TheRinni
2011-09-29, 08:07 AM
I have the rough outline of a character – and I just can’t get her out of my head. She’s an assassin who specializes in sleeping spells. She is known as Sleeping Beauty, and is heavily inspired from Jim C. Hine’s rendition of the princess.
Either Bard or Sorcerer would be a natural class choice for this character, but I’m having trouble deciding between the two. The Sleep Domain is also a possibility - but I have trouble envisioning this character as a Cleric. Heartwarder and Assassin are the PrCs I’m looking at. Edit: Sublime Chord is the newest PrC I'm investigating.
Build #1
This build is Bard 3/Sorcerer 7/Sublime Chord 10:
{table=head] Class Features | Feats | Spells Per Day | Spells Known
{table=head]Level | Class | Special Abilities | BAB | Fort | Refl | Will
1st | Bard |Music/Knowledge, countersong, fascinate, inspire courage | +0 | +0 |+2 | +2
2nd | Bard | - |+1 | +0 |+3 | +3
3rd | Bard | Inspire competence | +2 | +1 |+3 | +3
4th | Bard | - | +3 | +2 |+4 | +4
5th | Sorcerer | Summon Familiar | +3 | +2 | +4 | +6
6th | Sorcerer | - | +4 | +2 | +4 | +7
7th | Sorcerer | - | +4 | +3 | +5 | +7
8th | Sorcerer | - | +5 | +3 | +5 | +8
9th | Sorcerer | - | +5 | +3 | +5 | +8
10th | Sorcerer| - | +6 | +4 | +6 | +9
11th | Sublime Chord | Bardic lore, bardic music | +6 | +4 | +6 | +11
12th | Sublime Chord | Song of Arcane Power |+7 | +4 | +6 | +12
13th | Sublime Chord | - | +7 | +5 | +7 | +13
14th | Sublime Chord | - | +8 | +5 | +7 | +14
15th | Sublime Chord | - | +8 | +5 | +7 | +14
16th | Sublime Chord | Song of Timelessness | +9 | +6 | +8 | +15
17th | Sublime Chord | - | +9 | +6 | +8 | +15
18th | Sublime Chord | Song of Cosmic Fire | +10 | +6 | +8 | +16
19th | Sublime Chord | - | +10 | +6 | +8 | +16
20th | Sublime Chord | - | +11 | +6 | +8 | +17
[/table] | {table=head] Feats
Feat 1
--
Feat 3
--
--
Feat 6
--
--
Feat 9
--
--
Feat 12
--
--
Feat 15
--
--
Feat 18
--
--
[/table] | {table=head]0|1|2|3|4|5|6|7|8|9
2
3 | 0
3 | 1
3 | 2 |
8 | 5 |
9 | 6 |
9 | 7 |
9 | 8 | 3
9 | 8 | 4
9 | 8 | 5 | 3
9 | 8 | 5 | 3 | 2 | 1
9 | 8 | 5 | 3 | 2 | 2
9 | 8 | 5 | 4 | 2 | 2 | 1
9 | 8 | 5 | 4 | 2 | 2 | 2
9 | 8 | 5 | 4 | 2 | 2 | 2 | 1
9 | 8 | 5 | 4 | 3 | 2 | 3 | 2
9 | 8 | 5 | 4 | 3 | 3 | 3 | 2 | 1
9 | 8 | 5 | 4 | 3 | 3 | 3 | 3 | 2
9 | 8 | 5 | 4 | 3 | 3 | 4 | 3 | 2 | 1
9 | 8 | 5 | 4 | 3 | 3 | 4 | 3 | 3 | 2
[/table] | {table=head]0|1|2|3|4|5|6|7|8|9
4
5 | 2
6 | 3
6 | 3 | 2
11 | 6 | 2
12 | 7 | 2
12 | 8 | 2
12 | 9 | 5
12 | 9 | 6
12 | 9 | 7 | 3
12 | 9 | 7 | 3 | 3 | 1
12 | 9 | 7 | 3 | 4 | 2
12 | 9 | 7 | 3 | 4 | 2 | 1
12 | 9 | 7 | 3 | 4 | 3 | 2
12 | 9 | 7 | 3 | 4 | 3 | 2 | 1
12 | 9 | 7 | 3 | 4 | 4 | 3 | 2
12 | 9 | 7 | 3 | 4 | 4 | 3 | 2 | 1
12 | 9 | 7 | 3 | 4 | 4 | 4 | 3 | 2
12 | 9 | 7 | 3 | 4 | 4 | 4 | 3 | 2 | 1
12 | 9 | 7 | 3 | 4 | 4 | 4 | 4 | 3 | 2[/table][/table]
