|4|2|1|-|-|-|-

5th|5|3|2|-|-|-|-

6th|5|3|2|-|-|-|-

7th|5|3|2|-|-|-|-

8th|5|3|2|-|-|-|-

9th|5|3|2|-|-|-|-

10th|5|3|2|-|-|-|-

11th|5|3|2|1|-|-|-

12th|5|3|2|1|-|-|-

13th|5|3|3|2|-|-|-

14th|6|4|3|2|1|-|-

15th|6|4|3|2|1|-|-

16th|6|4|3|3|2|-|-

17th|6|4|3|3|2|-|-

18th|6|4|4|3|2|1|-

19th|6|4|4|3|3|2|-

20th|6|5|4|4|3|2|1[/table]

Specialist Training.
"You can always count on a murderer for a fancy prose style."
Vladamir Nabokov

Skills
Bluff. Deceit is an important tool. Varied and invaluable uses in roleplaying.

Diplomacy. An easy method of getting close to a target. Combined with Bluff and the spells Modify Memory, Suggestion and Alibi, it becomes relatively easy for -redacted to insinuate into the lives of all but the most paranoid of targets.

Disguise. So many applications. The best place to hide is often in plain view, this skill aids in this endeavor. In later levels, this skill becomes neccesary for -redacted- to maintain relations with an adventuring party. They may not remember -redacted- previous identity, but a new alias can easily be created. Combines well with the tactics employed in the use of Bluff and Diplomacy, as well as spells like Alter Self, -redacted- can appear to be almost anyone.

Decipher Script. Not for the study of ancient languages. More for decyphering coded missives or even communicating with employers in code. Handy for an intrigue game.

Gather Information. Knowledge is power. Combined with Bardic Knowledge and a few divinations, -redacted- can potentially uncover a great deal of useful information about a target.

Hide and Move Silently. The main tools of the assassin, to be able to act unseen and unheard. Synergises with many spells and Cloak of Mystery makes magic effecting -redacted- undetectable.
Intimidate. Situational roleplaying uses. Great for extracting information or deterring unwanted attention.

Perform. An aid to stealth and disguise, particularly when a mission calls for hiding in plain sight. A great way to gain access to high security venues. Performers often travel with instruments and carry cases, a great way to transport a small arsenal while appearing unarmed.

Sleight of Hand. Not just for theft. Concealing items, planting objects on a person or poison in food or drink. This skill is invaluable for an assassin.

Skill tricks (CS)
Assume Quirk and Second Impression. Both invaluable aids to disguise.
False Theurgy. Makes a spell appear to be innocuous or harmless magic.
Cloaked Dance. Synergy with HiPS

Feats
Dodge and Mobility (PHB): Minor situational boni. Useful as prerequisite for other feats that can be obtained via spells.

Combat Casting (PHB): -redacted- prefers to attack from surprise and/or range. You don't always have ideal situations, so this feat helps -redacted- to unleash insidious magic in melee at lower levels.

Track (PHB): Sometimes the target manages to escape. A simple non-magical method of finding them.

Endurance (PHB): Can help with stake-outs and maintaining a vigil in hazardous/uncomfortable environments. Great for a patient killer.

Strong Stomach (Cityscape): Aside from using Dust of Sneezing and Choking, this can help -redacted- endure debilitating enviromental and spell effects.

Extend (PHB) and Persistant (CArc) spell: Metamagic which improves action economy and resource conservation, especially when used in conjunction for 48 hour buffs.

Doomspeak (Champions of Ruin): A fantastic use of bardic music that is not considered to be mind-effecting. Makes Save or Suck vastly more effective.

Mortifying Attack (Champions of Ruin): Creates a fear effect attached to a death attack. This has a lot of potential when an Arrowsplit Death Attack hits a target as the effect can stack, ramping up the Shaken condition to Panicked fairly easily. Simply fantastic for a high-profile public execution or for taking out a target surrounded by bodyguards. Crowdwalk and Hide in Plain Sight help -redacted- dissapear into a fleeing mob after a shocking, cold-blooded act of murder.

Tools of the Trade.

"Weapons are an important factor in war, but not the decisive one; It is the man and not the materials that count"
Mao-Tse Tung

-redacted- can operate fairly independantly of specific gear at higher levels, thanks to persisted buffs and a versatile selection of spells. Having said that, many items improve -redacted- abilities greatly. Here are a few notables.

Weapons
Concealed weapons. Hidden blades. Perhaps the lute bow from the cityscape web enhancement. A minor enchantment on one or two would be great.
Enchanted ammunition, in particular Arrows of Biting from the MIC.
Feycraft (DMG2) Assassins Dagger (DMG) would be great for melee until ranged Death Attacks come online.
Other than that, an enhanted Bow or hand crossbow would be great. The Assassination quality (CS WE), coupled with the Virulent (DoTU) and Seeking (DMG) qualities really enhance -redacted- preffered method of combat.

Armour and Clothing.
Nothing in particular for armor. -redacted- can function without armour, or lightly armored dependsing on the needs of the story. Anything that aids in stealth or disguise would be optimal.
Bracers of Murder (DoTU). Made for -redacted-. Every assassin should have a pair.
Belt of Battle (MIC). Can be used to great effect in an assasination.

Mundane Equipment, Posions and Alchemy
So much to list. Hidden compartments are a must. While sleight of hand can hide a few items, actually spending some money on items is a must.
Antitoxin is handy to have, especially when using gaseous, contact or ingested venoms.
Posions, positoxins and drugs all have their uses. Buying them when available would be a good idea. For the majority of -redacted- career, relying on toxins provided by spells or a familliar will provide the bulk of the poison this build uses. Tiny viper venom has a pitiful save DC, but it will still be useful for a few levels. The constitution damage from toxic tongue is the same, but the DC can be raised to the mid 20's with little optimization (spell level 3 +int modifier + Virulence (2) + enhancement bonus of an Assassination weapon).
Methods of distributing poisonous gasses would be handy, from Misters (DoTU), weapon attachents (Dungeonscape) or incense (Serpent Kingdoms).
Alchemical gear should not be overlooked. Poison may be a strength of this character, but some opponents may be resistant or immune, even to specialist exotic toxins. Enough dither bombs can solve this kind of problem, especially if said problem is entangled or walled in.

Miscellaneous Magical Items
Bag of Devouring (PHB). Feed it a corpse and there is a 50% chance the creature can not be brought back to life, even with a Wish or Miracle. Great for ensuring an assassinated creature remains deceased, which is not a certainty in D&D. Unfortunately, the item has not cost.
Gem of Psychic Poison (BoVD). Just because -redacted- is immune to divination does not mean that enemies won't try to detect a hidden foe. This handy item can debilitate enemies even as their attempts to discern -redacted- fail.
Metamagic Rods (Various). Handy to have. Chaining and Empowering in particular.
Tomes and Manuals (PHB). Stat boosting items. It would be tempting to maximise intelligence, but not absolutely neccesary. 2 or 3 points to Intelligence and Wisdom would be great.
Empowered Spellshard (MIC). Arrowsplit enhancement preferred. 3-7 attacks.
String of Spellstoring (CAdv). Can be fitted to most string instruments.
Dust of Sneezing and Choking (PHB). Immune to nausea? Few creatures are. This much maligned powder can be used for offense or to effect an escape.

Magical Locations.

Metamagic Storm (CM). A metamagic feat for spelldancing or improving low level spells. Loose Ends

"A basic rule of covert ops is to let someone else do your dirty work. Let someone else find the guy you want to kill. It's a great technique...as long as you're not the someone else."
Michael Weston. Burn Notice

Gerard awoke in a daze. For a brief moment he experienced some disorientation and was not sure where he was, but then he realised he was safe in his room. It must have been early in the evening, as he could hear the sound of revelry and music from a nearby tavern. He rubbed his temples and winced as he felt a twinge of pain in his ribs. The headaches he was used to, but the pain in his side was something new. He guessed that he must have hurt himself while drunk and forgotten about it. He seemed to be more and more forgetful recently...That thought sent a chill down his spine. He had been contacted by an informant this afternoon and he had wasted time in a drunken stupor. Gerard cursed and bolted for the door. He knew who the murderer's next target would be.

It had been over an hour since he had sent a messenger to the Captain of the Guard and Gerard had been waiting for him in the tavern for what seemed like an eternity. So many thoughts were running through his mind. While his need for justice was a primary motive for his obsession, now vindication was at hand. He would lay a trap for the Assassin and his peers would recognise that his efforts were not in vain. He was not the delusional object of pity they had though him to be. Impatient, he had a drink to steady his nerves, then another to ease his impatience, then another for the hell of it. As the performers in the tavern played some eerily familliar music, Gerard seemed to lose all self control. By the time the Captain had arrived he was roaring drunk.

Captain Duvall and his soldiers stood out in this quarter of the city. Even though the heavy cloaks they wore were designed to make them appear inconspicuous, their apparel was much finer than any of the locals could afford. They all seemed scowl at Gerard in derision as they marched into bustling tavern, he had been one of them once, but no longer. Gerard steadied himself as he rose to his feet and waved Duvall over.

"I came. Despite my better judgement. What is it this time Gerard?" The Captains voice was official and unsympathetic.

"I know..." Gerard stammered. He was almost incoherant, but part of him realised that it was more than just alcohol at work. "The Assassin is in the city. He plans to kill many influential people before the delegations arrivial at the end of the week. It is a conspiracy to incite a war. You...You were among those whom he plan to kill.."

"Enough!" Duvall barked. Looking around the shocked reactions of patrons in the tavern, he leaned in toward Gerard and his voice became a growl. "I don't know how you know about the arrival of the delagates...I don't care Gerard. This paranoia has to stop."

Duvall sighed and relented. He reached across the tavern bench and grabbed Gerard by his forearms. "The things you have seen are enough to drive a man to madness."

"You want there to be a reason for the atrocites, for the most heinous acts of criminals, but chasing these delusions of yours is destroying you Gerard."

"Come with me Gerard. Perhaps the clerics can treat your ailment. At least they may be able to ease your soul." The captains gruff demeanor shifted from gruff and stern to a compassion that Gerard had never before seen. He spoke as if Gerard were a frightened child. "If it placess your mind at ease, know that I am safe...the defences of the garrison and the palace are without equal."

"You're not safe..." Gerard whispered. A sudden realization came over him as the music in the tavern changed. A sour, dreadful note precipitated his final words. "Not here..."

true_shinken
2010-12-10, 08:47 PM
And as you walk to the light
I feel my hands go tight
Excitement running through my veins

Kalavael, The Ghost Who Walks

Sergeant Branabis clutched his bull’s eye lantern tight as he passed the next alleyway, peering into the gloom. His seven guards followed in two tight groups as they finished the sweep of this city block, three with lantern and sword, four with crossbows locked. Moonless nights were always the worst time to patrol, and once again some scofflaws had removed the fires from the few streetlights in this area of town. There were no fat coin purses walking the district at this late hour, but break-ins were all too common on nights this dark. And a double-sized city guard patrol was all the comfort the magistrates could offer.

A clattering noise down the alleyway drew the attention of the patrol. But Sergeant Branabis looked the OTHER way instead, and was rewarded with the sight of Watchman Winters getting her throat slit from behind, her lantern clattering noisily to the ground as she slumped forward helplessly. By the time he shouted and pointed at the deed and the rest of his patrol started to react, the slight figure that had done it was nowhere to be seen. The sergeant had been looking straight at him when he vanished, as if stepping back into a non-existent mist.

Winter’s partner Varris was next to go, their assailant stepping out of nowhere right in front of the crossbowman and driving a short blade upward through jaw and skull. Three crossbow bolts in response missed, and the two watchmen who charged with weapons drawn met nothing but air as the fellow disappeared again. Everyone reloaded and the two watchmen put their backs to each other. But their assailant materialized between them, and he slit both men’s throats with a blade in each hand.

The last 3 watchmen fired, and one got a piece of their opponent with a glancing hit, while Sergeant Branabis drew his glowing longsword and charged, scoring against armor underneath robes and drawing a bit of blood.

He could see his opponent’s face now. It was a he, it was cowled, and it had a head that was not quite human. And he was young, perhaps only fourteen. It shook its head and said “no”, then ducked back out of melee range, dodging the sergeant’s hasty backswing. The sergeant then winced in pain as a dart struck home in his leg. He glanced downward as the burning sensation started… poison. When he looked up again, the young man was gone.

He stumbled back toward his remaining guardsmen as his legs and then arms started to go numb. Seeing his plight, they came to him, only one of them was pitched forward off her feet by a crossbow bolt to the small of the back as the youth reappeared briefly. Panicking now, the watchmen looked to their commander in desperation. “Run,” was all he could say as he collapsed to the ground.

The paralysis set in quickly, and soon Sergeant Branabis couldn’t even turn his head. He could still hear just fine though, and he heard enough to know that Dane and Wainwright didn’t make it very far. A minute passed, and he heard the sound of cloth tearing in several places. He heard no footsteps as he watched the young assailant move to the one watchman he could see, and tear the insignia free from the fallen guard’s uniform.

The sergeant glared defiantly as the youth bent to pick up the glowing longsword from the cobblestones, and more defiantly as its scabbard was taken as well.

“Go... ng… to kil… meee… wif my… own swrd…” he struggled to ask.

“Relax sergeant,” breathed the boy. “I only needed to kill seven tonight. With these,” he said, fanning the city watch insignia as though they were playing cards, “the Assassins should agree at last to train me. Then I won’t be an amateur anymore.”

“… whu…”

“Kalavael.” The youth bowed deeply, his face now mere inches from the flagstones that supported the sergeant’s cheek. “The Ghost Who Walks. We will meet again.”

The glow of the Sergeant’s blade ended as the youth sheathed it, and its new owner simply… vanished.



Kalavael’s mother was a human con artist. She never told him who his father was. She was always evasive about it, saying he didn’t want to know. She kept them moving throughout his childhood so they would never attract too much attention in one place. But by age 5, Kalavael could hide with supernatural ease. So well, in fact, that even his own mother couldn’t find him, and resorted to controlling him with bribes of food, trinkets, and attention.

By age 8, his mother was using him in schemes. He would be the lookout, the plant inside the shop, the one to slink inside the stall or wagon while the merchant was talking. While this worked out great for her, there was little in it for him, and Kalavael was bored. It was too easy, and he felt more like a prize cockatiel than an accomplice.

So he abandoned her, trading out his mother’s company for a gang of highwaymen she’d sometimes keep company with. He was the perfect scout and ambush man, and they taught him both swordplay and the art of poison crafting. But as professionals, they avoided anything resembling a straight up fight, and Kalavael tired of their company as well, so once again he snuck away in the night, with ambition in his eyes.

Finding the legendary Istvaan’s Knives was easier than Kalavael thought. More to the point, they found him, a nosy teifling child asking too many questions. But then they discovered he could fade from sight, so they entertained his ideas of recruitment and arranged a series of tests. Many murders and thefts later, they took Kalavael in.

At barely 15 years of age, he was one of the youngest students they had ever taught. But he was ruthless, ambitious, and demanded to be challenged past the point of pain. Kalavael learned and improved at a frightening pace, mastering the death attack technique, and pouring through every book they had on demons in a quest seemingly to understand what he was.

But what he found was not enlightenment. Kalavael couldn’t care less about what he was, he only wanted keys to what he could become. Dark rituals were the knowledge he sought, and he found what he needed in a series of scarification and alchemical rituals which were easy enough to master. In so doing, he became not only a knife in the shadows, but a scion of destruction as well.

He kills for the entertainment value. He kills because he can. Someday he will lose, and on that day he will die contentedly, satisfied in the knowledge that he has finally pushed himself too far.

Kalavael, The Ghost Who Walks

Dark Teifling – Neutral Evil – Ranger 2 / Rogue 3 / Warrior of Darkness 6 / Assassin 9


{table=head]STR|DEX|CON|INT|WIS|CHA|-|Level Bonuses
14|18|14|16|8|10|-|+1 DEX at 6th, 9th, 12th, 16th, +1 CON at 20th[/table]
{table=head]Race/Template|Cost|Bonuses
Teifling|+1 LA|+2 Dex, +2 Int, -2 Cha, Outsider (Native), Darkvision 60’, +2 Bluff (racial), +2 Hide (racial), Darkness (Sp, 1/day), Resist Electric 5, Resist Fire 5, Speak Language (Infernal)
Dark Template|+1 LA|+10’ All Movement, Superior Low Light Vision, +8 Hide (untyped), +6 Move Silently (untyped), Hide In Plain Sight (except in daylight), Resist Cold 10[/table]

{table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

3rd|Rogue 1|
+0|
+0|
+2|
+0| Hide 4, Move Silent 4, Disguise 4, Disable Device 4, Open Lock 4, Balance 4, Escape Artist 4, Search 4, Spot 4, Tumble 4|Shadow Heritage|Sneak Attack 1d6, Trapfinding

4th|Rogue 2|
+1|
+0|
+3|
+0| Hide 5, Move Silent 5, Disguise 5, Disable Device 5, Open Lock 5, Balance 5, Escape Artist 5, Search 5, Spot 5, Tumble 5|-|Evasion

5th|Ranger 1|
+2|
+2|
+5|
+0| Hide 6, Move Silent 6, Search 6, Spot 6, Craft (Alchemy) 5|Tracking, Instinctive Darkness|Favored Enemy (Humans), Spiritual Connection (3/day)

6th|Ranger 2|
+3|
+3|
+6|
+0| Hide7, Move Silent 7, Search 7, Spot 7, Kno (Arcane) 2 (cc), Swim 1|Two Weapon Fighting|Combat Style

7th|Rogue 3|
+4|
+4|
+6|
+1| Hide 8, Move Silent 8, Search 8, Spot 8, Kno (Arcane) 3 (cc), Disable 7, Open 7, Tumble 6|-|Sneak Attack 2d6, Death’s Ruin

8th|Assassin 1|
+4|
+4|
+8|
+1| Hide 9, Move Silent 9, Search 9, Spot 9, Tumble 7, Spellcraft (cc) 1|Gloom Strike| Sneak Attack 3d6, Death Attack, Poison Use, Spells
-|7000xp LA Buyoff

8th|Assassin 2|
+5|
+4|
+9|
+1| Hide 10, Move Silent 10, Search 10, Spot 10, Tumble 8, Disable Dev 8, Open Lock 8|-|+1 vs Poison, Uncanny Dodge

9th|Assassin 3|
+6|
+5|
+9|
+2| Hide 11, Move Silent 11, Search 11, Spot 11, Tumble 9, Disable Dev 9, Open Lock 9|-|Sneak Attack 4d6

10th|Assassin 4|
+7|
+5|
+10|
+2| Hide 12, Move Silent 12, Search 12, Spot 12, Tumble 10, Disable Dev 10, Open Lock 10|Iron Will|+2 vs Poison
-|9000xp LA Buyoff

10th|Warrior of Darkness 1|
+8|
+7|
+10|
+4| Hide 13, Move Silent 13, Knowledge (Planes) 5|Blind Fight|Black Magic Oil (bonus feat)

11th|Warrior of Darkness 2|
+9|
+8|
+10|
+5| Hide 14, Move Silent 14, Knowledge (Arcane) 5, Craft (Alchemy) 8|-|Darkling Weapon

12th|Warrior of Darkness 3|
+10|
+8|
+11|
+5| Hide 15, Move Silent 15, Ride 5|Staggering Strike, Weapon Finesse|Black Magic Elixir (bonus feat)