**I've left the Feats blank because I haven't quite figured out what I want to do with them.
** This table took AGES to make. Admire its beauty. ADMIRE IT.
{table=head]Spell Level | Bard Spells Known
0 | Lullaby, Message, Light, Presidigitation, Read Magic, Ghost Sound
1 | Sleep, Disguise Self, Nightmare Lullaby ------------------------------------
2 | Cure Moderate Wounds, Suggestion
[/table]
{table=head]Spell Level | Sorcerer Spells Known
0 | Mage Hand, Mending, Arcane Mark, Open/Close, Detect Poison, Detect Magic
1 | Shield, Unseen Servant, Charm Person, Mage Armor, True Strike, Identify
2 | Glitterdust, Touch of Idiocy, Mirror Image, Minior Image, Hypnotic Pattern
3 | Major Image, Deep Slumber, Hold Person [/table]
{table=head]Spell Level | Sublime Chord Spells Known
4 | Cure Critical Wounds, Hallucinatory Terrain, Modify Memory, Crushing Despair
5 | Symbol of Sleep, Dream, Nightmare, Suggestion Mass
6 | Irresistible Dance, Veil, Dream Casting, Symphonic Nightmare
7 | Plane Shift, Insanity, Hiss of Sleep, Ethreal Jaunt
8 | Scintillating Pattern, Shout Greater, Symbol of Insanity
9 | Dominate Monster, Weird [/table]
I like it, but the combat prowess is a little sub-par for an Assassin-type. I'm considering doping the Sorcerer and Sublime Chord levels completely in favor of a Bard/Rogue character.
Build #2
This build is Rogue 3/Bard 7/Arcane Trickster 10. It gives me the Spells of a 17th Level bard, and 7d6 Sneak Attack Damage - which is pretty nice.
{table=head] Class Features | Feats | Spells Per Day | Spells Known
{table=head]Level | Class | Special Abilities | BAB | Fort | Refl | Will
1st | Rogue |Sneak Attack 1d6, trapfinding | +0 | +0 |+2 | +0
2nd | Rogue | Evasion |+1 | +0 |+3 | +0
3rd | Rogue | Sneak Attack 2d6, trap sense +1 | +2 | +1 |+3 | +1
4th | Bard | Bardic Music/Knowledge, Countersong, Fascinate, Inspire courage | +2 | +1 |+5 | +3
5th | Bard | - | +3 | +2 | +6 | +4
6th | Bard | Inspire competence | +4 | +2 | +7 | +5
7th | Bard | - | +5 | +2 | +8 | +6
8th | Bard | - | +5 | +2 | +8 | +6
9th | Bard | Suggestion | +6 | +3 | +9 | +7
10th | Bard| - | +6 | +3 | +9 | +7
11th | Arcane Trickster | Ranged legerdemain 1/day | +6 | +3 | +11 | +9
12th | Arcane Trickster | Sneak Attack 3d6 | +7 | +3 | +12 | +10
13th | Arcane Trickster | Impromptu Sneak attack 1/day | +7 | +4 | +12 | +10
14th | Arcane Trickster | Sneak Attack 4d6 | +8 | +4 | +13 | +11
15th | Arcane Trickster | Ranged legerdemain 2/day | +8 | +4 | +13 | +11
16th | Arcane Trickster | Sneak Attack 5d6 | +9 | +5 | +14 | +12
17th | Arcane Trickster | Impromptu Sneak Attack 2/day | +9 | +5 | +14 | +12
18th | Arcane Trickster | Sneak Attack 6d6 | +10 | +5 | +15 | +13
19th | Arcane Trickster | Ranged legerdemain 3/day | +10 | +6 | +15 | +13
20th | Arcane Trickster | Sneak Attack 7d6 | +11 | +5 | +16 | +14
[/table] | {table=head] Feats
Feat 1
--
Feat 3
--
--
Feat 6
--
--
Feat 9
--
--
Feat 12
--
--
Feat 15
--
--
Feat 18
--
--
[/table] | {table=head]0|1|2|3|4|5|6
0
0
0
2
3 | 0
3 | 1
3 | 2 | 0
3 | 3 | 1
3 | 3 | 2
3 | 3 | 2 | 0
3 | 3 | 3 | 1
3 | 3 | 3 | 2
3 | 3 | 3 | 2 | 0
3 | 3 | 3 | 3 | 1
3 | 3 | 3 | 3 | 2
3 | 3 | 3 | 3 | 2 | 0
4 | 3 | 3 | 3 | 3 | 1
4 | 4 | 3 | 3 | 3 | 2
4 | 4 | 3 | 3 | 3 | 2 | 0
4 | 4 | 4 | 4 | 3 | 3 | 1
[/table] | {table=head]0|1|2|3|4|5|6
0
0
0
4
5 | 2
6 | 3
6 | 3 | 2
6 | 4 | 3
6 | 4 | 3
6 | 4 | 3 | 2
6 | 4 | 4 | 3
6 | 4 | 4 | 3
6 | 4 | 4 | 4 | 2
6 | 4 | 4 | 4 | 3
6 | 4 | 4 | 4 | 3 |
6 | 4 | 4 | 4 | 4 | 2
6 | 4 | 4 | 4 | 4 | 3
6 | 4 | 4 | 4 | 4 | 3 |
6 | 5 | 4 | 4 | 4 | 4 | 2
6 | 5 | 5 | 5 | 4 | 3 | 3
[/table][/table]
[hr]
Other Ideas:
Here are some items I’d like to incorporate. There are, however, two reoccurring problems I’ve noticed:
1. Most of them have very low Saves – how can I raise these?
2. Many of them affect everyone within a large area – how do you suggest keeping my party from falling asleep on me?
Dreaming Blindfold
Price: 7,500 gp
This black silk blindfold is embroidered with mystical symbols done in silver thread. While wearing a dreaming blindfold, you are effectively blinded, but you can send a useful or terrible dream to a sleeping creature. Once per day, the blindfold can
produce either one of two effects (but not both in the same day):
Dream: You send a phantasmal message to a specific known living creature. This effect functions as the dream spell, except that the range is 100 miles and you can't deliver the dream through a messenger.
Nightmare: You send a hideous phantasmal vision to a specific known living creature. This effect functions as the nightmare spell, except that the range is 100 miles. If you are also wearing a psicrown (EPH 169), you can target the recipient of the dream or nightmare with a single psionic
power generated by the psicrown as if you were adjacent to that creature. However, the power costs twice the normal number of power points and renders the dreaming blindfold inert for seven days.
I'm absolutely in love with this item.
Aroma of Dreams
Price: 1,500 gp
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 5 rounds. You are immune to the cloud's effects, but each round at the end of your turn every other creature in the area with 10 Hit Dice or fewer must make a successful DC 14 Fortitude save or fall asleep for 1 minute. Furthermore, each creature remaining in the area 1 round
later (whether already asleep or not) must make a second successful DC 14 Fortitude save or fall asleep for 1 hour. Creatures with more than 10 Hit Dice are immune to the effect. If you open the bottle but do not imme* diately apply the liquid, the cloud of gas spreads to fill a 5-foot-radius area, centered
on the opened bottle or the place where the liquid was poured out. This cloud persists for 1 minute
A poisonous, gaseous oil seems like the perfect tool for an assassin. And the sleep effects fit perfectly with the character concept. Needless to say, I would love to incorporate this item. However, the save is a whopping 14.
Sleep Spike
Price: 3,500 gp
A sleeping spike becomes invisible 1 round after you plant it firmly in the ground. Thereafter, as soon as any creature comes within 10 feet of it, the spike emits a sleep effect (Will DC 17 negates) in a 20-footradius burst that affects all creatures with 10 Hit Dice or fewer. The spike is destroyed when the sleep effect is triggered. During the round that a sleeping spike remains visible after being planted, any creature can safely remove it from the ground (a standard action) to render it harmless and ready for reuse.
The save is a bit better for this item; though, still lower than I'd like for a one-use weapon. Still, it's pretty cool. The concept of jamming the spike in the ground for a quick getaway, while your enemies fall asleep, reminds me of something a Hollywood assassin would do.
Sleep Arrows
Price: 132
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.
The DC for this seems just too low to even bother with.
Here are a list of spells I’d like to incorporate into the build. As with the items, many of them have low saves, and low HD effectiveness. Are there anyways to increase these?