13th|Warrior of Darkness 4|
+11|
+9|
+11|
+6| Hide 16, Move Silent 16, Craft (Alchemy) 13|Combat Reflexes| Black Magic Oil (bonus feat)

14th|Assassin 5|
+11|
+9|
+11|
+6| Hide 17, Move Silent 17, Search 13, Spot 13, Tumble 11, Disable Dev 11, Open Lock 11|-| Sneak Attack 5d6, Improved Uncanny Dodge

15th|Assassin 6|
+12|
+10|
+12|
+7| Hide 18, Move Silent 18, Search 14, Spot 14, Tumble 12, Disable Dev 12, Open Lock 12|Robilar’s Gambit|+3 vs Poison

16th|Assassin 7|
+13|
+10|
+12|
+7| Hide 19, Move Silent 19, Search 15, Spot 15, Tumble 13, Disable Dev 13, Open Lock 13|-|Sneak Attack 6d6

17th|Assassin 8|
+14|
+10|
+13|
+7| Hide 20, Move Silent 20, Search 16, Spot 16, Tumble 14, Disable Dev 14, Open Lock 14|-|+4 vs Poison, Hide in Plain Sight (even in daylight)

18th|Assassin 9|
+14|
+11|
+13|
+8| Hide 21, Move Silent 21, Search 17, Spot 17, Tumble 15, Disable Dev 15, Open Lock 15|Cunning Evasion|Sneak Attack 7d6

19th|Warrior of Darkness 5|
+15|
+11|
+13|
+8| Hide 22, Move Silent 22, Craft (Alchemy) 18|-|Scarred Flesh

20th|Warrior of Darkness 6|
+16|
+12|
+14|
+9| Hide 23, Move Silent 23, Craft (Alchemy) 23|Improved Two Weapon Fighting|Black Magic Elixir (bonus feat) [/table]
Spells per day/Spells Known

{table=head]Level|1st|2nd|3rd|4th|Spells Known

8th|0|-|-|-|1st (Sniper’s Shot, True Strike)

LA|1|-|-|-|1st (Obscuring Mist)

9th|2|0|-|-|2nd (Alter Self, Spider Climb)

10th|3|1|-|-|1st (Feather Fall), 2nd (Summon Weapon)

LA|3|1|-|-

11th|3|1|-|-

12th|3|1|-|-

13th|3|1|-|-

14th|3|2|0|-|3rd (Magic Circle Vs Good, Nondetection)

15th|3|3|1|-|2nd (Alter Self), 3rd (Wraithstrike)

16th|3|3|2|0|4th (Freedom of Movement, Locate Creature)

17th|3|3|3|1|3rd (Vital Strike), 4th (Dimension Door)

18th|3|3|3|2

19th|3|3|3|2

20th|3|3|3|2 [/table]
Level Highlights

Level 5 – Out on his own now, Kalavael is dealing with being a 5th level character, but having only 3 HD. (He doesn’t pay off LA until later.) But that doesn’t make him any less dangerous. He does one thing, and does it WELL… He can hide in plain sight and has a +23 on his Hide skill. He can also use his racial Darkness ability twice per day now, and use it as an Immediate Action. Favored Enemy is making him better at killing people, and he’s learning to brew his own poisons (Alchemy).

(For reference, the fiction at the beginning is Kalavael at level 7… taking out a 4th level fighter and his patrol of 2nd level warriors.)

Level 8 – Though he’s new at being an assassin, Kalavael has an advantage. He can use his Gloom Strike ability in conjunction with his Death Attack. If the attack doesn’t kill the target, they take only 1d6 sneak attack damage, but can’t see much for the next 3 rounds, allowing him to either try again, fade away, or strike from concealment at will.

Level 11 – The last few levels have been expensive, but Kalavael has paid off his level adjustments now. And he’s in touch with his darker side, having taken levels in Warrior of Darkness. This level he gets Darkling Weapon, which adds any +1 enhancement to his magic weapons with a little preparation, which he uses most often for Bane Weapon against his intended foe.

Level 15 – Sweet Spot – Having picked up Robilar’s Gambit and Staggering Strike, Kalavael is truly fearsome in any combat role now. Opening with a death attack, he can then hang tough in melee until the fight is over or until it’s time to fade into the shadows. With a little flanking, four attacks per round (plus Robilar’s) net 5d6 sneak damage each (9d6 with deadly precision and Bane weapons). Not only is this nearly 40 points per hit (over 25 to undead), but the highest one of these per round is the save DC to avoid being Staggered by his assault.

Level 20 – Dropping back to Warrior of Darkness for the BAB and bonus feat at the end of his progression, Kalavael has added 2 attacks per round and 2d6 to each hit, plus he’s picked up Cunning Evasion to really disappear in the swirl of things. He has no weak saving throws either, as even his low save (+9 Will) is bumped up by Iron Will and magic gear.
The Perfect Gear

Though not required for his concept, a good selection of magic gear makes the character that much more effective. Rather than assume everything is acquired all at once at the end of his career, let’s take it slow. (Wealth by level is a gradual thing.)

Level 4 – Kalavael starts out like most adventurers, seeking magic weapons and stat boost items (Dex and Con in his case). A Glove of Storing is high on the wish list right now.

Level 8 – that first magic weapon is in his off hand now, and he has a Deadly Precision weapon as his main tool. He’s also developed a thirst for potions of Gaseous Form and whatever healing potions (or belts) he can scrounge up.

Level 12 – A deadly precision weapon in each hand now, and able to make them into Bane weapons, his weapon needs are pretty much done unless the DM hands him something unexpected. His Dex and Con items should have been upgraded by now, along with a decent Vest of Resistance. The big item to acquire is a Figurine of Wondrous Power… an Obsidian Steed. A classy “get away car” from any job gone wrong, it can fly, go ethereal, and double-tap it’s plane shift ability to cross continents quickly (5d100 miles off target isn’t so bad when you can (A) try again and (B) have 1000 to cover in the first place). Kalavael has even taken ranks in Ride this level to make better use of it.

Level 16 – After picking up Robilar’s Gambit, Dex and Con items need to be a top priority (+6 or +8). A smaller Int Item is on the wish list too, for the boost to Death Attack DC. Cloak of Etherealness is another must-have for an assassin’s career at this level.

Level 20 – For the capstone levels, Spell Storing items are the tools of choice, especially a Major Ring Of, able to hold 10 spell levels. With allies filling them for special occasions and contingencies, all sorts of nastiness can be both perpetrated and avoided.
Source Books

{table=head]Sourcebook|Class/Race|Feats
Player’s Handbook|Ranger, Rogue|Blind Fighting, Iron Will, Two Weapon Fighting, Improved TWF, Track, Combat Reflexes, Weapon Finesse
Player’s Handbook 2|-|Robilar’s Gambit, Cunning Evasion
Planar Handbook|Teifling|Shadow Heritage
Tome of Magic|Dark Template|-
Book of Vile Darkness|Warrior of Darkness|-
Drow of the Underdark|-|Instinctive Darkness, Gloom Strike
Complete Adventurer|-|Staggering Strike
Complete Champion|-|Alt class features (ranger and rogue)
Unearthed Arcana|LA Buyoff|-[/table]

true_shinken
2010-12-10, 08:48 PM
I've got you in my sights
I've got you dead to rights
The trigger is waiting for my finger

The Leopard's Paw
"They'll come at you sideways. It's how they think...Sidle up and smile. Hit you where you're weak...Kills and never asks why."

Assassin's Guild Initiation
Everyone agreed that Fennar was one bad halfling. For such a little fellow, he was right terrifying confronting you in an alleyway and demanding your money. Everyone tried to justify it to themselves, spreading rumors about how he had consorted with yuan-ti and demons, how he was really good with those knives of his, and so on.

At the same time, an entirely different group of people agreed that that gray-striped tom was one bad cat. He wasn't big, but he was as vicious as a box of weasels. All the other toms in the neighborhood had turned up dead, positively scratched to pieces.

It was perhaps destiny that the two would meet.

Fennar had met the tom in an alley, bleeding from a fight. Moved to uncharacteristic charity, he had taken the cat back to his hideout, force-fed the animal a minor healing potion, and started to tame the feral creature. That was another ability that the rumors overlooked: Fennar displayed an uncanny ability to calm guard dogs, follow rats to bolt-holes and track people by the movements of pigeons.

Fennar found that the tom was a clever creature, as he trained it to bring back filched items, to act as a distraction for a break in with full-throated yowling, and even to scout out the position of guards. It almost seemed that the two were able to talk with each other. When Fennar was sure of his new ally's abilities, he made a bid for membership in the assassin's guild. The task was to kill one of their posted targets, the reward serving as an initiation fee.

Amusingly, Fennar himself was one of the listed targets. Figuring that would be impractical at best, he picked out another target: Count Ganash, a minor noble with paranoid delusions. The word on the underground was that he had offended the king, but the king couldn't arrest and execute him because of political issues. It was, of course, all conjecture, but the why of it didn't much matter to Fennar. He waited for a moonless night, and approached the high walls of Ganash's estate.

He didn't dare try to scale the walls with a grappling hook. The clang of the hook setting would bring all of the count's guard's running. The tom-cat perched in his hood, Fennar started to free-climb the wall, fingers searching for cracks in the mortar. Halfway up the wall, he froze, waiting for the lanternlight of a patrolling guard to fade away before continuing up. It was slow progress, but Fennar at last reached the lip of the wall. A jerk of his head, and the cat bounded up to the top, his miow telling Fennar that the way was clear.

But when Fennar tried to clamber over the wall, the tom swatted him on the cheek, making his head pound. The blood surged to his head, making almost comical sprays of blood from the tiny claw marks. Fennar tried to pull himself over, but the tom, hissing and spitting, lashed out with teeth and claws, wreaking a wholly disproportionate amount of damage. The halfling's grip weakened, and he slid down the wall, landing with his limbs splayed in unnatural angles.

That day, the bounty for Fennar was claimed, and his slayer, by all appearances a fellow halfling, was added to the ranks of the assassin's guild.

The mind of an assassin
"Call me Tom. I'm a tibbit - what, you never heard of us? Let me lay it out all shortlike for you then. You know how mages have familiars? Generations of cats as familiars, interbreeding, being hit by battle magic, being experimented on, cursed, all kinds of messed up stuff. In the end, you're left with a kitten that can change into a baby, and back again. We're not big, so most folks can mistake us for 'lings.

"Me dam's master was some kind of mind mage, crystals and spellbooks. All of us got a little of the master's power. Mine was to always know where the best place to hit someone was. But the master must have mucked with the wrong... things, cause he, and me dam and all me kit-mates got eaten up by some kind of calamari-headed freaks, or beak-headed brains. I was left to meself, and I had to fight for food, for a place to sleep, everything. It was easier to be a cat - didn't need to eat as much, and the bullies were smaller.

"I learned to hide, to fight. I got good enough that I could kill any dog that came after me. All I'd ever done was stalk and fight; being top tom of the alleys wasn't something I was used to. I couldn't hack it, couldn't be looking down the ladder and defending my turf. This town wasn't big enough for me, I need to climb higher.

"So I started hunting by hunting 'lings, and worked my way up to the big folk. They never watch their feet; you get yourself tangled up in them, and they can't keep their vitals out of reach. I learned to lie better than any cat, to get them thinking I was just a cat. I learned to use my old master's mind magic, to use it to filch something, to talk mind to mind, to reach inside and make them think things they hadn't.

"I can't look back, can't guard my own legs, can't be bothered with the ones I already beat. I have to keep going up."

Marking Territory (Level Progression)
{table=head]Level|Class|Base AttackBonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Lurk 1|
+0|
+0|
+2|
+2|+28; Bluff 2, Concentration 4, Disguise 2, Escape Artist 2, Hide 4, Move Silently 4, Sleight of Hand 2, Spot 4, Tumble 4|Mind Mask|Darkvision 60ft, feline transformation, land speed 20ft, Lurk augment (additional sneak attack, unfocusing strike), monstrous humanoid (shapeshifter)

2nd|Lurk 2|
+1|
+0|
+3|
+3|+7; Bluff 3, Concentration 5, Disguise 3, Hide 5, Move Silently 5, Spot 5, Tumble 5||Psionic sneak attack +1d6

3rd|Lurk 3|
+2|
+1|
+3|
+3|+7; Concentration 6, Escape Artist 3, Hide 6, Move Silently 6, Sleight of Hand 3, Spot 6, Tumble 6|Weapon Finesse|Lurk augment (solid strike, stunning attack)

4th|Lurk 4|
+3|
+1|
+4|
+4|+7; Bluff 4, Concentration 7, Disguise 4, Hide 7, Move Silently 7, Spot 7, Tumble 7||

5th|Lurk 5|
+3|
+1|
+4|
+4|+7; Concentration 8, Escape Artist 4, Hide 8, Move Silently 8, Sleight of Hand 4, Spot 8, Tumble 8||Lurk augment (ignore concealment, mental assault)

6th|Lurk 6|
+4|
+2|
+5|
+5|+7; Bluff 5, Concentration 9, Escape Artist 5, Hide 9, Move Silently 9, Spot 9, Tumble 9|Expanded Knowledge (mindlink)|Initiative boost

7th|Assassin 1|
+4|
+2|
+7|
+5|+7; Balance 1, Escape Artist 6, Hide 10, Move Silently 10, Sleight of Hand 5, Spot 10, Tumble 10||death attack, poison use, psionic powers ACF, sneak attack +1d6

8th|Assassin 2|
+5|
+2|
+8|
+5|+8; Balance 2, Bluff 6, Escape Artist 7, Hide 11, Move Silently 11, Sleight of Hand 6, Spot 11, Tumble 11||+1 save against poison, uncanny dodge

9th|Assassin 3|
+6/+1|
+3|
+8|
+6|+8; Balance 3, Bluff 7, Escape Artist 8, Hide 12, Move Silently 12, Sleight of Hand 7, Spot 12, Tumble 12|Underfoot Combat|Sneak attack +2d6

10th|Assassin 4|
+7/+2|
+3|
+9|
+6|+8; Balance 4, Bluff 8, Escape Artist 9, Hide 13, Move Silently 13, Sleight of Hand 8, Spot 13, Tumble 13||+2 save against poison

11th|Assassin 5|
+7/+2|
+3|
+9|
+6|+8; Balance 5, Bluff 9, Escape Artist 10, Hide 14, Move Silently 14, Sleight of Hand 9, Spot 14, Tumble 14||Improved uncanny dodge, sneak attack +3d6

12th|Assassin 6|
+8/+3|
+4|
+10|
+7|+8; Bluff 10, Escape Artist 11, Hide 15, Move Silently 15, Sleight of Hand 11, Spot 15, Tumble 15|Confound the Big Folk|+3 save against poison

13th|Assassin 7|
+9/+4|
+4|
+10|
+7|+8; Bluff 12, Escape Artist 12, Hide 16, Move Silently 16, Sleight of Hand 12, Spot 16, Tumble 16||Sneak attack +4d6

14th|Assassin 8|
+10/+5|
+4|
+11|
+7|+8; Bluff 13, Escape Artist 13, Hide 17, Move Silently 17, Sleight of Hand 14, Spot 17, Tumble 17||+4 save against poison, hide in plain sight

15th|Assassin 9|
+10/+5|
+5|
+11|
+8|+8; Bluff 15, Escape Artist 14, Hide 18, Move Silently 18, Sleight of Hand 15, Spot 18, Tumble 18|Darkstalker|Sneak attack +5d6

16th|Assassin 10|
+11/+6/+1|
+5|
+12|
+8|+9; Bluff 16, Escape Artist 16, Hide 19, Move Silently 19, Sleight of Hand 17, Spot 19, Tumble 19||+5 save against poison

17th|Lurk 7|
+12/+7/+5|
+5|
+12|
+8|+9; Bluff 17, Concentration 12, Escape Artist 17, Hide 20, Move Silently 20, Spot 20, Tumble 20||Psionic sneak attack +2d6

18th|Lurk 8|
+13/+8/+3|
+5|
+13|
+9|+9; Bluff 18, Concentration 12, Escape Artist 18, Hide 21, Move Silently 21, Sleight of Hand 18, Spot 21, Tumble 21|Maiming Strike|Lurk augment (deceptive strike, reach attack, sneak attack undead)

19th|Lurk 9|
+13/+8/+3|
+6|
+13|
+9|+9; Bluff 19, Concentration 14, Escape Artist 19, Hide 22, Move Silently 22, Sleight of Hand 19, Spot 22, Tumble 22||Evasion

20th|Lurk 10|
+14/+9/+4|
+6|
+14|
+10|+9; Bluff 20, Concentration 16, Escape Artist 20, Hide 23, Move Silently 23, Sleight of Hand 20, Spot 23, Tumble 23||Lurk augment (two at once)[/table]

The Cat's Unyielding Stare (PP per day/Powers Known)
{table=head]Level|PP/day|Lurk powers known|Lurk max power level|Assassin powers known|Assassin max power level|Power learned

1st|
2|
1|
1st|
-|
-|far hand

2nd|
5|
2|
1st|
-|
-|prescience, offensive

3rd|
7|
3|
1st|
-|
-|chameleon

4th|
11|
4|
2nd|
-|
-|knock, psionic

5th|
14|
5|
2nd|
-|
-|body equilibrium

6th|
20|
6|
2nd|
-|
-|see invisibility, psionic

7th|
21|
6|
2nd|
1|
1st|dimension pocket

8th|
25|
6|
2nd|
2|
1st|control light

9th|
29|
6|
2nd|
3|
1st|burst

10th|
33|
6|
2nd|
4|
2nd|concealing amorphia

11th|
37|
6|
2nd|
5|
2nd|clairvoyant sense

12th|
43|
6|
2nd|
6|
2nd|levitate, psionic

13th|
49|
6|
2nd|
7|
3rd|toughsight

14th|
55|
6|
2nd|
8|
3rd|greater concealing amorphia

15th|
61|
6|
2nd|
9|
4th|dimension door, psionic

16th|
72|
6|
2nd|
10|
4th|modify memory, psionic

17th|
84|
7|
3rd|
10|
4th|ubiquitous vision

18th|
91|
8|
3rd|
10|
4th|speak with dead, psionic

19th|
97|
9|
3rd|
10|
4th|eradicate invisibility

20th|
104|
10|
4th|
10|
4th|freedom of movement, psionic[/table]

Dead mouse on your porch?(Ability Scores)
32-point buy
{table=head]Ability|Bought|Racial|Final|4th|8th|12th|16th|20th

Strength |10|-2|8|-|-|-|-|-

Dexterity |16|+2|18|-|-|-|-|19

Constitution |12|-|12|-|-|-|-|-

Intelligence |16|-|16|17|18|19|20|-

Wisdom |10|-|10|-|-|-|-|-

Charisma |12|-|12|-|-|-|-|-[/table]

The Scratching Post (Level Highlights)
Level 1 At this point, Tom's primary role is that of a scout, between his high stelath abilities, darkvision and scent. His far hand power, provided he can supress the manifestation, makes him a decent filcher of items (Sleight of Hand +7 modifier, as a feline). He's not a burglar by any means, but he can get into some unexpected places simply by virtue of his size and ranks in Escape Artist (+7 modifier, as a feline). The central problem with Tom right now is that he doesn't get the bonus Weapon Finesse feat that actual cats do (as feline: -2/-2/-7).