Sleep (obviously)
Level: Brd 1, Sor/Wiz 1
Duration: 1 min./level
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Seems useless beyond level 3.
Lullaby
Level: Brd 0
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Living creatures within a 10-ft.-radius burst
Duration: Concentration + 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
This seems like an absolute MUST for my character. It's the only thing I've found to reduce the Will save against sleep effects.
Dawn
Level: Druid 0, ranger 1
Casting Time: 1 swift action
Range: 15 ft.
With a cry similar to a rooster’s you cast the spell. For a moment you feel as if you had just awakened from a comfortable nap, but as the feeling fades, those around you begin to stir. All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal damage up and are staggered. This spell does not affect dying creatures.
Cool way to wake up anyone who might've accidentally been effected by my spells. But, I doubt I'm going to be taking a dip into Druid for access to a single spell.
Dream Casting
Level: Sorcerer/wizard 6
Casting Time: 1 hour
Target: You and one dreamer
Duration: 24 hours/level; see text
Saving Throw: Will negates; see text
This spell functions like dream (PH 225), except as noted above and that you can alter the sleeping person’s dreams to produce a specific desired effect. The dreamer gets a Will saving throw to resist the additional effects of this spell; if the save succeeds, the dream casting spell can send only a message, in the manner of the dream spell. If the saving throw fails, you decide what additional effect the message carries.
Fear: Your image in the dream is surrounded by intimidating imagery and an aura of power. For the duration of the spell, any time the dreamer can see you or knows you are present, he is shaken. This is a compulsion and fear effect.
Charm: Your image in the dream appears particularly helpful and kind. For the duration of the spell, the dreamer is under the effect of a charm monster spell. This is a charm effect.
Rage: Your image in the dream taunts and harasses the dreamer. For the duration of the spell, any time the dreamer can see you or knows you are present, he preferentially attacks you if in a combat situation. The dreamer gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls when attacking you while under this effect. This is a compulsion effect.
Harrow: Your image in the dream behaves in a bizarre and irrational manner. For the duration of the spell, the dreamer behaves in an unusual manner, gaining two random traits from Table 4–24: One Hundred Traits (DMG 128), rerolling any results not pertinent to behavior. If the dreamer can see you or knows you are present, he is confused for 1 round/level.
Dream Sight
Level: Dream 6
Casting Time: 1 round
Target: You
Duration: 1 minute/level (D)
In sleep your spirit rises to travel about and observe the world. You fall into a deep sleep while your spirit leaves your body invisibly in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. Your spirit can do nothing but move and observe—it cannot speak, attack, cast spells, or perform any other action. At the end of the spell, your spirit instantaneously returns to your body and you wake up. If your body is disturbed or attacked while your spirit is wandering, the spell ends immediately.
I love this spell. It's the perfect spell for an assassin to scout out a target - and it just fits the theme SO well! Sadly, it seems it's only available through the Dream Domain. My current plan of using Bard/Sorcerer just doesn't give me access to it.
Hiss of Sleep
Level: Sorcerer/wizard 7
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
From your hiding place, you whisper the spell softly, your words taking on a sonorous drone. One by one, your foes drop to ground, asleep. The targets of this spell fall into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding the subjects awakens them, but normal noise does not. Awakening a creature is a standard action.
Nightmare Lullaby
Level: Bard 2
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Your music calms your foe, sending it to sleep while it remains upright. As you perform, it starts to twitch and moan, as if tormented by unseen fears. This spell can put a target into a surreal, sleepwalking state. The target must make a Will saving throw or become confused, thinking it has entered a nightmare.
Symphonic Nightmare
Level: Bard 6, cleric 7, sorcerer/wizard 7
Casting Time: 1 standard action
Range: Touch; see text
Target: Living creature touched;see text
Duration: 24 hours/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
A creature targeted by this spell loses the ability to dream during sleep or rest. Rather, in place of dreams, the subject’s slumbering mind is filled with the sounds of a discordant orchestra.
After the victim’s first attempt to sleep, it incurs a –2 penalty on Wisdom-based skill checks. This penalty persists as long as the symphonic nightmare maintains its hold. This spell affects all creatures that sleep or enter sleeplike trances, although creatures without the need to sleep are effectively immune.
In addition, the creature’s sleep is now haunted. It can no longer gain complete rest from sleeping or resting.