Level 5: Having taken Weapon Finesse, Tom can now actually hit opponents (as feline: +10/+10/+5), potentially dealing 4 points of Intelligence or Wisdom damage with his newly acquired mental assault augment. Amount other things, Tom can send animals into a coma with a single swap, and seriously impair the abilities of wizards and clerics. However, this is an expensive tactic in terms of power points, and can only deal the full four damage three times a day. Tom's other augments are situationally useful, but none of them are quite as devastating as mental assault. Withpsionic knock, it's gotten even harder to keep Tom out of places.

Level 10: Now a skilled assassin, Tom's power has mainly expanded laterally, giving him more options. His +3d6 sneak attack isn't as dangerous as a full rogue, but his attacks are more likely to hit, at +14/+14/+9, sans any sort of augmentation. His dimensional pocket power makes him an even more adept filcher of small items, since he can just make them disappear. Among other uses, this means that Tom, posing as the familiar of the party mage, can smuggle a weapon/component pouch/holy symbol into otherwise safe locales. Tom has also picked up the mindlink power, allowing him to co-ordinate with the party at large, whether scouting or staging simultaneous attacks. As a solo operator, and open to the DM's discretion, Tom might be able to use this power to drive a target insane, making a bond with them while they sleep and whispering into their dreams. His assassin training also comes into play in the long term, allowing him to use far hand to discretely apply injestion-based poisons.

Level 12: Having picked up the Confound the Big Folks feat, Tom can now make use of the Knee Striker tactical option to catch anyone of Medium size or larger flat-footed. Combined with a +4d6 sneak attack and the ability to deal 5 Intelligence or Wisdom damage a round, makes Tom a dangerous foe, and represents one of the sweet spots of this build.
Complete Build Tom, the Leopard's Paw (feline form)(CR 12) – Male Tibbit - Lurk 6/Assassin 6 - CE Tiny Monstrous Humanoid (shapeshifter)
DETECTION – darkvision 60ft, scent, Listen +0, Spot +17; Init +9; Languages Common, Draconic, Feline, Gnome, Halfling, Undercommon
DEFENSES – AC 17, touch 17, flat-footed 12 (improved uncanny dodge); hp average 54 (12 HD); FORT +5 (+8 vs poison), REF +15, WILL +7
ACTIONS – Spd 30 ft.; Melee claws +15/+15 (1d2-4), bite +10 (1d3-4); Space 2.5 ft.; Reach 0 ft.; BAB +8/+3; Grapple -4; SA death attack (DC 20), lurk augment (additional sneak attack, unfocusing strike, solid strike, stunning attack, ignore concealment, mental assault) 10/day, psionic sneak attack +1d6, sneak attack +3d6; Combat Feats Confound the Big Folk, Underfoot Combat
SQ feline transformation, improved uncanny dodge, initiative boost, poison use
STR 3 (-4), DEX 20 (+5), CON 12 (+1), INT 19 (+4), WIS 10 (+0), CHA 12 (+1)
FEATS: Confound the Big Folk, Expanded Knowledge (mindlink), Mind Mask, Underfoot Combat, Weapon Finesse
SKILLS: Balance +10, Bluff +11, Concentration +10, Escape Artist +18*, Hide +28, Jump -2*, Move Silently +20, Sleight of Hand +16, Spot +17*, Tumble +20
*+2 racial bonus
PSIONIC POWERS: PP: 43
Lurk ML 6; powers known: body equilibrium, chameleon, far hand, offensive prescience, psionic knock, psionic see invisibility
Assassin ML 6; powers known: burst, clairvoyant sense, concealing amorphia, control light, dimensional pocket, psionic levitate
POSSESSIONS: none (88,000gp standard wealth by level)
Level 15: Tom continues much in the same vein as he has, albeit with an increased sneak attack and sweet, sweet psionic dimension door for those grapples he couldn't otherwise get out of. Darkstalker just means that he can finally sneak up on those bloody dogs. Or possibly, by this point, those mindflayers with mindsight.

Level 20: With the addition of Maiming Strike, Tom can finally terrify sorcerers and other Cha-based to the same extent that he's been Int- and Wis-based casters. Between his naturally high Hide and Move Silently modifiers, Darkstalker and hide in plain sight, he's more or less undetectable. Moreso because he isn't by default reliant on magical items. The ability to activate two lurk augments at once provides a fitting capstone, just for the thrill of damaging every single mental ability at once.

General build notes: In all honesty, this build is designed to make wizards fear housecats at all levels. The best way to kill wizards, as the opening quote and the Joker Bard build/philosophy show, is to come at them from an unexpected angle. Get inside their guard ("Oh, it's just a cat. No magic auras, it's clean."), steal their spellbooks (dimensional pocket), hit them in strange places (all the various mobility skills/powers), attack their Intelligence (mental assault) and never, ever fight fair (sneak attack). Tom doesn't have the raw sneak attack damage of a pair of Dvati twins, but precisely applied, he shouldn't need it.

But why the Assassin prestige class? The concept isn't irrevocably tied to this specific class, but it provides the best choice. From a role-playing perspective, it provides a motivation to go after wizards. It offers sneak attack and death attack, to take advantage of the wizard's low hit points and Fortitude save. The death attack save DC also synergizes with the lurk's abilities being based off of Intelligence.

Through an alternate class feature (Secrets of Sarlona), it offers psionic powers, which can be manifested by the tibbet in either form. The tibbit cannot cast spells in cat form, making psionics a much better fit. Moreover, the assassin power list offers three very useful abilities that aren't on the lurk's power list:
Control light: It seems like such a small thing, until you remember that dwarves and half-orcs are the only usual PC races to have darkvision. Sure, a 0-level spell counters it. But that was a standard action they didn't spend casting useful spells.
Clairvoyant sense: The cat wants to go outside. Because he just used this power, and knows that his compatriots are waiting at the foot of the tower.
Psionic modify memory: Tom can't affect that much of someone's memory, but how long does it take to establish 'You have a cat, you love this cat' anyway?

I'll confess, Tom doesn't make much use out of the poison use ability. But combine dimensional pocket and far hand and Tom can get poisons where no one expects them. I'm hard pressed to optimize the bonus on saves against poisons, either, but it certainly isn't a detriment.

Toys (Magical Items)Tom is designed to be functional without magical items, but let it never be said that magical items are actively harmful. The feline transformation subsumes weapons, shields, armor and robes, but all other items "shift to adopt a form suitable to a cat... and continue to provide their benefits." The real problem is the magical auras, since alley-cats don't usually walk around with magical collars. As such, Tom should probably enchant most of his items with magic aura (http://www.d20srd.org/srd/spells/magicAura.htm). This list only includes the more esoteric items, leaving aside rings of protection, bracers of armor, etc.
(MiC = Magic Item Compendium):
Arms: Bracers of Murder (Drow of the Underdark; 8,000gp): Increases the DC of Tom's death attack, and gives the (minimal) benefit of the deadly precision feat.
Face: Third Eye: Concentrate (MiC; 10,000gp): All but guarantees that Tom will be able to manifest in perfect silence.
Ring of Brief Blessing, Ring of Adamantine Touch (MiC; 1,000gp, 6,000gp): Damage reduction can utterly cripple Tom, so any way to overcome it is good.
Throat: Wyrmfang amulet (MiC; 1,350gp): Pick one of these up, since it lets Tom bypass DR/magic. If I could only give Tom one magical item, it'd probably be this one...
Necklace of Natural Weapons (Savage Species; variable price): ...unless the DM was willing to allow this one. It's 3.0, but not updated, which makes it technically legitimate. What this does is allow Tom to apply weapon special abilities to his natural weapons. Go wild.
Meanwhile, in another alley... (Alterations and Substitutions)One of the main points to clarify/ask your DM on is whether or not a tibbit gets the feline (http://www.d20srd.org/srd/monsters/cat.htm) skill bonuses while in cat form.

Alternate feats:
Craven (Champions of Ruin): I'm not a huge fan of the fluff of this feat, but it adds consistent damage, cancelling out his penalty from Strength.
Staggering Strike (Complete Adventurer): another strong feat for sneak attackers. Combined with Lurk Augments, it can effectively stun-lock an opponent, at least long enough for the warrior to let off a few full-attacks on them.
Extra Lurk Augment (Complete Psionic): More nova capability never hurt anyone.

Potentially useful skill tricks include Back on Your Feet, Easy Escape, Escape Attack, Quick Escape and Slipping Past. But Tom's starved for skill points as is.

Alternative: Psionic Rogue instead of Lurk:
I went with the lurk because it had more nova capability, something that an assassin should be able to exploit by dictating the terms of the encounter. However, if Tom was being used in a non-assassination context and in a party, I'd consider switching him over to Psionic Rogue 5/Assassin 10/Psionic Rogue +5 for a more consistent performance.[Spoiler]
The Litterbox (Sources)
[Spoiler]Dragon Compendium, Volume 1: Tibbit race
Complete Psionic: Lurk class
Dungeon Master's Guide: Assassin prestige class
Secrets of Sarlona: Assassin ACF: Psionic Assassin (replaces spells), Mind Mask feat
Player's Handbook: Weapon Finesse
Expanded Psionics Handbook: Expanded Knowledge feat
Races of the Wild: Underfoot Combat feat, Comfound the Big Folk feat
Lords of Madness: Darkstalker feat
Exemplars of Evil: Maiming Strike feat
Imagehttp://img526.imageshack.us/img526/1338/tombq.jpg

true_shinken
2010-12-10, 08:53 PM
I feel adrenaline rush
It's just the final touch
You can kiss your ass goodbye
- Iron Maiden, Assassin

Spoons McGee

The bastard son of a Galhadda scion McGee was abandoned at birth, and like many other halfling orphans was raised by the Boramar Crime family through their network of Jorasco Orphanages. As he grew up he learned that it was only the Boramar that provided for him, only the Boramar who saved his life, and only the Boramar worth serving.

Though he manifested the mark of hospitality early on, he had no reason to try and join his parents house, as far as he knew, they didn't want him, and he didn't want them either. He largely ignored the dragonmark and focused on developing a latent psychic ability to better serve his new family.

Unlike many other foundlings, McGee soon found he had a taste for the messier business that Boramar involved itself with, first working as a spy, and in time a specially trained assassin. He earned his nickname when he killed a reclusive shifter weapons merchant with ten silver spoons, while never actually entering the well defended compound.

Years later, a Black Dog working for house Galhadda had decided that his mission in life was to destroy organized crime in the metropolis of Sharn. Spoons McGee tracked him down, used blunt objects to beat him within an inch of death. But he did not kill the black dog, at least not right away.
He first learned the secrets of the ancient order, before turning them on his prisoner.

Spoons is feared in the criminal underworld, as no other assassin can kill through walls. And not even the changelings are able to watch as well as Spoons. Lastly, he enjoys his work, and is loyal to none but the Boramar family.

Profile of the Spoon's Abilities:

”Spoons”
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Psychic Rogue 1|
+0|
+0|
+2|
+0|Hide 4, MS 4, SoH 4, Bluff 4, UPD 4, Psicraft 2, Craft Poison 4, Concentration 4|Least Mark (Purify Food)|Sneak Attack +1d6, Trapfinding

2nd|Psychic Rogue 2|
+1|
+0|
+3|
+0|Hide 5, MS 5, Disguise 5, SoH 5, Bluff 5, UPD 5, Psicraft 2.5, Craft Poison 5, Concentration 5||Evasion

3rd|Psychic Rogue 3|
+2|
+1|
+3|
+1|Hide 6, MS 6, Disguise 6, SoH 6, Bluff 6, UPD 6, Psicraft 3, Craft Poison 6, Concentration 6|Darkstalker|

4th|Psychic Rogue 4|
+3|
+1|
+4|
+1|Hide 7, MS 7, Disguise 7, SoH 7, Bluff 7, UPD 7, Psicraft 3.5, Craft Poison 7, Concentration 7||SA 2d6

5th|Psychic Rogue l|
+3|
+1|
+4|
+1|Hide 8, MS 8, Disguise 8, SoH 8, Bluff 8, UPD 8, Psicraft 4, Craft Poison 8, Concentration 8||Danger Sense

6th|Assassin 1l|
+3|
+1|
+6|
+1|Hide 9, MS 9, Disguise 9, SoH 9, Bluff 9, UMD 2, Psicraft 4.5|Burrowing Power|Sneak Attack +3d6, Death Attack, Poison Use

7th|Assassin 2|
+4|
+1|
+7|
+1|Hide 10, MS 10, Disguise 10, SoH 10, Bluff 10, UMD 3, Psicraft 5, Concentration 9||+1 vs Poison, Uncanny Dodge

8th|Assassin 3|
+5|
+2|
+7|
+2|Hide 11, MS 11, Bluff 11, UMD 5, Psicraft 5.5, Concentration 9.5 ||Sneak Attack +4d6

9th|Assassin 4|
+6|
+2|
+8|
+2|Hide 12, MS 12, Bluff 12, UMD 7, Psicraft 6, Concentration 10|Expanded Knowledge: Crystal Shard|+2 vs Poison

10th|Assassin 5|
+6|
+2|
+8|
+2|Hide 13, MS 13, Bluff 13, UMD 9, Psicraft 6.5, Concentration 10.5 ||Sneak Attack +5d6, Improved Uncanny Dodge

11th|Assassin 6|
+7|
+3|
+9|
+3|Hide 14, MS 14, Bluff 14, UMD 11, Psicraft 7, Concentration 11||+3 vs Poison

12th|Assassin 7|
+8|
+3|
+9|
+3|Hide 15, MS 15, Bluff 15, UMD 13, Psicraft 7.5, Concentration 11.5|Over Channel|Sneak Attack +6d6

13th|Assassin 8|
+9|
+3|
+10|
+3|Hide 16, MS 16, Bluff 16, UMD 15, Psicraft 8, Concentration 12||+4 vs Poison, Hide in Plain Sight

14th|Assassin 9|
+9|
+3|
+10|
+3|Hide 17, MS 17, Bluff 17, UMD 17, Psicraft 8.5, Concentration 12.5||Sneak Attack +7d6

15th|Assassin 10l|
+10|
+3|
+11|
+3|Hide 18, MS 18, Bluff 18, UMD 18, Psicraft 9, Concentration 12, Craft Poison 11|Expanded Knowledge: Telekinetic Thrust|+5 vs Poison

16th|Black Dog 1|
+10|
+5|
+13|
+3|Hide 19, MS 19, Bluff 19, Psicraft 9.5, Concentration 18||Heir's Mark, Improved Hospitality

17th|Black Dog 2|
+11|
+6|
+14|
+3|Hide 20, MS 20, Bluff 20, Psicraft 10, Concentration 20, SoH 15||Death Attack, Dhurinda's Trick

18th|Black Dog 3|
+12|
+6|
+14|
+4|Hide 21, MS 21, Bluff 21, Psicraft 10.5, Concentration 21, SoH 21|Burrowing Metapower: Telakinetic Thrust|Create Poison, Refine Poison

19th|Black Dog 4|
+13|
+7|
+14|
+4|Hide 22, MS 22, Bluff 22, Psicraft 11, Concentration 22, SoH 22, Craft Poison 15||Empower Poison, Lost in the Crowd

20th|Black Dog 5|
+13|
+7|
+14|
+4|Hide 23, MS 23, Bluff 23, Concentration 23, Slight of Hand 23, Craft Poison 22||Dhurinda's Touch[/table]



Suspected Powers:

Psychic Rogue 1: Sense Link
Psychic Rogue 2: Compression
Psychic Rogue 3: Detect Psionics
Psychic Rogue 4: Precognition, Offensive
Psychic Rogue 5: Concealing Amorpha

Assassin 1: Chamealeon
Assassin 2: Control Light
Assassin 3: Dimensional Pocket
Assassin 4: Clairvoyant Sense
Assassin 5: Psionic Levitate
Assassin 6: Knock, Psionic
Assassin 7: Touchsight
Assassin 8: Greater Concealing Amorpha
Assassin 9: Psionic Dimension Door
Assassin 10: Trace Teleport

Psychic Rogue Power Points: 6
Assassin Power Points: 27
Bonus Power Points: 90


Tools of the Trade:

Assassin's Dagger
Bracers of Murder (DoTU) / Bracers of the Hunter (SoX)
Rogue's Vest (DMG 2)
Wand of Sniper's Eye (SPC)
Wand of Sniper's Shot (SPC)
Wand of Golem Strike (SPC)
Wand of Grave Strike (SPC)
Wand of Vine Strike (SPC)
Tome of Intelligence +5
Headband of Intillect +6
Third Eye of Concentration / Third Eye of Psicraft



The Young McGee (5th level)


While not yet an assassin, McGee has a series of tricks that other rogues can't provide. Sense Link is his first scrying ability, letting him see through the eyes of others, and get access to places where he otherwise wouldn't. Compression lets him get to be tiny sized, to become even better at hiding and to fit through spaces otherwise impossible. Lastly Concealing Amorpha gives him concealment, but is not negated by true seeing, allowing him to consistently hide and sneak attack while it is up. At this point he mainly uses throwing weapons, to take advantage of his native halfling abilities. Darkstalker allows him to better sneak past guard dogs and creatures with Blindsight and similar abilities.


Spoons McGee, the Scry and Die Assassin (15th level)

With his assassin levels Spoons finally gets death attack, which is one of the major focuses of his builds. His most potent combo involves using the Wand of Sniper's Eye to let him sneak attack / death attack from range. He then Clairvoyant Senses the room the target is in. As Clairvoyant Sense doesn't effect the target specifically there is no save or spell resistance check involved.

He then studies the target for three rounds. Death Attack only requires that you be able to study them, not that you are in the same room as them. From under 60 feet away, and through a wall he then uses a Burrowing Telekinetic thrust to make eventually up to 11 ranged attacks in a single action. As they are individual attacks and not one roll, these telekinetic attacks can benefit from sneak attack. Depending on rules interpretation Spoons either makes one of them a death attack, or all thirteen attacks death attacks.

Either way, with sneak attack boosting items he does a great deal of damage, through a wall, with total cover to protect against enemy responses. Even scry and die wizards have to deal with enemy responses if they fail to kill the target in the first round. Clairvoyant sense can also be used to help out a party with efficient scouting.

Lastly, touchsight gives him a detection ability more powerful then true seeing, and levitate and dimension door give him additional mobility lacking in many builds. Against targets immune to sneak attack Spoons just uses a wand of Golem Grave or Vine strike.



Spoons McGee, The Black Dog (20th level)



Black Dog enhances Spoons death attack to an obscene level, and its other class abilities work well with the base assassin abilities. His most notable method is Dhurinda's Trick. It allows you to use a casting of “Purify Food and Drink” to poison food from range. If someone can see you doing this it is an opposed spot vs slight of hand check.

Unlike many abilities, Dhurinda's Trick only requires sight. Spoons now uses Dhurinda's Trick to poison a targets food through Clairvoyant Sense while behind a wall. Once the target has gotten poisoned by the food, they are now more susceptable to his death attacks. The other black dog abilities increase the effectiveness of Spoons's poisons.

In the end Spoons has a DC 39 Death Attack, with items 9d6 sneak attack, and the ability to roll 1s, with 13 attacks as a standard action through a solid wall, including walls of force and similar abilities.