The subject does not regain hit points or heal ability damage naturally, nor is it able to prepare spells if doing so requires a full night’s rest. The creature is, however, now immune to the dream and nightmare spells, as well as to other effects that cause nightmares (such as the night hag’s dream haunting ability).
You can lift the effect of this curse at will, but it is otherwise difficult to remove a symphonic nightmare before its duration expires. A remove curse cast at a higher caster level than the symphonic nightmare spell removes it, as does a successful break enchantment. Otherwise, a wish or miracle is required to lift the curse.
This spell can also be cast on a creature you are scrying, or on a creature distant from you if you hold something the creature carried within the past 24 hours.
Deep Slumber
Level: Brd 3, Sor/Wiz 3
[/B]Range: Close (25 ft. + 5 ft./2 levels)
This spell functions like sleep, except that it affects 10 HD of creatures.
Nightmare
Level: Brd 5, Sor/Wiz 5
Casting Time: 10 minutes
Range: Unlimited
Target: One living creature
Saving Throw: Will negates; see text
Spell Resistance: Yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.
You must have some sort of connection to a creature you have no knowledge of.
Knowledge, Will Save Modifier:
None, +10
Secondhand (you have heard of the subject), +5
Firsthand (you have met the subject), +0
Familiar (you know the subject well), -5
Connection, Will Save Modifier:
Likeness or picture, -2
Possession or garment, -4
Body part, lock of hair, bit of nail, etc, -10
The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.) Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.
Here are the poisons I've found that seem promising for this character.
Cheep Poisons:
25g: Sleep-Smoke (Waterdeep, City of Splendors. Unconsciousness/Unconsciousness!)
100g: Taxine (Yew tree poison. Ingested: 1d3 Con/2d6, each subsequent exposure increases DC by 2 and +1d2 Con damage)
Low Craft Poisons:
Craft DC 15/None: Striped Toadstool (DMG). Ingested: DC 11, deals 1 Wis/2d6 Wis and 1d4 Int. Presumably no craft check necessary for just the raw toadstool.
Craft DC 15/None: Volcanic Gas (Sandstorm). Inhaled: DC 13, Unconsciousness/1d6 Con. Major Creation should work with this.
Poisons with Cool-Sounding Names:
Craft DC 35: Black Lotus Extract (DMG). DC 20, deals 3d6/3d6 Con.
Sleepy Poisons:
DC 17: Lizardfolk Sleep Poison (Contact, Unconsciousness 1d3 rounds/Unconsciousness 1d3 hours) (Serpent Kingdoms)
DC 15: Oil of Taggit (0/Unconscious) (Core)
DC 15: Good-bye Kiss (Exhaustion/Exhaustion, Fatigued on a successful save) (C. Scoundrel)
Poisons to Reduce Will Saves:
1d6 Wis: Doubt Bomb (Fiend Folio)
1d4 Wis: Insanity Mist (A&E)
1d4 Wis: Psychotropic Rot (DoTU, ingested)
1d4 Wis: Battass Smoke (Serpent Kingdoms, Inhaled)
Either Bard or Sorcerer would be a natural class choice for this character, but I’m having trouble deciding between the two. The Sleep Domain is also a possibility - but I have trouble envisioning this character as a Cleric. Heartwarder and Assassin are the PrCs I’m looking at. Edit: Sublime Chord is the newest PrC I'm investigating.