Lessons of the Assassin


The main thing Spoons gets from Assassin is death attack and psionic powers. With these he is able to set up his main attack, death attack through wall. Other abilities such as improved uncanny dodge increase his survivability. Hide in Plain sight works well with Lost in the Crowd from Black Dog, to hide he needs to have a shadow nearby, or creatures who are bigger then him, which is quite easy when he shrinks down to tiny size. Poisons make creatures more vulnerable to his sneak attacks, and the poison resistance helps against any accident with inhaled poisons. Sneak Attack contributes to the bulk of his damage.

Lastly, he can kill people with a spoon.


Statistics and Insanities

Spoons McGee starts with an 18 intelligence, his other abilities don't matter as much. As his DCs, Powerpoints, and attacks with Telekinetic Thrust are all based on intelligence.

10 Str
8 Wisdom
10 Con
12 Charisma
16 Dexterity
18 Intelligence
23 Intelligence With Level
28 Intelligence with Tome
34 Intelligence with Book

Death Attack DC:
+12 Int
+15 Class
+3 Equipment

DC 40 Death Attack

true_shinken
2010-12-10, 08:55 PM
This one has his own theme song.

The Wudang Renegade

First, here’s some mood music (Warning: NSFW Lyrics)
http://www.youtube.com/watch?v=cbfGkiecl2M
http://www.youtube.com/watch?v=qwjILuYiBuY

Many have heard of the infamy and disgrace that befell the 9 Masters of Wudang Mountain when their prize student ran off to peddle his skills as a mere hit man. Feh, the boy never understood the Tao of the Wu if he is content to be a simple butcher. His rhymes could have moved the heavens and the earth itself.

Cash Rules Everything Around Me
C.R.E.A.M. get the GP, Plat’num Plat’num Piece, ya’ll.

I grew up on the thief side, the fantasy fief side
Stayin’ alive was no jive
At second hands, moms bounced on old men
So then we moved to Shaolin Land
(Enter the Wudang)

The young man known only as the Wudang Renegade began his life in poverty in city slums, where he lived with his mother. He spent his beginning years merely trying to keep his stomach filled, with little thought beyond where his next meal was coming from. A war forced them from their homes into the countryside, where his mother eventually succumbed to starvation and illness.

While on the road, he was nearly killed by bandits, but was saved by the 9 masters. Years ago, they had been from separate monasteries, but decided that an alliance between the Wudang sword style and Shaolin Shadowboxing could exist, even if it was dangerous. They established a new place of learning at Wudang Mountain. They took the young orphan, now known as the Wudang Disciple, under their wings, and each trained him, be it physically, mentally, or in the ancient art of battlerapping.

A Young Youth, Yo Rockin’ the Gold Tooth, ‘Lo Goose (5th Level)

From the Man of Methods, he learned to watch his step and protect his neck. Raekwon, the lowly chef and The Venerated Unwashed Hermit both taught him to bring the mother****in’ ruckus, and how to be buck wild with the trigger with styles unbreakable bulletproof (if the youth wanted to get the bow, then shoot). The You-God showed him how to control Da Killa Bee swarm. He learned stealth from the Ghostface Killer, as well as how to catch the blast of a hype verse. Prince Rakim showed him the basics of Shaolin shadowboxing and how to flip the track. The Genius, formerly the Shogun Assassin, briefed the young disciple on the legendary Liquid Sword style.

But it was under the tutelage of the remaining two that the young disciple flourished. Inquisitive Dek instructed him in the art of using his mind to cloud the perceptions of others, as well as how to bomb atomically, so that Socrates’ philosophies and hypotheses couldn’t define how he’d be dropping these mockeries. Combined with the stealth he’d learned from the Ghostface Killer, the Wudang disciple was able to learn how to use his rhymes as part of his combat style, confusing the minds of men around him. He was then given over to the Master Killer, who taught him in the ways of assassination, guiding him until the time he first became a body dropper and heartbeat stopper.

At 5th level, The Wudang Disciple is only a Beguiler. He’s learned bluff, stealth, and how to use his illusions and enchantments to move unseen through crowds. At this point he is entirely unremarkable, though he has developed a particularly cerebral style of battlerap, one based more on his ability to see the weakness in his opponents tracks.

Only way I begin to Gee Off is Drug Loot (10th-15th Level)

The Wudang Disciple was on his way to fulfilling his potential, completing the various training chambers of the monastery. However, when he found himself facing the fabled 36th Chamber that would test his spirit, he was overcome with fear. He fled the monastery, dishonoring each of the masters in the process. Back on the streets and now only known as the Wudang Renegade, he quickly learned that his newfound abilities put him in a somewhat advantageous position.

At this point, he focuses on his assassin levels. Now that he has sneak attack and poison use, he’s significantly more deadly, and the illusion spells from Beguiler are useful in his stealth. He also quickly learns at this point that how to apply his best leverage, hitting rogues and wizards with poisons and hitting dedicated melee people with enchantments. Also, while he has spells, he tries to use his mundane social skills to get around in the world.

Let’s Start it Like This Son, Rollin’ with This One and That One, Pullin’ Out Knives For Fun,
But it was Just a Dream for the teen, who was a fiend. (20th Level)

The Wudang Renegade unfortunately learned that the Clan of Wudang Mountain did not take his betrayal lightly. A new Disciple leading a Killa Bee Swarm found him in a small village, and the ensuing rap battle brought devastation to the valley. The Renegade realized quickly that he needed to join up with a like-minded group in order to protect himself. He also developed his own style, working with stealth, dagger skills, and picking back up his beguiling powers. Now he rolls with different evil groups to ensure his own protection, as well as to get the money, plat’num plat’num piece, y’all.

By this point, the Renegade has levels in daggerspell mage, which aside from increasing his sneak attack, and allowing 4 more levels of Beguiler spells, also give him some useful tools. He can now double daggercast, which means that he can deliver touch spells through his dagger attacks. Normally, Beguilers don’t get many spells that are touch attacks, but there is Touch of idiocy, which each dagger can hold a charge of. Thus, in combat, he can feint as a swift action, sneak attack a character with each dagger (with Wisdom damage poison applied to his daggers), and deliver two Touches of Idiocy. Then, by the next turn, he’ll feint again, and cast an enchantment (which has a higher DC from the feint) on the person who should, by this point, have a significantly lower will save. If he can charm the target, then he opens the possibility of a charm person stun lock (StabStab. ‘Oh, sorry man, my bad’, StabStab). If things are getting more serious, he can always fall back on dual-wielding hand crossbows and sneak attacking from the shadows.

He has weapon crystals, one to let him sneak attack undead and the other to let him sneak attack constructs. Also, against mindless undead and constructs, his illusion spells can be used to completely shut them down.

Do you think your Wudang Sword can defeat me? (20th Level Build)

The Wudang Renegade, NE Beguiler 6/Assassin9/Daggerspell Mage 5
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Beguiler|
+0|
+0|
+0|
+2|4 Concentration, 4 Disguise, 4 Move Silently, 4 Hide, Perform (Battlerapping), 4 Use Magic Device, 4 Search|Apprentice (Entertainer), Combat Expertise|Armored Mage, Trapfinding

2nd|Beguiler |
+1|
+0|
+0|
+3|1 To all Previous|-|Cloaked Casting (+1 DC), Surprise Casting

3rd|Beguiler |
+1|
+1|
+1|
+3|1 To all Previous|Weapon Finesse|Advanced Learning

4th|Beguiler |
+2|
+1|
+1|
+4|1 To all Previous|-|-

5th|Beguiler |
+2|
+1|
+1|
+4|1 to all Previous|-|Silent Spell

6th|Beguiler |
+3|
+2|
+2|
+5|1 to all Previous|Improved Feint|Surprise Casting (Move Action)

7th|Assassin |
+3|
+2|
+4|
+5|1 to all except concentration, Continue the Rest|-|Sneak Attack 1d6, Poison, Death Attack

8th|Assassin |
+4|
+2|
+5|
+5|1 to All Previous|-|+1 Save vs. Poison, Uncanny Dodge

9th|Assassin |
+5|
+3|
+5|
+6|1 to All Previous|Two Weapon Fighting|Sneak Attack 2d6

10th|Assassin |
+6|
+3|
+6|
+6|1 to all previous|-|+2 Save vs. Poison

11th|Assassin |
+6|
+3|
+6|
+6|1 to all previous|-|Improved Uncanny Dodge, Sneak Attack 3d6

12th|Assassin |
+7|
+4|
+7|
+7|1 to all previous|Weapon Focus (Dagger)|+3 Save vs. Poison

13th|Assassin |
+8|
+4|
+7|
+7|1 to all previous|-|Sneak Attack 4d6

14th|Assassin |
+9|
+4|
+8|
+7|1 to all previous|-|+4 Save vs. Poison, Hide in Plain Sight

15th|Assassin |
+9|
+5|
+8|
+8|1 to all previous|Darkstalker|Sneak Attack 5d6

16th|Daggerspell Mage |
+9|
+5|
+10|
+10|1 Perform (Battlerapping), 1 Spot, 1 Listen, 1Hide, 1 Move Silently, 7 Tumble|-|Daggercast

17th|Daggerspell Mage |
+10|
+5|
+11|
+11|1 to all previous, 6 Knowledge (Arcana)|-|Invocation of the Knife

18th|Daggerspell Mage |
+11|
+6|
+11|
+11|1 to all previous, 6 Knowledge (Arcana)|Improved Initiative|Sneak Attack 6d6

19th|Daggerspell Mage |
+12|
+6|
+12|
+12|1 to all previous, 5 Spellcraft|-|-

20th|Daggerspell Mage|
+12|
+6|
+12|
+12|1 to all previous, 5 Spellcraft|-|Double Daggercast[/table]

Shame on a Rogue who try to run game on a Rogue (Key Equipment)

2 Virulent, Toxic, Triple Weapon Capsule Retainer Daggers, one with a Greater Demolition Crysatl, one with a Greater Truedeath Crystal
Poisons last 2 rounds, the Secondary Save comes after 5 rounds instead of 10, and the daggers can store 3 poisons each that can be applied as a swift action.



Tao of Wu (Attributes and Spells)

Level 1/Level 20
Str 10
Dex 15/26 (+5 book, +6 enhancement)
Con 10/16 (+6 enhancement)
Int 18/34 (+5 20th Level, +5 book, +6 enhancement)
Wis 10
Cha 11/22 (+5 Book, +6 enhancement)
Int- 18 (+5 20th level) (+5 book) (+6 enhancement)= 34
Dex- 15 (+5 book) (+6 enhancement)- 26
Cha- 11 (+5 book) (+6 enhancement)- 22



Beguiler Spells Per Day
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|5|3|-|-|-|-|-|-|-|-

2nd|6|4|-|-|-|-|-|-|-|-

3rd|6|5|-|-|-|-|-|-|-|-

4th|6|6|3|-|-|-|-|-|-|-

5th|6|6|4|-|-|-|-|-|-|-

6th|6|6|5|3|-|-|-|-|-|-

17th|6|6|6|4|-|-|-|-|-|-

18th|6|6|6|5|3|-|-|-|-|-

19th|6|6|6|6|4|-|-|-|-|-

20th|6|6|6|6|5|3|-|-|-|-[/table]


Assassin Spells per day
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th



7th|-|2|-|-|-|-|-|-|-|-

8th|-|3|-|-|-|-|-|-|-|-

9th|-|3|2|-|-|-|-|-|-|-

10th|-|4|3|-|-|-|-|-|-|-

11th|-|4|3|2|-|-|-|-|-|-

12th|-|4|4|3|-|-|-|-|-|-

13th|-|4|4|3|2|-|-|-|-|-

14th|-|4|4|4|3|-|-|-|-|-

15th|-|4|4|4|3|-|-|-|-|-[/table]

Raekwon the Chef’s Kitchen

PHB II- Beguiler
DMG II- Apprentice Feat
Lords of Madness- Darkstalker
Complete Adventurer- Daggerspell Mage, Triple weapon capsule retainer
Drow of the Underdark- Virulent and Toxic weapons
Magic Item Compendium- Weapon Crystals

true_shinken
2010-12-10, 08:58 PM
This just got here in the nick of time.



Gothias
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Shadowcaster|
+0|
+2|
+0|
+2|24|Able Learner|Fundamentals of Shadow, Apprentice Mysteries

2nd|Shadowcaster|
+1|
+3|
+0|
+3|6|Favored Path: Shutters and Clouds|Bonus Feat

3rd|Shadowcaster|
+1|
+3|
+1|
+3|6|Shadow Weave Magic|Umbral Sight (30 ft darkvision)

4th|Shadowcaster|
+2|
+4|
+1|
+4|7|Insidious Magic|Bonus Fundamental

5th|Shadowcaster|
+2|
+4|
+1|
+4|7||Sustaining Shadow (eat 1 meal/week)

6th|Assassin|
+2|
+4|
+3|
+4|9|Arcane Preparation|Death Attack, Sneak Attack 1d6, Poison Use, Assassin Spells

7th|Assassin|
+3|
+4|
+4|
+4|9||Uncanny Dodge, +1 save vs. poison

8th|Assassin|
+4|
+5|
+4|
+5|9|| Sneak Attack 2d6

9th|Noctumancer|
+4|
+7|
+4|
+7|7|Practiced Spellcaster (Assassin)|Capture Magic's Shadow

10th|Assassin|
+5|
+7|
+5|
+7|9||+2 save vs. poison

11th|Noctumancer|
+6|
+8|
+5|
+8|7||Innate Counterspell 1/day

12th|Assassin|
+6|
+8|
+5|
+8|10|Ability Boost| Sneak Attack 3d6, Improved Uncanny Dodge

13th|Noctumancer|
+6|
+8|
+6|
+8|8||

14th|Assassin|
+7|
+9|
+7|
+9|10||+3 save vs. poison

15th|Noctumancer|
+8|
+10|
+7|
+10|8|Tenacious Magic|

16th|Assassin|
+9|
+10|
+7|
+10|10||
Sneak Attack 4d6

17th|Noctumancer|
+9|
+10|
+7|
+10|8|| Innate Counterspell 2/day

18th|Assassin|
+10|
+10|
+8|
+10|10|Shadow Cast|+4 save vs. poison, Hide in Plain Sight

19th|Noctumancer|
+11|
+11|
+9|
+11|8||Eldritch Disruption

20th|Assassin|
+11|
+12|
+9|
+12|11||Sneak Attack 5d6[/table]


Gothias
Patron Deity Shar

Deep Imaskari Shadowcaster 5/Assassin 3/Noctumancer 1/Assassin +1/Noctumancer +1/Assassin +1/Noctumancer +1/Assassin +1/Noctumancer +1/Assassin +1/Noctumancer +1/Assassin +1/Noctumancer +1/Assassin +1

32 point buy:

Int: 17 (+2 racial bonus, +5 from levels.)
Con: 12
Dex: 9
Str: 11
Cha: 11


DC to detect Assassin spells with Divinations: 32


Backstory
”You remind me of my brother, you know; he always thought he was better than me too. HE was the one with the good looks, while I got skin that looks like f***ing rock! Magic jumped to his fingertips, while I had no magic to turn to at all. Until Shar... sorry, that's the name of my imaginary friend; well, Shar told me that you could take magic from shadows. Was I interested? HELL, I was fascinated. Especially since my wonderful brother had just gone of to some wizardy college or some such. So I decided to teach myself these “mysteries of shadow”. And bide my time. Always bide my time.
Sorry, I got carried away. Anyway, while he went to learn some fancy schmancy wizard spells, I looked towards shadows for power. Shar approved.
1st LEVEL
Gothias starts off as a Deep Imaskari Shadowcaster. Woo. He has plentiful Int, which will help him later. Right now, the best thing for him to do is bide his time, maybe with a knife at the ready; he always has his fundamentals, though.
Where was I? Oh yes, the training to kill my hated brother. I taught myself shadowy magics, until one of the local girls spotted my shadow moving weirdly. Of course, it was only Shar doing the other part of my “magic”, but of course, she thought I was possessed by a demon. So I had to kill her before she ran home to tell people. Bothersome, as I actually had a sort of crush on the girl; oh well, necessities are necessities. Of course, when I came bearing news of her death, they immediately suspected me, even though I looked quite innocent. I was sentenced to be killed the next day, but of course, they left the cell unguarded, not realizing that I wasn't some child who would feel repentance for his deed, not a man who had killed out of need... and then found that he liked how it was. The blood. Watching the blood pour out of her throat, after I slashed it open with a rock... imagining it was my oh so great brother! Ha, I felt more alive, more powerful, at that moment than ever before. So I broke out, and killed all of the villagers in their sleep. Mostly for fun. It was a proper revel. Shar approved.
6th LEVEL
Gothias has now reached our secret ingredient, and boy does he enjoy it! Also, with Shadow Weave Magic, Insidious Magic, and that high Int score, he actually is quite a potent murderer, due to Death Attack DCs, and the fact that any buffs he throws on himself are harder to detect, making him stand out less like a Christmas tree in summer. He also only needs to eat once a week, and he can see 30 feet in total darkness, meaning that he a. doesn't take up party resources getting fed, such as with spells that create food or monetarily, and can make a decent spy in a pinch, if you don't have anyone else for the job, as he can stalk in total darkness. Start to play a bit more like a rogue now; due to your Sneak Attack die, which, while not too great, is still nice, as you can DA with your Arrow of Dusk fundamental. And I actually have use of my Spell Clutch racial ability; 1 more use of a first level spell is useful, though not too powerful.
After that, I wandered a bit. Didn't stay anywhere for too long; had to kill people too much. Got a bit bothersome. Of course, the law started following the trail of corpses, but I didn't CARE. All I cared about was finding my. PERFECT. Brother. I knew that I wouldn't be able to win any contest of magic with my brother, but Shar, lovely Shar, told me of a secret method of gaining spells by killing. Of course, that was right up my alley, so, excuse my pun, I preyed in the alleyways. I performed the rituals, and felt a hateful magic spring up in my chest. It felt WONDERFUL. I've never felt more, how do you put it? Dangerous. So, with this lovely magic, I felt like I could take on the world! But Shar, blessed Shar, told me of a way to gain the power to control other people's magic. It was a mixture between my lovely new magic, and my old Shadowy, mysterious powers. So I took it; I took the opportunity. And then, I luxuriated in the looks on the faces of the mages I killed, their lovely surprise when their spells failed. Because they couldn't see my magic... and I didn't care about theirs. It was excellent. Shar approved.
11th level
Gothias has some more Shadowcasting progression, a second SA dice, and the ability to make any dispellings/counterspellings he performs supply him with power. He also has Uncanny dodge, which is useful, though not indispensible; what's even more interesting is 3rd level spells. Mm-mm good. Now, Gothias is starting to take the dispelling Mysteries, so he has some nice counterspelling/dispelling abilities. Not too nice, but fun. Also, his 1st through 3rd level mysteries are treated as Spell-Like abilities. So that's something.[SPOILER]
You know what I found out when I reached the college my brother was supposed to be learning at? I learned that he had never enrolled there. A little persuasion, and a whole lot of torture, finally let me follow his trail back to where he 'died'. Like that would happen; I had to be the one to kill him, me ME! You understand? He didn't die from some random accident! So I wandered in a blind rage, killing as the whim took me; in other words, not much changed, except that my little list of things to do to my brother before I killed him grew. Considerably. Shar approved. You know how I know she approves? Well, I once walked into a meeting of people who said they worshipped Shar. Well, the only Shar that exists is my Shar, and I told them so, quite emphatically in fact. Turns out the Shar they worship is my Shar! Oh, how silly I felt, after killing half of them. And then Shar spoke to me, longer and firmer than ever before, told me that I had been chosen for purposes of her own, and that I had always worshiped her, in my own special way. Then she told me to go have fun. So I did.
16th LEVEL
[SPOILER]Gothias can now counterspell any spell cast at him as an immediate action, as long as he has a spell or mystery of equal or higher level to use; only 1/day, for now. Other than that, your buffs are better, tougher to detect and dispel, and include Shadow Form, the reason you should spend ranks on Escape Artist; walking through Forcecage or Walls of Force is fun!, also, other buffs like Deathsight and such.
So, then I figured it out! My brother is alive! Someone so brilliant wouldn't die from a carriage accident. So I tracked you down... Brother. Shar approves!”
“I... I don't know what you're talking about”
Make that DC 30 Fortitude save to live.

Spells per day/Spells Known
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-

6th|2/2|-|-|-|-|-|-|-|-

7th|3/3|-|-|-|-|-|-|-|-

8th|4/3|1/2|-|-|-|-|-|-|-

9th|5/4|2/3|-|-|-|-|-|-|-

10th|5/4|3/3|1/2|-|-|-|-|-|-

11th|5/4|4/4|2/3|-|-|-|-|-|-

12th|5/4|5/4|3/3|1/2|-|-|-|-|-

13th|5/4|5/4|4/4|2/3|-|-|-|-|-

14th|5/4|5/4|4/4|3/3|-|-|-|-|-

15th|5/4|5/4|4/4|4/4|-|-|-|-|-

16th|5/4|5/4|4/4|4/4|-|-|-|-|-

17th|5/4|5/4|4/4|4/4|-|-|-|-|-

18th|5/4|5/4|4/4|4/4|-|-|-|-|-

19th|5/4|5/4|4/4|4/4|-|-|-|-|-

20th|5/4|5/4|5/4|4/4|-|-|-|-|-[/table][SPOILER]

Mysteries Known
[SPOILER]
Fundamental:
Arrow of Dusk 4/day, Mystic Reflections, and Umbral Hand 3/day

Apprentice Mysteries (2/day spell-likes)
Dusk and Dawn +1 use
Shadow Skin +1 use
Dancing Shadows +1 use
Life Fades
Flesh Fails
Umbral Touch

Initiate Mysteries (1/day as Arcane spells.)
Warp Spell
Echo Spell
Flood of Shadow
Shadows Fade
Unravel Dweomer

Sources
Core, Player's Guide to Faerun, Tome of Magic, Dragon Magazine Compendium.

true_shinken
2010-12-10, 09:03 PM
I couldn't resist, I have to post this song (http://www.youtube.com/watch?v=kgatlH9r61o):
Suteeji bakuhatsu sanbyoumae san ni ichi kirikiri mai
Kirikiri mai kirikiri mai
Kirikiri mai kirikiri mai nousatsu nousatsu
Dokkaan saibou houkai dokkaan orenji ga sennou
- Orange Range, Kirikirimai

Kamaitachi
NE pixie swashbuckler3/swordsage2/exotic weapon master1/assassin10

Once upon a time...

We're not your father's fey
In the dark caves of Pandemonium, where maddening winds rage in the darkness, dwells the Unseelie Court - the divine kingdom of the evil fey. Ruled by beatiful and malicious Queen of Air and Darkness, the fey travel with the winds, seeking new amusements. And among such amusements, the funniest are the adventurers. There is a chant between the planewalkers, that sometimes, winds of the chaotic caverns of Pandemonium bring not only whispers and mourning, but actual wounds, appearing for no reason. They call this phenomenon "kamaitachi" - by the word, brought by a strange human from Prime world of Rokugan. It means "weasel with a kama" - a spirit, that lurks in the wind and cut the flesh. Well, maybe there is such spirit in Rokugan. But on Pandemonium, Kamaitachi is one of the most wicked Knights of the Unseelie court. Don't be fooled with "Knight" - it's nothing more, than court title, an in fact, Kamaitachi obeys no code of honor, being a cold-blooded killer. He travels with the winds to find next berk, who angered the Queen, occasionally wounding planewalkers just for fun.

Abilities

STR 6 (-2)
DEX 24 (+7)
CON 14 (+2)
INT 20 (+5) -> 24 (+7) via levelups
WIS 14 (+2)
CHA 20 (+5)

Build step-by-step
Kamaitachi
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Swashbuckler|
+1|
+2|
+0|
+0|Hide+4; Move Silently+4; Disguise(cc)+2; Spot(cc)+2; Listen(cc)+2; Craft (Weaponsmithing)+3; Bluff+1 |Exotic weapon proficiency (spiked chain); Dodge(b); Weapon Finesse(b)|Weapon Finesse

2nd|Swordsage|
+0|
+0|
+2|
+2|Hide+1; Move Silently+1; Concentration +5; Listen+3; Bluff+1 |-|Quick to act+1; Discipline focus (Shadow Hand) Weapon focus

3rd|Swashbuckler|
+1|
+1|
+0|
+0| Hide+1; Move Silently+1; Disguise(cc)+1; Spot(cc)+1; Listen+1; Bluff+2|Shadow Blade|Grace+1

4th|Swashbuckler|
+1|
+0|
+1|
+1| Hide+1; Move Silently+1; Listen+1; Bluff+2; Diplomacy+4|-|Insightful strike

5th|Swordsage|
+1|
+0|
+1|
+1| Hide+1; Move Silently+1; Disguise(cc)+1; Spot(cc)+1; Listen+1; Bluff+1; Diplomacy+3|-|AC bonus

6th|Assassin|
+0|
+0|
+2|
+0| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use Magic Device+1|Flyby attack|Sneak attack +1d6, death attack, poison use, spells

7th|Assassin|
+1|
+0|
+1|
+0| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use Magic Device+1|-|+1 save against poison, uncanny dodge

8th|Assassin|
+1|
+1|
+0|
+1| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|Sneak attack +2d6

9th|Assassin|
+1|
+0|
+1|
+0| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |Versatile spellcaster|+2 save against poison

10th|Assassin |
+0|
+0|
+0|
+0| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|Improved uncanny dodge, sneak attack +3d6

11th|Exotic weapon master|
+1|
+1|
+0|
+0| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1;|-|Flurry of strikes

12th| Assassin |
+1|
+1|
+1|
+1| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |Arcane Strike|+3 save against poison

13th| Assassin |
+1|
+0|
+0|
+0| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|Sneak attack +4d6

14th| Assassin |
+1|
+0|
+1|
+0| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|+4 save against poison, hide in plain sight

15th| Assassin |
+0|
+1|
+0|
+1| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |Darkstalker|Sneak attack +5d6

16th| Assassin |
+1|
+0|
+1|
+0| Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|+5 save against poison[/table]

Spells per day
{table=head]Level|1st|2nd|3rd|4th
6th|2|-|-|-|-|-|-|-|-|-

7th|3|-|-|-|-|-|-|-|-|-

8th|4|2|-|-|-|-|-|-|-|-

9th|5|3|-|-|-|-|-|-|-|-

10th|5|4|2|-|-|-|-|-|-|-

11th|5|5|2|-|-|-|-|-|-|-

12th|5|5|3|-|-|-|-|-|-|-

13th|5|5|4|1|-|-|-|-|-|-

14th|5|5|5|2|-|-|-|-|-|-

15th|5|5|5|3|-|-|-|-|-|-

16th|5|5|5|4|-|-|-|-|-|-
[/table]

Spells Known
{table=head]Level|1st|2nd|3rd|4th
6th|2|-|-|-|-|-|-|-|-|-

7th|3|-|-|-|-|-|-|-|-|-

8th|3|2|-|-|-|-|-|-|-|-

9th|4|3|-|-|-|-|-|-|-|-

10th|4|3|2|-|-|-|-|-|-|-

11th|4|3|2|-|-|-|-|-|-|-

12th|4|4|3|-|-|-|-|-|-|-

13th|4|4|3|2|-|-|-|-|-|-

14th|4|4|4|3|-|-|-|-|-

15th|4|4|4|3|-|-|-|-|-|-

16th|4|4|4|4|-|-|-|-|-|-
[/table]

All table info is shown without items

The basics
Assassin needs two things to function properly - one is the Death Attack, so you would want the DC to be the highest, and the other is sneak attack, so you would want it to work as often as possible. Pixie, with it's +6int and permanent invisibility is a answer to both. These little fellows are born assassins. Let's look for ourselves.

ECL 5: Here you enter the game, as a pixie Swashbuckler 1. Well, it's not your best level, you, probably will have troubles hitting anything, that is not an ooze, and you're pretty fragile, too. But you're still invisible flying creature, right - so scout, attack the less armored enemy from nowhere, and use your entangle SLA. Remember, unless you're heavily buffed, you're no frontliner. For now you just have to survive.

ECL 10: Now that's better. You have both Int and Dex into damage, and maneuvers like Rabid Wolf Strike, or Steely strike to make actual hitting possible. You also have 3d6 Sneak Attack thanks to Assassin's Stance, and with your decent INT score you may start Deathattacking enemy spellcasters, or any other not-too-forty foe, why Flyby Attack covers your need for defence by moving you out of range of counterattack. Oh, and there is WIS to AC - who cares, you don't want to be hit anyway. Be sure to find or buy Deathstrike bracers - there are monsters, immune to sneak attack, you know.

ECL 15: Aaah, Exotic weapon master - comes in "Flurry of misses" flavor. For not missing use the Wraithstrike - perhaps one of the best assassin's spell. Another feature worth of note is the Versatile spellcaster feat - it will shine very soon. Right about now:

ECL 16(sweet spot): Here is your best level - you peaked all, this build has to offer. Use Versatile spellcaster to gain extra high-level spells, burn them for Arcane Strike, flurry, repeat. Or just death attack them to...death. The invisibility will stop being your reliable defence, so think of getting your hands on misschance

ECL 20: Well, it's simply an extension of your power - more sneak attack, more death attack DC, more spells to burn - nothing much. Just be sure to pick up Darkstalker feat - just in case of blindsences and such.

Recommended items
First, you absolutely need int boosters. Int gives you spells, melee damage and of course, DC for both spells and Death attack. So keep it high - it's your prime stat.
Then, you may want to look at the Boots of temporal acceleration (MiC) - makes three-round observation much easier
Deathstrike bracers - you need them to fight immune to sneak attack monsters.
Anything you may want to UMD.

true_shinken
2010-12-10, 09:04 PM
That's the last of them! And a new Iron Chef record with 12 submissions!
I missed two submissions and only posted them afterwards. Links (http://www.giantitp.com/forums/showpost.php?p=9942753&postcount=197)here (http://www.giantitp.com/forums/showpost.php?p=9943426&postcount=202). Sorry for being stupid, carry on.

Get ready! Judge! :smallcool:

Cieyrin
2010-12-10, 09:11 PM
That's the last of them! And a new Iron Chef record with 12 submissions!

Get ready! Judge! :smallcool:

Man, I can pick 'em when I judge, can't I? First Vigilante, now this...

It'll be a while before I can significantly judge, as I'm ~150 miles from home (and my books) at the moment, so I can't do any significant judging till Sunday at the earliest. In the meantime, I'll just be amused by the number of kitties that were submitted. Neko kawaii! =^_^=

Grynning
2010-12-10, 09:11 PM
Holy crap, 12? Whoohoo, that's awesome, and also...somewhat terrifying :smalltongue:

Ok...this is gonna take me a while...probably til Tuesday with the way my schedule's looking.

Amechra
2010-12-10, 09:13 PM
Ooh, nice competition. Pretty.

One of my lost builds was a Dvati Assassin/Elocater who would effectively flank like a bitch. Like, from the inside of walls. And could also flank with itself...

It would have been fun. Curse you, computer problems!

Amphetryon
2010-12-10, 09:19 PM
My abandoned (2nd) entry was Death Master/Binder/Assassin/Tenebrous Apostate.

Tvtyrant
2010-12-10, 10:45 PM
Entry I couldn't enter:

was Sage Bard5/Assassin 10/Fatespinner 5 which used Seal Fate + Deathattack

It was also an Illumnian for the Dex=extra spells ability.

Sorry I couldn't enter, and thank you Amechra.


Nice entries everyone! Love them!

Amechra
2010-12-10, 10:59 PM
Looks interesting.

I only had 3+ ideas because my DM is obsessed with assassins. Obsessed.

SaintRidley
2010-12-11, 12:19 AM
Damn it. I was finishing typing mine up, too. I thought midnight might be closer to my midnight.


Crap. Oh well.

Might as well let what I was going to use be known, then.

Changeling Rogue 5/Assassin 1/Cabinet Trickster 5/Assassin 9

Focusing on social skills, stealth later on, and every means of killing stuff dead I could think of.

Dralnu
2010-12-11, 12:32 AM
Argh, couldn't get a build submitted in time! My thought process was: 1) Psionic Assassin, but don't know those mechanics so ignored 2) Duskblade Assassin, but you can't get full attack arcane channeling and HiPS 3) Factotum Assassin with Swordsage dip, which was what I settled to work on. Oh well, next time.

The builds look very cool!

T.G. Oskar
2010-12-11, 12:40 AM
Dunno you guys, but I believe this competition has lots of entries because of how easy it is to deal with the Assassin.

Comparing...say, Assassin with Vigilante, the former is much easier to handle than the latter, despite the actual class features. The former has three things to handle (and I'm sure I can say this, given that entries already were posted); assassination (not necessarily death attack, but you can work fine with the Sneak Attack), spells (not just the strong support of many books towards the spellcasting of the Assassin, but also accessibility to UMD), and poisons in general (offensively and defensively). Essentially, it has few "orphan" features (as in, features that are extremely hard to optimize and that aren't supported by the class itself), so you can work it relatively well. Vigilante, on the other hand, had spells as well, but it had the smite (which isn't as good to optimize as sneak attack), the Streetwise ability that's mostly for flavor, and quick Search/Hide which basically meant you had to have at least Gather Info, Search, Knowledge (local) and Hide in mind. In that case, while still fitting, Speak with Dead and Dimensional Anchor are mostly orphan features because you can't really optimize them without expending too many resources (can't make something brutal out of Speak with Dead, and you can't make a build out of Dim Anchor because that's a lockdown skill in any case). Even though the Vigilante's spell selection is slightly larger (uses the Bard spell list), the rest of the abilities weren't as easy to deal with.

Then go with stuff like Blade Bravo, Drunken Master or Mythic Exemplar, and you can realize that dealing with Assassin is, to say the least, an easy feat. Mostly because Assassin has had its deal of support, in comparison to other classes (ToB and Truenamer come to mind).

Amechra
2010-12-11, 01:02 AM
True, very true:

OK, I've been wondering: I never see truenamer in any builds for this, even if truenamer would actually be helpful (as a placeholder level or two, not as the basis for a build; what do you think I am, crazy or something?)

So maybe someone should grab one of the Truenaming PrCs for the next one?

Tvtyrant
2010-12-11, 01:04 AM
True, very true:

OK, I've been wondering: I never see truenamer in any builds for this, even if truenamer would actually be helpful (as a placeholder level or two, not as the basis for a build; what do you think I am, crazy or something?)

So maybe someone should grab one of the Truenaming PrCs for the next one?

The problem is that most of them (away from book but I think actually all of them) do not actually advance the Truenaming feature.

Amechra
2010-12-11, 01:13 AM
Oh yeah, forgot about that. Curses.

They really were on something when they wrote the Truenaming section, huh?

T.G. Oskar
2010-12-11, 01:19 AM
The problem is that most of them (away from book but I think actually all of them) do not actually advance the Truenaming feature.

Most? None advance the Truenamer's features. Brimstone Speaker and Fiendbinder are meant to advance both, but they don't; instead, they provide some minor benefits and poorly advance the features of the other class (both are 6/10 or 7/10 IIRC, and their advances are highly irregular). I recall once in ToS that someone tried using Acolyte of the Ego, and had problems making a functional 13th level build that could work against 13th level characters (hence having a to-beat score of 41). That's with WBL as a 13th level character. And that's also while using Monk, so you can figure how that might work out.

Thing is, very few (if ANYTHING) can be salvaged from the Truename Magic section. There's a few posters that have done good analysis of the Truenamer and its abilities, but it's difficult to say the same for Acolyte of the Ego, or Bereft.

Tvtyrant
2010-12-11, 01:26 AM
I did say I think actually all :P

Yeah, Adepts are better casters then Truenamers!

T.G. Oskar
2010-12-11, 01:39 AM
I did say I think actually all :P

I was just hammering the point. I mean, you said you weren't sure because you were AFB; I was just here supporting that point. That shouldn't be a doubt, unless you've only read 2/3rds of the book in which case yes, I can forgive you on that one.


Yeah, Adepts are better casters then Truenamers!

That hurts. Then again: Adepts are better casters than most casters out there. I mean, they get very nice spells on their list, and they're meant to be NPCs! Give their spell list to, say, Paladin or Ranger and they'd kick so much [enemy's fleshy behinds] it would be insane. Well, sorta; they'd still be behind Tier 1 casters, but it's just stating that the spell list of the Adept is kinda silly.

Also: why the devs went for such a badly scaling DC mechanic? 15 x twice your HD or CR means that at first level the score is 17 but at 20th level is a brutal 57, and it keeps increasing with level. Had they used a more "organic" growth for DC (I support 13 + CR or HD + the modifier you like, I'd say Charisma), it would have been fair.

Tvtyrant
2010-12-11, 01:45 AM
I was just hammering the point. I mean, you said you weren't sure because you were AFB; I was just here supporting that point. That shouldn't be a doubt, unless you've only read 2/3rds of the book in which case yes, I can forgive you on that one.

Well I skimmed the Truenamer section when I got the book, but it was so obviously bad I didn't actually bother to read most of it. The Shadowcaster and Binder sections are awesome, so it balances out!

Tam_OConnor
2010-12-11, 02:10 AM
This is gonna be so much fun to watch...

T.G. Oskar
2010-12-11, 02:53 AM
Well I skimmed the Truenamer section when I got the book, but it was so obviously bad I didn't actually bother to read most of it. The Shadowcaster and Binder sections are awesome, so it balances out!

No wonder.

Sadly, the Truename section has raw potential. In spades. The fluff is just phenomenal, and the creatures in there are actually quite surprising in terms of fluff (not about crunch). Big part of the problem is that Truenaming was really a mystery to deal with, and they decided on a skill check but botched the idea really badly. Mostly: real Truenaming should act like a geas, where the individual is supernaturally forced to act in some way, combined with programming in a magical way (in fact, the fluff of Truespeech suggests Truenaming as the true form of magic, or perhaps Chaos Magic in its truest essence), but mechanically they were scared Truenaming would displace magic, so essentially they uber-nerfed it before they published it. I mean: some of the abilities could have lasted minutes or hours. Part of the damage was done because Tome of Magic had some of 4E in mind (most of 4E's powers last less than a minute, most last for one round and don't extend more than an encounter). Part of their fear was that Truenaming was the first actual system that granted at-will abilities, and several people went figuring out how to balance that and botched it.

But really: 13 + HD or CR + Cha modifier. That, and extending some of the durations in the utterances could help a huge lot.

Escheton
2010-12-11, 03:01 AM
Didnt feel like working on the backstory but I build a factotum3/monk2/assassin2/reaping mauler5/bloodhound7/swordsage1 as finisher

you can't run, you can't scream, and soon...

T.G. Oskar
2010-12-11, 04:30 AM
Didnt feel like working on the backstory but I build a factotum3/monk2/assassin2/reaping mauler5/bloodhound7/swordsage1 as finisher

you can't run, you can't scream, and soon...

Expand. Good friend, expand. I can't see the idea behind it, but I see grappling as a major force behind the class, and probably grapple-killing the enemy after pinning in three different ways (Death Attack, the paralyzing backbreaker and the killer pin). Bloodhound would have been cool, as it's rarely used (really, rarely used).

WinWin
2010-12-11, 08:00 AM
Assassin is fairly easy to integrate into a build. Using it well is another matter.

true_shinken
2010-12-11, 08:40 AM
Looks like I messed up a little. Another build was lurking in my PM box and I simply forgot to reveal it. My apologies to guests, judges and specially to contestants because of this.

OK, now for the build:

A day in the life of Dawn and Dusk

A dark-skinned, raven haired beauty lounges lazily in a quiet nook in the library of the palace, her face concealed by a veil but the rest of her shown off to excellent effect. She reads from one of the many rare books in the library, but it is obvious that her attention is divided. The source of this divided attention becomes obvious, when a richly dressed older lord scuttles into the room. His nervousness is betrayed by the way he looks around anxiously, but the motion of the woman leaning forward in her seat and beconning him closer snags his undivided attention.

"Mmmmm, Lord Gerald. I'm sooo glad you came." The woman gestures to a chair next to her. "Please, make yourself comfortable. I'm sure we have lots to talk about."

The man licks his lips before speaking. "Are you sure we're alone here? If my wife got wind that I was meeting with you..."

The woman's expression is hidden by the veil, but her voice is calm as she tells him, "Oh, the guards won't be bothering us here. They merely keep an eye on the exits to keep the books in and the beggars out. And they've received a bit of extra today to ignore any...strange noises they might hear. Now, did you do as I asked?"

The man grinned wickedly, nodding vigorously. "All the servants and guards of the northern keep have been given leave for the Holy day, save for a token force. We shall have the run of the entire castle, with no one but a few watch-standers on the walls, who certainly won't bother us. It will be just you, me and your sister...yes?"

The woman's pleasure is obvious as she slinks out of her seat and climbs into the man's lap. "Oh, that's marvelous. Exactly what I wanted to hear - I'm soo looking forward to our little...festival. Now, as I promised, a reward! You get to meet my sister, and get a taste of exactly what we have planned for the keep. Is that what you want?"

A look of greed and desire enters the mans eyes. "Yes. Oh yes! Where is she? I didn't see her as I came in. Is she hiding nearby?"

"No, silly little lordling. She's right behind you." The voice is far from sultry, coming from just behind his ear. As his eyes begin to widen in fear, he feals the first piercing bite of steal as a sharp needle pierces the side of his neck. Before he can draw breath to scream, however, the veiled woman he had been conspiring with clamped her hands over his mouth and nose, strangling him. He tries to struggle, but a rapidly spreading numbness centering on the needle in his neck saps the strength from his limbs, and soon darkness claims him.

Moving with perfect coordination and in complete silence, the two women wipe all traces of their presence from that corner of the library, take the unconscious man between them, and vanish in a swirl of shadow.



The Build:



Dawn and Dusk
http://www.myimgs.net/images/dony.jpg
Race: Dvati Shadow-Walker

Attributes: Str 14 Dex 16 Con 14 Int 16 Wis 8 Cha 8
{table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Monk 1|
+0|
+2|
+2|
+2|Hide 4, MS 4, Disguie 2, Concentration 4, Autohypnosis 2, Balance 4, Tumble 4|Kung-fu genius, Dodge|Unarmed strike, flurry of blows
2nd|Monk 2|
+1|
+3|
+3|
+3|Hide 5, MS 5, Dis 2.5, Con 5, Autoh 2.5 Bal 5, Tum 5|Mobility|evasion
3rd|Warblade 1|
+2|
+5|
+3|
+3|Hide 6, MS 6, Dis 3, Con 5, Autoh 3|Spring Attack|Battle Clarity(Reflexes), Weapon aptitude
4th|Fighter 1|
+3|
+7|
+3|
+3|Hide 7, MS 7, Dis 3.5|Blind Fighting|
5th|Fighter 2|
+4|
+8|
+3|
+3|Hide 8, MS 8, Dis 4|Martial Study (Shadow Jaunt)|
6th|Assassin 1|
+4|
+8|
+5|
+3|Hide 9, MS 9, Dis 5, Autoh 4, Craft Alch 2|Monastic Training (Assassin)|Sneak Attack 1d6, Death Attack, Poison Use
7th|Assassin 2|
+5|
+8|
+6|
+3|Hide 10, MS 10, Autoh 5, Craft Alch 4||+1 poison save, uncanny dodge
8th|Assassin 3|
+6|
+9|
+6|
+4|Hide 11, MS 11, Craft Alch 6, UMD 2, Decipher Script 1||Sneak Attack 2d6
9th|Assassin 4|
+7|
+9|
+7|
+4|Hide 12, MS 12, Craft Alch 8, UMD 4, Decipher Script 2|Tashalatora|+2 poison save
10th|Telflammar Shadowlord 1|
+7|
+9|
+9|
+4|Hide 13, MS 13, Craft Alch 10, UMD 6, Decipher Script 3||Shadowsight, Shadow Jump
11th|Telflammar Shadowlord 2|
+8|
+9|
+10|
+4|Hide 14, MS 14, Craft Alch 12, UMD 8, Decipher Script 4||Shadow Blur
12th|Telflammar Shadowlord 3|
+9|
+10|
+10|
+5|Hide 15, MS 15, Craft Alch 14, UMD 10, Decipher Script 5|Expanded Knowledge (Minor Creation, Psionic)|Shadow Walk
13th|Telflammar Shadowlord 4|
+10|
+10|
+11|
+5|Hide 16, MS 16, UMD 13, Decipher Script 7||Shadow Pounce
14th|Telflammar Shadowlord 5|
+10|
+10|
+11|
+5|Hide 17, MS 17, UMD 15, Decipher Script 10||Shadow Discorporation
15th|Telflammar Shadowlord 6|
+11|
+11|
+12|
+6|Hide 18, MS 18, Bluff 5|Superior Unarmed Strike|Death Attack (stacks with Assassin)
16th|Assassin 5|
+11|
+11|
+12|
+6|Hide 19, MS 19, Sense Motive 5||Sneak Attack 3d6, Improved Uncanny Dodge
17th|Assassin 6|
+12|
+12|
+13|
+7|Hide 20, MS 20, UMD 18, Decipher Script 12||+3 poison saves
18th|Assassin 7|
+13|
+12|
+13|
+7|Hide 21, MS 21, UMD 20, Decipher Script 15|Martial Study (Shadow Walk)|Sneak Attack 4d6
19th|Assassin 8|
+14|
+12|
+14|
+7|Hide 22, MS 22, Bluff 10||+4 poison saves
20th|Assassin 9|
+14|
+13|
+14|
+8|Hide 23, MS 23, Bluff 15||Sneak Attack 5d6[/table]

Spells and Powers:
Spells per day
{table=head]Level|1st|2nd|3rd
1st|-|-|-
2nd|-|-|-
3rd|-|-|-
4th|-|-|-
5th|-|-|-
6th|-|-|-
7th|-|-|-
8th|-|-|-
9th|-|-|-
10th|2|-|-
11th|3|-|-
12th|3|2|-
13th|4|3|-
14th|4|3|2
15th|4|4|3
16th|5|5|3
17th|5|5|3
18th|5|5|3
19th|5|5|3
20th|5|5|4[/table]

Power Points/Powers Learned
{table=head]Level|PP|Power Learned
1st|-|-
2nd|-|-
3rd|-|-
4th|-|-
5th|-|-
6th|2|Dimensional Pocket
7th|5|Control Light
8th|12|Catfall
9th|17|Clairvoyant Sense
10th|17|-
11th|17|-
12th|19|Minor Creation, Psionic
13th|19|-
14th|19|-
15th|19|-
16th|32|Constrictor's Touch
17th|41|Psionic Levitate
18th|50|Touchsight
19th|59|Greater Concealing Amorpha
20th|77|Psionic Modify Memory[/table]

Maneuvers:
Gained at 3rd level: Punishing Stance, Steel Wind, Wolf Fang Strike, Douse the Flames
Gained at 5th level: Shadow Jaunt (Ready Steel Wind, Wolf Fang Strike, Shadow Jaunt)
Gained at 18th level: Shadow Walk (Ready Shadows Walk, Shadow Jaunt, Douse the Flames)

Spells and PP above include bonus from Int, assuming standard WBL.


Build descriptions and information:

A word on Psionic Assassin:
Psionic Assassin is something extremely uncommon, perhaps even unique - an alternate class feature for a prestige class. Published in Secrets of Sarlona, it replaces the assassin spellcasting ability with a power progression similar to the psychic warrior. While this would normally be inferior to the standard Assassin (since they have some of the best low-level gish spells in the game), a feat from the same source book - Tashalatora - allows Monk levels to stack with Psionic class levels for unarmed damage, AC bonus and Flurry! Between this and the ability to use Minor Creation effectively at-will (for the cost of another feat) to summon whataver poisons you want, the Psionic Assassin has a definite niche advantage for this build. If we were skipping the Monk levels, then Psionic assassin is probably not the way to go.

Recommended Equipment:
You've got two bodies but you only get the WBL of one character. For a lot of builds, that might be an issue, but for you it's not a big deal, and in fact it can be turned into an asset! You monk's belt and a fanged ring for both bodies ASAP - this will get you to 20th level large monk unarmed damage (4d8) by level 20. Get one body a +5 tome of intelligence and a +6 headband of intellect - only one body should need the int bonuses for generating PP and prepping spells. For the rest of the equipment, choose inexpensive magic items that come in handy but have limited uses, for example the third eye surge (bonuses 3/day) and the Dragon mask (see invis 2/day). Carry around Wands and Dorje, scrolls and other utility items - for 1pp you can pass them between twins no matter how far apart they are! Essentialy, instead of investing in expensive magic items that go stale at higher level, you want to keep and collect all of the cheap utility items that are always useful but lose their utility because they require actions to activate, or because they take up slots that are important for other items - since you've got double the actions and double the items slots, for you they stay useful!

Tricks and Tactics:
L5: You are a creature of rapid action and swift death. Thanks to your dual nature and warblade feats, you are also able to make 4 attacks on the first round of combat (using both the steel wind and the wolf fang strikes), or three attacks while recovering your maneuvers. You can use yourself as a flanking buddy, every attack deals an extra d6 damage, and your unarmored AC is pretty darn good already. The real down side is that your HP total is severely lagging behind your fellow party members due to both Dvati and LA, so you need to be very cautious in combat, choosing how best to apply your strikes. But between Spring attack and tumble, preserving your HP while still contributing is certainly doable. And between the Invisible Fist ACF (which trades evasion for greater invisible for a round every 3 rounds), sneaking unseen becomes much simpler, even in two bodies. Plus, the telepathy between yourself and your twin allows for a very useful scout who can immediately relay messages while still remaining in the field.
L10: Now you're really getting up to speed. With LA buyoff and a couple of con-boosting items, your HP for each body is approaching nearly equal to that of the other PCs. Also very nice is that you can now teleport at will thanks to Shadow Jaunt, in addition to your shadow walking ability from Telflammar shadowlord and a few others from the Shadow-walker template - which is very nice along with the Clairvoyant sense power and death attack, literally allowing for scry-and-die tactics at short range. At this point, you flurry as a 6th level monk, so only -1 for the extra attacks. Thanks to your teleportation abilities, stealth and clairvoyance, there is literally nowhere you cannot go. With your alchemy skills and poison use, you can not only craft but use any number of substances which are highly useful tools of your chosen trade. UMD and Decipher script allows for the use of various wands and scrolls (the +4 aid another ability from your twin allows the decipher script checks to be passed despite the few ranks), giving you versatility. Plus, thanks to your odd dual nature, you can probably use the Dimensional pocket power to pass objects between yourselves (the Dimensional pocket power is technically 'touch range', which lets one twin manifest it through the other's body, then when the power is ended, the manifesting twin gets the item) - although that one is subject to interpretation.
L15: You've got shadow pounce and at-will teleportation. And two bodies. This is both awesome and a logistical issue, but with a few simple tricks you can shadow pounce with both bodies and still get out of range of your enemy's retribution. Twin A strikes from hiding, or becomes invisible with invisible fist, then uses a standard action to shadow jaunt, getting sneak attack damage on top of a flurry from shadow pounce, then a swift action to recover the shadow jaunt maneuver. Now twin b shadow jaunts to flank, gets a sneak-attack flurry, and also uses a swift action to recover shadow jaunt (setting up for next round). Then both twins tumble (or fly, levitate, etc.) out of danger. If you need the flanking bonus, then twin B can use one of the numerous (but not unlimited) means of teleporting in, then both twins flurry and move away. Your excellent reflex save also allows you some excellent survivability, thanks to the Shadow Discorporation ability (which is not a 1/day ability, so both twins can take advantage of it if need be). Thanks to the Shadow-walker template and the Shadowlord class features coming at roughly the same time, both twins can use Shadow walk as an SLA 1/day. More importantly still, the Psionic minor creation power allows effectively unlimited quantities of the strongest and most expensive poisons to be had for a single pp. And poisoned shurikens will stay poisoned, and can be flurried at range. In addition, the Telflammar Shadowlord has what is probably the nicest spell lists available. Plus, since your Telflammar Shadowlord level stacks with your assassin level for death attack DC, and your ability to teleport much farther with dimension door, your scry-and-die attack is much more potent.
L20: You can now teleport at will as both a standard and a move action. All of your previous tactics solidify into a single terrifying whole. Your flurry of blows is that of an 11th level monk - no attack penalty and 2 extra attacks at your highest attack bonus. You scry your enemy, twin A shadow jaunts into the room while twin B shadow walks, flanking the target. Two flurry attacks , and twin A recovers your maneuvers. Then twin A shadow walks to another side of the target while twin B shadow jaunts to flank. Another set of flurries! For a total of 20 attacks, 12 of which are at full BAB, and all of which get the +3 flanking bonus for flanking with your twin, 5 sneak attack dice, +1d6 from your stance, 4d8 base unarmed damage (assuming both twins have a monk's belt and a fanged ring, discounting any other buff spells). Assuming you want a quick entry-quick exit assassination and do a teleport-in, flurry, teleport out attack (only 10 attacks), you'll be dealing roughly 450 damage (after the two DC 36+ fort saves vs your death attacks). And if you're staying to fight, you can do that twice - with a death attack once per target, or just not bother on the second target. Now THAT is an assassination!

Build notes and possibilities:
Psionic Assassin has three things going for it that you can't get from any other prestige class or base class. First it's psionic, which means it is a proper target for the Tashalatora feat, meaning you get the best parts of Monk while advancing something worthwhile. Second, it's got fast sneak attack progression - which is important for getting into Telflammar shadowlord quickly, but also for increasing damage quickly at later levels. Third, it's got a save-or-die attack with a scaling DC built in.
To complement these features, we have Monk (to take advantage of Tashalatora by getting up to the Greater flurry, 2d10 unarmed damage and Int+2 bonus to unarmored AC), Warblade (for recovering maneuvers after a flurry of blows attack), and Telflammar Shadowlord (for shadow pounce and because it stacks with Assassin's Death attack).
Fighter is only there for the bonus feats, to get into Shadowlord as early as feasible (it could be entered a level earlier, but getting the scrying ability is just so useful). With two flaws, the levels of fighter can be replaced with two more levels of warblade, for better maneuvers, more skill points, higher reflex save and the ability to take Shadow Walk at 15th level instead of 18th (superior unarmed strike can totally wait).
In a game without LA buyoff, the build is obviously less attractive but certainly not crippled. One could argue for taking the LA out of the Shadow-walker template if it is bought during play, and only take it at 9th level, just before entering the shadowlord prestige class. This might remove a bit of versatility from the mid-level play, but it also maintain's the twins' survivability (especially with the higher con score). And while the build works best at higher levels, it is perfectly suited to its primary role (scout, infiltrator and assassin) at all levels.
Sources:
Dragon Compendium - Dvati race and Kung-fu genius feat
Secrets of Sarlona - Psionic Assassin ACF, Tashalatora feat and Constrictor's Touch power
Unapproachable East - Shadow-Walker Template and Telflammar Shadowlord prestige class
Tome of Battle - Warblade, Martial Study, Superior Unarmed Strike and all maneuvers
Everything else can be found in the SRD or one of the completes.

WinWin
2010-12-11, 09:03 AM
One thing I expected, but did not see was using cleric and the trickery domain to meet the prerequisites.

Amphetryon
2010-12-11, 09:20 AM
Thirteen entries, wow. I don't feel so badly about only getting one in on time; the judges have more than enough on their plate this time around.

OMG PONIES
2010-12-11, 09:40 AM
My ill-fated build was going to be an unseelie fey death master 5/ruathar 1/assassin 1/earth dreamer 5/assassin +8.

Earth dreamer allowed her to study victims through stone or ground and move through the ground, emerging to feint as a free action (Improved Feint+Insightful Feint). Then, she'd use Mobile Spellcasting to cast a poisoned touch spell and re-enter the ground. Alternatively, she could Alter Self into a Varag for Spring Attack. Then, she could emerge, feint, death attack, and re-enter the ground in one round. Unseelie fey, Jaezred Chaulssin membership, and a few feats and items meant an effective death attack DC of 36+INT+CHA. As the icing on the cake, she would reanimate her victims to do her bidding.

tl;dr? I was going to make the Grim Reaper, She Who Comes to Claim Them.


One thing I expected, but did not see was using cleric and the trickery domain to meet the prerequisites.

I toyed with that, but it only gave Hide as a class skill, leaving out Move Silently. A dip into ruathar seemed the easiest way to snag that while maintaining casting progression.

true_shinken
2010-12-11, 09:48 AM
I have an idea for the next secret ingredient already :smallbiggrin:

true_shinken
2010-12-11, 11:55 AM
So... I screwed up again. :smallbiggrin:
A contestant just PMed me saying I didn't post his entry, so I combed my inbox and there it was.
If there is anyone else out with the same problem, sorry, I can be quite dense at times.




Mariddas

History
Mariddas was just one of the many peasants who lived in the harsh countrysides of a small country. He highly despised the society in which he lived because it was a nation founded on individual freedom and equality, and as such there was no power to be gained, and no greatness to achieve. Mariddas wanted to become the best warrior, the best raptoran in the world. He spent his childhood and young age training with his same age fellows, but he was consistently defeated by the stronger ones.

Mariddas quickly recognised that he wasn't made for brute strength. He needed to play to his advantages to become the best. So he started mastering techniques to dodge and anticipate enemy blows while at the same time quickly hitting back. He found he was really awesome when he played on his great quickness and on his wits to guess what the enemy would do next. He decided he needed to pick up the use of some weapons to become more of an all-around fighter. He learned to use several tricky weapons which he used to his best advantage. Those weapons were the Nunchaku, the Siangham, the Kama, and some Shuriken for when he needed to hit something at distance. Mariddas, however, didn't like the shuriken, so he bought a crossbow and trained heavily with it. He didn't want to be caught unprepared, should something unreachable attack.

When the other raptorans started making fun of him for not being strong enough and having to resort to tricky tactics to win, Mariddas developed hate for his mates. In particular, for one of the strongest guys in the pack, a gallant fighter who always managed to get the upper hand against Mariddas in open fight. Once, said raptoran burned Mariddas' fledgling wings while he was sleeping, for great amusement of the village when Mariddas desperately ran and dove into the nearest well to extinguish the fire, only to come back out one hour later, all dirty. That was a turning point in Mariddas' life. He swore to himself he would kill his rival, and he had the occasion just a couple nights later. His victim was walking, alone, near a dark alleyway. Mariddas didn't think twice before beating the poor raptoran down for good with his trusty nunchaku.

The homicide meant Mariddas had to get away as fast as he could. He quickly packed up his things and fled his home village, reaching the raptoran capital city soon. Here it didn't take long for him to find the right people and start carrying out all sorts of shady business - quick money, easy money. With the added value of being able to practice what Mariddas most loved - killing people. Face to face or cold-blooded, it was always the same adrenaline surge, almost an addiction for the still developing raptoran. He was extremely eager to conduct any sort of "ninja" style missions - sneaking up on people, surprising them and then killing them off with the nunchaku, basically. It was great.

When Mariddas started becoming more powerful, the local thieves' guild leaders thought he was too dangerous and ambitious to be kept there, so they sent him to an even bigger city, a human one, where a secret guild was already waiting for him. Mariddas jumped at the opportunity and when he found himself in one of the biggest cities ever created, he felt the urge to become the best of them all. He was just starting to learn how to use his small wings to fly effectively, so he took the time to explore the whole city from above while doing the errands he was given in the new guild. This new place was all sorts of different from everything he had studied before. They studied the great mages, the learned how to use poisons, and most importantly they taught how to exert more pain when fighting, even to the point of instantly killing a victim. Mariddas found that, thanks to these studies, he managed to do a couple useful tricks sometimes, and while he liked the new technique of sudden kill, sometimes that was spoiling the fun for him. He loved making his victims feel the true pain before dying.

As Mariddas was rising in the ranks of the new organization, he was contacted by one of the guild officers. He had been chosen for a very special mission, as he was to rescue a mysterious friend of the officer. The location of the prison was away from the capital, in a mountain zone, which meant a very well defended but not tightly observed place, where Mariddas was free to put all of his tactics to good use. He was thus surprised when he found the so-called cell had steep walls with guards on top. He tried to snipe them out with his crossbow but miserably failed, and was out of bolts. Instead of admitting defeat to himself, Mariddas went out into a rage at the possibility of failure, came out to the open and threw violently his trusty nunchaku against the nearest guard on the wall. The nunchaku missed, but the spin imparted was so strong that the weapon turned around and went back at the feet of the raptoran, standing in shock. As soon as he realized the new weapon he coul wield, it was almost too late, because he was being covered with crossbow bolts. He fled and planned a second attack using his nunchaku. Throwing it was tricky, but doable. Mariddas slowly managed to wipe out every archer on the walls, fly into and proceed to murder an insane amount of guards during a night of near constant combat. Between his stealth skills, defensive tricks learned during his first thieving experience, and endurance he killed more than two hundred enemies that night. And when he dropped the last one of them, he fell asleep forgetting about his mission.

When he woke up, he was chained to a wall, and was facing a very pale woman dressed in pure black. She introduced himself as the officer's friend, as well as the guild's leader. She was kept prisoner but Mariddas' effort had been enough to free him. Now though, Mariddas knew a bit too many things about the leader, who wished to keep everything secret about her appearance. So she put Mariddas to test. She challenged him with the hardest of mind challenges and riddles, but Mariddas was very clever - he managed to always answer correctly. Then the leader said the second phase had begun. She transported both into a place filled with darkness, where she proceeded to torture the poor raptoran in indicible ways. The passion lasted several days, at the end of which Mariddas' only wish was to forget what he had felt, and start a new life. His wish was granted, as the woman muttered a short prayer:

"O dark lord of secrets,
conceal this soul's existence
he's now one of our zealots
he shall further your persistence"

And instantly, as the dark figure who had tortured him for days vanished, he felt he could forget everything he had been up to that point, if he wanted. And he could perceive that everyone else had forgot about him too... everything about him. He was now free, but he had a new master. The unmistakable mark of a right skeletal hand on a piece of paper he found at his feet couldn't be ignored. He read through that paper: he was kindly asked, not required, to take over the guild he had been working for, before. What else could Mariddas do? He was happy to do this anyway. With his experience and skill, he assembled together a small crew which in the course of some years managed to become the head of another criminal guild, rivalling Mariddas' former one. This was the right moment for the raptoran to attack: thanks to the ability he learned last, one ability only the most adept people manage to learn, he was able to sneak past his former guild's best defenses, surprise the woman who had tortured him so much years before, and paralyze her with a single strike. The other guild members would notice the coup only when everything was already done. Nobody knows, as of now, what Mariddas did to the mysterious woman, although it was probably a very gruesome end.

With this act, having unified the two assassin guilds, Mariddas became a target for the local guard and even army. Soldiers were dispatched and assassins were killed, then the soldiers would die and be replaced. Months of intense fighting only ended when the decisive assault, done by the army against Mariddas' main fortress, failed miserably at the hands of Mariddas alone, who at this point was able to throw simultanously two nunchaku at a blinding speed, killing shocking numbers of enemies alone. And he was showing off how much fun he was having, even! Just a short time later, Mariddas was the unmitigated leader of the human capital. He would govern it with an iron fist, proceeding to exterminate personally every threat to his throne until his peaceful death.

Race: Raptoran
Template: Vecna-blooded (+1 LA)

Starting Ability Scores
10 Str
16 Dex
14 Con
16 Int
12 Wis
8 Cha

Level Progression
*Ranks shown in the Skills column
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Monk of the Sleeping Tiger 1|
+0|
+2|
+2|
+2|Hide 4, Move Silently 4, Disguise 2, Balance 4, Tumble 4, Concentration 4, Sense Motive 4|Weapon Proficiency (Footbow) (B), Weapon Finesse (B), Improved Unarmed Strike (B), Point Blank Shot|Flurry of Blows, AC Bonus

2nd|Monk of the Sleeping Tiger 1|
+1|
+3|
+3|
+3|Hide 5, Move Silently 5, Disguise 2.5, Balance 5, Tumble 5, Concentration 5, Sense Motive 5|Improved Initiative (B)|Invisible Fist

3rd|Warblade 1|
+2|
+5|
+3|
+3|Hide 6, Move Silently 6, Disguise 3, Balance 6, Tumble 6, Concentration 6, Intimidate 1|Guerilla Warrior|Battle Clarity (Ref saves), Weapon Aptitude

4th|Warblade 2|
+3|
+6|
+3|
+3|Hide 7, Move Silently 7, Disguise 3.5, Balance 7, Tumble 7, Concentration 7, Intimidate 2|-|Uncanny Dodge

5th|Warblade 3|
+4|
+6|
+4|
+4|Hide 8, Move Silently 8, Disguise 4, Balance 8, Tumble 8, Concentration 8, Intimidate 3|-|Battle Ardor (crit confirm)

6th|Assassin 1|
+4|
+6|
+6|
+4|Hide 9, Move Silently 9, Tumble 9, Use Magic Device 4|Two-Weapon Fighting|Death Attack, Sneak Attack +1d6, Poison Use, Spells

7th|Assassin 2|
+5|
+6|
+7|
+4|Hide 10, Move Silently 10, Tumble 10, Use Magic Device 8|-|+1 vs poisons, Improved Uncanny Dodge

8th|Assassin 3|
+6|
+7|
+7|
+5|Hide 11, Move Silently 11, Tumble 11, Use Magic Device 11, Intimidate 4|-|Sneak Attack +2d6

9th|Bloodstorm Blade 1|
+7|
+9|
+7|
+5|Concentration 12, Tumble 12, Intimidate 6|Throw Anything (B), Darkstalker|Returning Attacks

10th|Bloodstorm Blade 2|
+8|
+10|
+7|
+5|Concentration 13, Tumble 13, Intimidate 11|-|Martial Throw, Thunderous Throw

***|Vecna-blooded template|
+8|
+10|
+7|
+5|-|-|-

11th|Assassin 4|
+9|
+10|
+8|
+5|Hide 14, Move Silently 14, Use Magic Device 12|-|+2 vs poisons

12th|Assassin 5|
+9|
+10|
+8|
+5|Hide 15, Move Silently 15, Tumble 15, Use Magic Device 15|Ability Focus (Death Attack)|Sneak Attack +3d6

13th|Assassin 6|
+10|
+11|
+9|
+6|Hide 16, Move Silently 16, Tumble 16, Use Magic Device 16, Intimidate 14|-|+3 vs poisons

14th|Assassin 7|
+11|
+11|
+9|
+6|Hide 17, Move Silently 17, Tumble 17, Use Magic Device 17, Intimidate 17, Craft (poison) 2|-|Sneak Attack +4d6

15th|Assassin 8|
+12|
+11|
+10|
+6|Hide 18, Move Silently 18, Tumble 18, Use Magic Device 18, Intimidate 18, Craft (poison) 4|Staggering Strike|+4 vs poisons, Hide in Plain Sight

16th|Bloodstorm Blade 3|
+13|
+11|
+11|
+7|Concentration 18, Tumble 19, Craft (poison) 5|Far Shot (B)|New Class Abilities

17th|Bloodstorm Blade 4|
+14|
+12|
+11|
+7|Tumble 20, Craft (poison) 11|-|Lightning Ricochet

18th|Assassin 9|
+14|
+13|
+11|
+8|Hide 21, Move Silently 21, Use Magic Device 19|Maiming Strike|Sneak Attack +5d6

19th|Assassin 10|
+15|
+13|
+12|
+8|Hide 22, Move Silently 22, Use Magic Device 22, Tumble 22|-|+5 vs poisons[/table]

Maneuvers and stances learned
Level 3: Wolf Fang Strike, Steely Strike, Moment of Perfect Mind, Punishing Stance (S)
Level 4: Wall of Blades
Level 5: Disarming Strike

Casting
Spells per day/Spells Known
{table=head]Level|1st|2nd|3rd|4th
1st|-|-|-|-
2nd|-|-|-|-
3rd|-|-|-|-
4th|-|-|-|-
5th|-|-|-|-
6th|0/2|-|-|-
7th|1/3|-|-|-
8th|2/3|0/2|-|-
9th|2/3|0/2|-|-
10th|2/3|0/2|-|-
11th|3/4|1/3|-|-
12th|3/4|2/3|0/2|-
13th|3/4|3/4|1/3|-
14th|3/4|3/4|2/3|0/2
15th|3/4|3/4|3/4|1/3
16th|3/4|3/4|3/4|1/3
17th|3/4|3/4|3/4|1/3
18th|3/4|3/4|3/4|2/3
19th|3/4|3/4|3/4|3/4[/table]

Spell list
1: Ebon Eyes, Ghost Sound, Shock and Awe, True Strike
2: Absorb Weapon, Alter Self, Invisibility, Veil of Shadow
3: Amorphous Form, Deeper Darkness, Magic Circle against Good, Wraithstrike
4: Dimension Door, Freedom of Movement, Glibness, Greater Invisibility


Build breakpoints, and commentary

Levels 1-2: Mariddas is still training, using flurry of blows with the right weapon depending on damage type in melee, and using a crossbow for ranged. 16 Dex and Finesse should give him decent AC and to-hit, while maxed stealth and tumble, as well as Improved Initiative, give him a couple more options in combat. Point Blank Shot is an option for the crossbow.
Levels 3-5: Now training as a Warblade, Mariddas gains an aggressive stance he can use with his (many) attacks. Wall of Blades is especially useful for negating hits.
Level 6: Mariddas enters Assassin and gains TWF. Assuming a Dex item +2, he can now full attack for +4/+4/+4, with 1d6 extra from the stance and 1d6 sneak attack.
Level 8: (Assuming +4 Dex) Full attack rises to +8/+8/+8/+3, with 2d6 SA. At this point Mariddas can use Veil of Shadow to grant himself concealment for hiding, as well as invisibility and several 1st level utility spells.
Level 10: with two levels in Bloodstorm Blade Mariddas can sneak death attack from up to 50', as long as he has nunchaku remaining (they're not returning... yet). His Death Attack DC should be about 17-20.
Level 12: 3d6 SA and wraithstrike make Mariddas a lot more dangerous, especially with darkstalker and total immunity from divinations, coming from the Vecna-blooded template. The only thing that should be able to detect him, short of flat-out beating his hide/move silently, is mindsight, depending on darkstalker ruling. Assuming two +1 Tiger Claw Nunchaku and Gloves of the Balanced Hand, full attack becomes +16/+16/+16/+11/+11, once per day touch attack. He will have around +25 Hide, which means he'll still be in the positives after the first attack connects, so with some chance to deliver a full sneak attack: assuming five hits with Wraithstrike there's 20d6 (3d6 SA + 1d6 Punishing Stance) without counting weapon damage. Death Attack DC should be 21-24, which is nothing to sneeze at for a finisher.
Level 15: HIPS and Staggering Strike rock the house now. Assuming a couple items for +d6 SA, a single hit from the now +3 Nunchaku amounts to average 24 damage. A full sneak attack (greater invisibility) features 7 attacks now, so that's 7 Fort DC 24 or be slowed (effectively).
Lebel 18: This is the capstone level. The perfect equipment at this level should be two +3 Tiger Claw Wounding Deadly Precision Illusion Bane Nunchaku with Greater Truedeath Crystal and Greater Demolition Crystal. The fun thing now is that Mariddas can now full attack at up to 100' with his nunchaku thanks to Lightning Ricochet and Far Shot, with an impressive +26/+26/+26/+26/+21/+21/+16, each strike dealing 1 Con damage and optionally substituting 2d6 of SA for 1 Cha damage, for up to 4 Cha damage per hit. That would amount to a full touch attack hitting for 14d6+21, plus 7 Con damage, plus either 56d6 SA or 28 Cha damage, plus seven Fort DC 10 (Cha dmg)/DC 31 (SA) to avoid stagger, plus a Fort DC ~25 to avoid death.

Final build, with some but not all equipment:
Mariddas, LE Vecna-Blooded Raptoran Monk of the Sleeping Tiger 2/Warblade 3/Assassin 10/Bloodstorm Blade 4
Medium Humanoid (Raptoran)
HD: 2d8+3d12+10d6+4d12+95 (184 hp)
Init: +14
Spd: 30 ft., 40 ft. fly (average)
AC: 19 (+8 Dex, +1 Wis), touch 19, FF 19
BAB/Grp: 15
Space/Reach: 5 ft./5 ft.
Attack: Nunchaku +26/+26/+26/+26/+21/+21/+16 ranged/melee (1d6+3 plus 1d6 plus 1 Con damage)
SA: Flurry, sneak attack 8d6, death attack (DC 28), returning attacks, martial throw, thunderous throw, lightning ricochet
SQ: Low-light vision, gliding, flight, unerring direction, invisible fist, AC bonus, battle clarity, weapon aptitude, improved uncanny dodge, battle ardor, poison use, hide in plain sight
TS: +23/+27/+18
Abil: Str 10, Dex 26, Con 20, Int 22, Wis 12, Cha 8
Skills: Hide +7, Move Silently +5
Feats: Weapon Finesse (B), Improved Unarmed Strike (B), Weapon Proficiency (Footbow) (B), Point Blank Shot, Improved Initiative (B), Guerilla Warrior, Two-Weapon Fighting, Darkstalker, Ability Focus (Death Attack), Staggering Strike, Maiming Strike, Throw Anything (B), Far Shot (B)
Equip: +6 Dex, +6 Int, +6 Con, +5 resistance, Crystal Mask of Mindarmor (MIC/SRD), 2xNunchaku Tiger Claw (+1) Wounding (+2) Deadly Precision (+1) Illusion Bane (+1) +3 with Greater Truedeath Crystal and Greater Demolition Crystal, Belt of Battle, Gloves of the Balanced Hand, Boots of Speed, Rogue's Vest, Mantle of the Predator, 357k

there is more than 350k available to spend on AC boosts, defensive equipment, and on spammable poisons as well as UMD-able items. Consider buying stuff that maxes out Hide/Move Silently.


Sources
PHB
DMG (duh)
ToB (Warblade, Bloodstorm Blade)
EoE (Invisible Fist, Maiming Strike)
UA (Sleeping Tiger)
RotW (Raptoran)
MMV (Vecna-blooded)
HB (Guerilla Warrior)
LoM (Darkstalker)
SpC (Spells)
MIC (Gear)

Amechra
2010-12-11, 12:15 PM
One thing I expected, but did not see was using cleric and the trickery domain to meet the prerequisites.

I actually was planning to do so, using it to allow a Cleric 1/Barbarian 4/Assassin 10/Rage Mage 5, or something like that. It would have tanked on the power and elegance side of things, though.

And besides, I'm pretty sure you can add Move Silently with a feat, right?

true_shinken
2010-12-11, 12:53 PM
And besides, I'm pretty sure you can add Move Silently with a feat, right?
Draconic Heritage (green) works and I'm sure there are other ways.

Zaq
2010-12-11, 01:14 PM
Huh. Interesting variety this time. Saw some things I didn't expect to see, saw some things I did expect to see, and saw some interesting patterns.

I will say this: Ilphaid Shiiralice, you are lucky that I'm not judging. I would have taken off at least a quarter of a point every time you misused the word "whom." It made me cringe to read your entry. No offense to the build itself, but man, that was painful.

WinWin
2010-12-11, 01:20 PM
The only reason I mentioned cleric was to combine it with Black Flame Zealot and possibly RKV. That could break the +10 cap on Death Attack, especially combined with something like bloodlines.

Unfortunately, it would cripple the casting ability. Mind you, once you can cast Wrack, why do you need Death Attack? It gives you something to do when you run out of spells I guess.

Draz74
2010-12-11, 01:34 PM
Wow. Did I miss something, or was there not a single Factotum level in any of the entries? (I know some of the "I didn't have time to finish" entries were planning on using Factotum, but not the ones that actually made it.) Really!?! That seems like an ideal entry class indeed, to the point where I shied away from it just because I was sure there would be plenty of competition using the same tact. Apparently, everyone shied away from it together?

Anyway, if I'd had more time, I would have entered a Human Warblade 9 / Human Paragon 3 / Assassin 8 dual-kukri crit-fisher. It could dish out an impressive amount of damage. :smallsmile:

Amechra
2010-12-11, 01:38 PM
1 or 2 had Factotum.

Zaq
2010-12-11, 01:55 PM
The problem with Factotum is that it's one of those classes where you really have to stretch to justify why you took Assassin instead of just more Factotum. The fact that both use INT doesn't hurt, and you could justify it if you set your mind to it . . . but you'd still have to.

Dralnu
2010-12-11, 02:20 PM
The problem with Factotum is that it's one of those classes where you really have to stretch to justify why you took Assassin instead of just more Factotum. The fact that both use INT doesn't hurt, and you could justify it if you set your mind to it . . . but you'd still have to.

I can see what you mean about this. Some classes have obvious break points, while Factotum is amazing all the way through. There are some good spots to stop though; level 8 is a good cutoff. An extra standard action is really good. Throw in two well-timed levels of swordsage and those become extra maneuvers... Nomnonom. Cunning Insight also helps you offset low attack modifier.

Still working on the Duskblade Assassin despite the contest being over. Duskblade 5 is a wonderful start into the class, and then...?!

Draz74
2010-12-11, 02:33 PM
Still working on the Duskblade Assassin despite the contest being over. Duskblade 5 is a wonderful start into the class, and then...?!

Interesting. How are you picking up the skill prerequisites for Assassin? Ruathar? Martial Study (shadow hand something)? City Slicker? Draconic Heritage (green)? Human Paragon?

Urpriest
2010-12-11, 02:49 PM
I'm surprised that nobody focused on paralysis. While a few builds make mention of their ability to paralyze, having a character that prioritized paralyzing with Death Attack over killing seems like it would have been an easy source of Originality.

WinWin
2010-12-11, 03:08 PM
Paralysis is a mediocre option compared to killing a foe most of the time. It has it's uses, but death is usually more of a hinderance and harder to protect yourself against. Remove Paralysis is a 2nd level spell. Raise Dead is 5th level and conveys significant penalties to the target.

It could be useful for kidnappings, or to isolate a powerful foe for a permenant vacation (trap the soul, improsonment, plane shift to Carcerii), but I think those scenarios would be the exception and not the rule.

OMG PONIES
2010-12-11, 04:13 PM
Draconic Heritage (green) works and I'm sure there are other ways.

Draconic Heritage adds to your sorcerer class skills. Dragontouched may allow you to add it to another class, but not by RAW.


Interesting. How are you picking up the skill prerequisites for Assassin? Ruathar? Martial Study (shadow hand something)? City Slicker? Draconic Heritage (green)? Human Paragon?

Ruathar seems the easiest for casting classes, as it preserves casting. Human paragon is also great, but loses a caster level.

Draz74
2010-12-11, 04:16 PM
Ruathar seems the easiest for casting classes, as it preserves casting. Human paragon is also great, but loses a caster level.

Ruathar is also heavily fluff-biased towards Good characters (or, I guess, drow-friends). Which could raise a conflict with Assassin's requirements.

Dralnu
2010-12-11, 06:32 PM
Interesting. How are you picking up the skill prerequisites for Assassin? Ruathar? Martial Study (shadow hand something)? City Slicker? Draconic Heritage (green)? Human Paragon?

Swordsage and some cross-class purchases.

The idea was do have a TWF'ing Assassin with +16 BAB, 7 attacks, each one loaded up with +damage from SA's, Arcane Strike, and Craven. He also has dozens of swift action abilities from his 4th level Assassin spells, 3rd level Duskblade spells, Swordsage maneuvers and Abjurant Champion abilities. He can even "nova" with Dancing Mongoose, attacking 14 times, each attack with +5+7d6+20 damage plus however many spells you want to burn with Arcane Strike to not only make sure all 14 attacks hit but also that the target is very dead.

Swordsage maneuvers + 3rd lvl Duskblade spells + 4th level Assassin spells + UMD = very versatile too. Not a one-trick poney.

Dwarf Duskblade 5 / Swordsage 2 / Assassin 9 / Abjurant Champion 4

Dwarf because not only do you get some awesome racial bonuses, but specifically so you can Tumble in mithral fullplate.

*Using cityscape web enhancement (http://www.wizards.com/default.asp?x=dnd/we/20070228a) to replace Ride skill with Tumble.

1. Duskblade 1: Weapon Finesse
+1 BAB
+2 / +0 / +2
Arcane Attunement
Armored Mage (light)
Skill Totals: Disguise 2 (cc), Move Silently 2 (cc), Hide 2 (cc), Concentration 4, Tumble* 4, Knowledge Nature / Arcana / Religion / Local 1 each

2. Duskblade 2:
+2 BAB
+3 / +0 / +3
Combat Casting*
Skill Totals: Disguise 2 (cc), Move Silently 2 (cc), Hide 2 (cc), Concentration 5, Tumble* 5, Knowledge Nature / Arcana / Religion / Local 2 each, Knowledge Planes 1

3. Duskblade 3: Two-Weapon Fighting
+3 BAB
+3 / +1 / +3
Arcane Channeling
Skill Totals: Disguise 3 (cc), Move Silently 3 (cc), Hide 3 (cc), Concentration 6, Tumble* 5, Knowledge Nature / Arcana / Religion / Local 2, Knowledge Planes 1

You're currently suboptimal compared to a two-handed power attacker, but you're still contributing just fine by channeling Shocking Grasp with one attack or two weapon full attacking with Blade of Blood. Keep Going.

4. Duskblade 4:
+1 DEX
+4 BAB
+4 / +1 / +4
Armored Mage (medium)
Skill Totals: Disguise 3 (cc), Move Silently 3 (cc), Hide 3 (cc), Concentration 7, Tumble* 7, Knowledge Nature / Arcana / Religion / Local 3, Knowledge Planes 2

5. Duskblade 5:
+5 BAB
+4 / +1 / +4
Quick Cast 1/day
Skill Totals: Disguise 4 (cc), Move Silently 4 (cc), Hide 4 (cc), Concentration 8, Tumble* 7, Knowledge Nature / Arcana / Religion / Local 3, Knowledge Planes 2

You have 2nd level spells. You're somewhat versatile and adaptable. Non-magical martial classes are already jealous.

You can quicken any spell you know. Yes, including assassin ones.

6. Swordsage 1: Shadow Blade
+5 BAB
+4 / +3 / +6
Skill Totals: Disguise 4, Move Silently 9, Hide 9, Concentration 9, Tumble* 7, Knowledge Nature / Arcana / Religion / Local 3, Knowledge Planes 2
Maneuvers: Action Before Thought, Moment of Perfect Mind, Burning Brand, Cloak of Deception, Shadow Jaunt, Sudden Leap, Child of Shadows (stance)

Now you're doing respectable damage. Two attacks, both deal weapon damage +DEX +1d6 SA. You can throw in another +3d6 Blade of Blood if you want. You're ready for Assassin.

7. Assassin 1:
+5 BAB
+1d6
Death Attack
Spells Learned: Critical Strike, Distract Assailant

Critical Strike is the bomb-diggity!

8. Assassin 2:
+1 DEX
+6 BAB
Uncanny Dodge
Spells Learned: Disguise Self

9. Assassin 3: Arcane Strike
+2d6
+7BAB
Spells Learned: Alter Self, Invisibility

So many spells, so little time! Load up your three attack with +hit and +damage from all those spells laying around!

10. Assassin 4:
+8BAB
Spells Learned: Spider Climb (stylish)

11. Assassin 5:
+8BAB
Improved Uncanny Dodge
+3d6 Sneak Attack
Spells Learned: Wraithstrike(!!!!!!!!)

12. Assassin 6: Improved Two Weapon Fighting
+9BAB

13. Assassin 7:
+10BAB

14. Assassin 8:
+11BAB

15. Assassin 9: Greater Two Weapon Fighting
+11BAB

16. Swordsage 2:
+12 BAB
Stances: Assassin's Stance
Manuevers: Dancing (Frikkin') Mongoose

Ouch!

17. Abjurant Champion 1:
18. Abjurant Champion 2: Craven
19. Abjurant Champion 3:
20. Abjurant Champion 4:

Total BAB: 16!

Lord Bingo
2010-12-11, 07:07 PM
Well, I am not a judge so I cannot award points. Instead I award Mr. Muschi an internet for making my day:smallbiggrin:

Private-Prinny
2010-12-11, 08:05 PM
level 8 is a good cutoff. An extra standard action is really good. Throw in two well-timed levels of swordsage and those become extra maneuvers... Nomnonom. Cunning Insight also helps you offset low attack modifier.

This was pretty much my exact line of thought before I stopped working on it.

BG
2010-12-11, 08:34 PM
Well, I am not a judge so I cannot award points. Instead I award Mr. Muschi an internet for making my day:smallbiggrin:

I wholeheartedly concur. The picture alone was worth it.

TerrickTerran
2010-12-11, 11:20 PM
Can't wait to see who wins

My build would have been Changeling Rogue (5)/Assassin (9)/Cabinet Trickster (1)/MindSpy (5)

Zonugal
2010-12-12, 12:07 AM
My original build idea was a Human Factotum 3/Master Inquisitive 2/Assassin 4/Zhentarim Spy 2/Master Inquisitive 2/Zhentarim Spy 3/Assassin 4 flavored to be like Dexter Morgan.

crystalshard
2010-12-12, 12:32 AM
And the most important rule is: Never go in against a Sicilian when Death is on the line!!

im loving the princess bride quote :smallbiggrin:

Escheton
2010-12-12, 12:38 AM
Expand. Good friend, expand. I can't see the idea behind it, but I see grappling as a major force behind the class, and probably grapple-killing the enemy after pinning in three different ways (Death Attack, the paralyzing backbreaker and the killer pin). Bloodhound would have been cool, as it's rarely used (really, rarely used).

The first thought was to grapple using a garrote wire. Then I found that the rules for the use of this lovely piece of assassingear where rather dodgy.

It was indeed more the plan to use fear effects, stunning blows, and multiple death attack methods to kill without having to resort to such blasé means as dealing hp damage short of a coup the grace.
And being an unstoppable force that will track you no matter what of course.

T.G. Oskar
2010-12-12, 12:58 AM
Man, don't you hate when you get good ideas for builds after you've done submission and everything's being revealed?

I won't post until the reveal is done, but I'm definitely gonna build it up. For the lulz, that is. Using the rules as here, though for old times' sakes I'll probably make the "sweet spot" level 13th as per the ToS rules.

I'll see if I can make it as an NPC. Perhaps it won't end up exactly for Assassin, but it might be a darn good try if I manage to pull it out. Kinda complex, though.

@Escheton: garrote-slaying? Classy. Though I find it uses very little of Assassin (death attack would have been 12 + Int), so it was gonna be punished quite badly.

Pechvarry
2010-12-12, 01:50 AM
=( my brain rays missed the contestants. Since everyone's sharing, I'll toss in my idea:

I was looking at Warlock/Assassin/Eldritch Theurge, with a focus on the "Adept of Shadows" style of feats (Darkness abuse). I made the skeleton and started making some choices, but a few things stopped me from fleshing it out and submitting. Mostly, optimizing my spell + invocation list to work perfectly together. But I really lost steam when I realized that I couldn't find a way to add Eldritch Essences to Assassin crowd control spells (like Fog Cloud). After that, it just bothered me how little use the Eldritch Theurge class features would be so it fell apart.

The Gilded Duke
2010-12-12, 02:07 AM
My three ideas I didn't go with:

Ogre Giant HD 5 / Factotum 2 / War Hulk 4/ Assassin 8
War Hulks restrictions don't actually limit spellcasting. Use spells to become invisible or otherwise gain concealment, and then death attack people. But instead of just death attacking a single person, making a single death attack sneak attack against everyone in three adjacent 5 foot squares.

A bit similar to Ultimo Torrasco Jr in some ways, but someone did demand an ogre assassin.

Warforged Scout Psychic Rogue 5 / Assassin 10 / 5 x

Alter Self to become a tiny sized animated object made out of that uranium like metal from Drow of the Underdark. So everyone within a certain range is getting poisoned by the radiation every round, then use psionic minor creation (thanks to expanded knowledge) to summon more plant based poisons.

Raptoran Factotum 8 / Assassin 10 / 3 x

Pick up the Master Pickpocket feat from Secrets of Stormreach. Pick up flyby attack. Buff up slight of hand as much as possible. Fly in for a flyby attack, flyby attack actually gives you a standard action mid move, as opposed to attack mid move. Use the standard action to slight of hand something larger as per epic rules. Use as many free actions as the dm allows to slight of hand everything else (only taking -10). There is at least one or more free actions per standard action according to rules. Use Factotum to get extra standard actions to pickpocket more (and more free actions as a result)

Use distance / hide in plain sight to hide again. Once all their stuff is stolen, death attack them.

Dralnu
2010-12-12, 02:51 AM
Use distance / hide in plain sight to hide again. Once all their stuff is stolen, death attack them.

That's adding injury to insult!

Escheton
2010-12-12, 03:10 AM
@Escheton: garrote-slaying? Classy. Though I find it uses very little of Assassin (death attack would have been 12 + Int), so it was gonna be punished quite badly.

yeah, I was more going for the concept "assassin", with 1 or 2 actual classlvls because ya kinda have too.
And I found it better to actually be able to find your mark then have a slightly higher death attack dc. Which can be upped through other methods anyways.

Amechra
2010-12-12, 01:11 PM
My three ideas I didn't go with:

Ogre Giant HD 5 / Factotum 2 / War Hulk 4/ Assassin 8
War Hulks restrictions don't actually limit spellcasting. Use spells to become invisible or otherwise gain concealment, and then death attack people. But instead of just death attacking a single person, making a single death attack sneak attack against everyone in three adjacent 5 foot squares.

A bit similar to Ultimo Torrasco Jr in some ways, but someone did demand an ogre assassin.

Warforged Scout Psychic Rogue 5 / Assassin 10 / 5 x

Alter Self to become a tiny sized animated object made out of that uranium like metal from Drow of the Underdark. So everyone within a certain range is getting poisoned by the radiation every round, then use psionic minor creation (thanks to expanded knowledge) to summon more plant based poisons.

Raptoran Factotum 8 / Assassin 10 / 3 x

Pick up the Master Pickpocket feat from Secrets of Stormreach. Pick up flyby attack. Buff up slight of hand as much as possible. Fly in for a flyby attack, flyby attack actually gives you a standard action mid move, as opposed to attack mid move. Use the standard action to slight of hand something larger as per epic rules. Use as many free actions as the dm allows to slight of hand everything else (only taking -10). There is at least one or more free actions per standard action according to rules. Use Factotum to get extra standard actions to pickpocket more (and more free actions as a result)

Use distance / hide in plain sight to hide again. Once all their stuff is stolen, death attack them.

For the second build, may I suggest that you could have used Black Dog, or whatever that PrC is that gets the ability to empower poisons?


Also, how are the judges coming along?

WinWin
2010-12-12, 01:20 PM
With more than a dozen entries to score, I would not expect an early response from judges.

It would be nice to have quick response, but I realize that there is a lot to read and evaluate. Scoring took me a while for the last competition, and there were only half as many contestants.

Amechra
2010-12-12, 01:47 PM
Alright, they can have all the time they want. But only this once! :angryyetsarcasticandjokingface:

Wish that was a real smiley...

The Gilded Duke
2010-12-12, 01:47 PM
For the second build, may I suggest that you could have used Black Dog, or whatever that PrC is that gets the ability to empower poisons?




Unfortunately Black Dog is halfling only. Don't know of any easy way to make a robot count as a halfling. Although there are some fairly complicated ways to do the reverse.

I guess in the end whats important is counting as a construct for alter self abuse and being immune to poison and disease.

Amphetryon
2010-12-12, 02:20 PM
Unfortunately Black Dog is halfling only. Don't know of any easy way to make a robot count as a halfling. Although there are some fairly complicated ways to do the reverse.

I guess in the end whats important is counting as a construct for alter self abuse and being immune to poison and disease.

Halfling Black Dog Robot (http://www.giantitp.com/forums/showpost.php?p=8888537&postcount=155), you say? :smallbiggrin:

Amechra
2010-12-12, 02:55 PM
That's why I thought of it...

Pechvarry
2010-12-12, 09:18 PM
Use distance / hide in plain sight to hide again. Once all their stuff is stolen, death attack them.

Typically, you loot the corpses after you kill them.

Dusk Eclipse
2010-12-12, 09:30 PM
There were some AWESOME builds here; bi it strikes me weird that there weren't any binders in this competition; to the best of my knowledge every IC contest, has had at least 1 entry with levels in binder.

And for the idea I had was something like binder 2 (using improved binding to bind Focalor)/Hexblade 4 (Dark Companion ACF)/ Blackguard 3(for Aura of Despair)/Assassin 10, using all the abilities to seriously impair an oponent save against both Death Attack and Poisons.

Pechvarry
2010-12-12, 09:33 PM
What bothers me is that no one ever uses the save reducing ambush feats. We saw Aleval school, which made me happy. But I wanted Sickening Strike + Terrifying Strike as well. This means you make a death sneak attack, trade out most of your SA damage, and in return get 30% higher chance of success. Pair that with your hexblade/blackguard stuff...

true_shinken
2010-12-12, 09:34 PM
One of my favourite assassin tricks is Doomspeak + Death Attack. And it just requires Bard 1/Assassin 1 to pull out. You have 18 levels to play with.

Dusk Eclipse
2010-12-12, 09:35 PM
Ambush feats were in CSco right? I might check them later; but the problem with this build, is that it doesn't get enough SA to get the Ambush feats till really late in the game.

Amechra
2010-12-12, 09:39 PM
One of the builds could have used them though. And by that, I mean the one that got freakin' 23d6 sneak attack dice.

Dusk Eclipse
2010-12-12, 09:40 PM
One of the builds could have used them though. And by that, I mean the one that got freakin' 23d6 sneak attack dice.

:blink:....23d6????..... Ok I need to check the build again....note to self.... don't check IC builds in class, you won't pay attention to the builds.... nor the to the class.

Pechvarry
2010-12-12, 09:54 PM
Ambush feats were in CSco right? I might check them later; but the problem with this build, is that it doesn't get enough SA to get the Ambush feats till really late in the game.

Aleval, as well as the 2 ambush feats I mentioned, are all in Drow book. They also only require 1d6 SA each. This means it's only -3d6 SA for -6 fort saves (as well as an effective bestow curse for the round). There are some logistics issues as to whether or not the effects would work if it's the same attack that delivers the death attack, but it appears most of these builds assume similar rulings, such as poison lowering CON to lower the fort save to the same attack's death attack.

Anywho, Assassin itself provides 5d6 SA, so -3d6 is easy. The problem is finding 3 feats. In 3.5, if your build isn't feat-starved, you're not optimizing enough.

true_shinken
2010-12-12, 09:56 PM
Anywho, Assassin itself provides 5d6 SA, so -3d6 is easy. The problem is finding 3 feats. In 3.5, if your build isn't feat-starved, you're not optimizing enough.
Or you're playing a Druid. :smallbiggrin:

Dusk Eclipse
2010-12-12, 10:05 PM
Or you're playing a Druid. :smallbiggrin:

This man speaks the truth....

Pechvarry
2010-12-12, 10:10 PM
Lies. You're both belittling the genius of my quote.

Dusk Eclipse
2010-12-12, 10:11 PM
Actually I think I am gonna sig both of them....

Pechvarry
2010-12-12, 10:16 PM
I suppose thought of as a duo, they compliment each other perfectly.

Amechra
2010-12-12, 10:18 PM
If I remember correctly, it's because that build (Violet the Wallflower) had an ultra high caster level for that spell that gives you SA dice. So it isn't a natural 23d6.

true_shinken
2010-12-12, 10:23 PM
Lies. You're both belittling the genius of my quote.

We got sigged Pech! Time for an epic high five!
http://img361.imageshack.us/img361/848/hi5rj5.jpg

Tam_OConnor
2010-12-12, 10:38 PM
I think we made up for the lack of a binder with a shadowcaster and two psychic-types. And another prestige class from the Tome of Magic.