Build #1
This build is Bard 3/Sorcerer 7/Sublime Chord 10:
{table=head] Class Features | Feats | Spells Per Day | Spells Known
{table=head]Level | Class | Special Abilities | BAB | Fort | Refl | Will
1st | Bard |Music/Knowledge, countersong, fascinate, inspire courage | +0 | +0 |+2 | +2
2nd | Bard | - |+1 | +0 |+3 | +3
3rd | Bard | Inspire competence | +2 | +1 |+3 | +3
4th | Bard | - | +3 | +2 |+4 | +4
5th | Sorcerer | Summon Familiar | +3 | +2 | +4 | +6
6th | Sorcerer | - | +4 | +2 | +4 | +7
7th | Sorcerer | - | +4 | +3 | +5 | +7
8th | Sorcerer | - | +5 | +3 | +5 | +8
9th | Sorcerer | - | +5 | +3 | +5 | +8
10th | Sorcerer| - | +6 | +4 | +6 | +9
11th | Sublime Chord | Bardic lore, bardic music | +6 | +4 | +6 | +11
12th | Sublime Chord | Song of Arcane Power |+7 | +4 | +6 | +12
13th | Sublime Chord | - | +7 | +5 | +7 | +13
14th | Sublime Chord | - | +8 | +5 | +7 | +14
15th | Sublime Chord | - | +8 | +5 | +7 | +14
16th | Sublime Chord | Song of Timelessness | +9 | +6 | +8 | +15
17th | Sublime Chord | - | +9 | +6 | +8 | +15
18th | Sublime Chord | Song of Cosmic Fire | +10 | +6 | +8 | +16
19th | Sublime Chord | - | +10 | +6 | +8 | +16
20th | Sublime Chord | - | +11 | +6 | +8 | +17
[/table] | {table=head] Feats
Feat 1
--
Feat 3
--
--
Feat 6
--
--
Feat 9
--
--
Feat 12
--
--
Feat 15
--
--
Feat 18
--
--
[/table] | {table=head]0|1|2|3|4|5|6|7|8|9
2
3 | 0
3 | 1
3 | 2 |
8 | 5 |
9 | 6 |
9 | 7 |
9 | 8 | 3
9 | 8 | 4
9 | 8 | 5 | 3
9 | 8 | 5 | 3 | 2 | 1
9 | 8 | 5 | 3 | 2 | 2
9 | 8 | 5 | 4 | 2 | 2 | 1
9 | 8 | 5 | 4 | 2 | 2 | 2
9 | 8 | 5 | 4 | 2 | 2 | 2 | 1
9 | 8 | 5 | 4 | 3 | 2 | 3 | 2
9 | 8 | 5 | 4 | 3 | 3 | 3 | 2 | 1
9 | 8 | 5 | 4 | 3 | 3 | 3 | 3 | 2
9 | 8 | 5 | 4 | 3 | 3 | 4 | 3 | 2 | 1
9 | 8 | 5 | 4 | 3 | 3 | 4 | 3 | 3 | 2
[/table] | {table=head]0|1|2|3|4|5|6|7|8|9
4
5 | 2
6 | 3
6 | 3 | 2
11 | 6 | 2
12 | 7 | 2
12 | 8 | 2
12 | 9 | 5
12 | 9 | 6
12 | 9 | 7 | 3
12 | 9 | 7 | 3 | 3 | 1
12 | 9 | 7 | 3 | 4 | 2
12 | 9 | 7 | 3 | 4 | 2 | 1
12 | 9 | 7 | 3 | 4 | 3 | 2
12 | 9 | 7 | 3 | 4 | 3 | 2 | 1
12 | 9 | 7 | 3 | 4 | 4 | 3 | 2
12 | 9 | 7 | 3 | 4 | 4 | 3 | 2 | 1
12 | 9 | 7 | 3 | 4 | 4 | 4 | 3 | 2
12 | 9 | 7 | 3 | 4 | 4 | 4 | 3 | 2 | 1
12 | 9 | 7 | 3 | 4 | 4 | 4 | 4 | 3 | 2[/table][/table]
**I've left the Feats blank because I haven't quite figured out what I want to do with them.
** This table took AGES to make. Admire its beauty. ADMIRE IT.
{table=head]Spell Level | Bard Spells Known
0 | Lullaby, Message, Light, Presidigitation, Read Magic, Ghost Sound
1 | Sleep, Disguise Self, Nightmare Lullaby ------------------------------------
2 | Cure Moderate Wounds, Suggestion
[/table]
{table=head]Spell Level | Sorcerer Spells Known
0 | Mage Hand, Mending, Arcane Mark, Open/Close, Detect Poison, Detect Magic
1 | Shield, Unseen Servant, Charm Person, Mage Armor, True Strike, Identify
2 | Glitterdust, Touch of Idiocy, Mirror Image, Minior Image, Hypnotic Pattern
3 | Major Image, Deep Slumber, Hold Person [/table]
{table=head]Spell Level | Sublime Chord Spells Known
4 | Cure Critical Wounds, Hallucinatory Terrain, Modify Memory, Crushing Despair
5 | Symbol of Sleep, Dream, Nightmare, Suggestion Mass
6 | Irresistible Dance, Veil, Dream Casting, Symphonic Nightmare
7 | Plane Shift, Insanity, Hiss of Sleep, Ethreal Jaunt
8 | Scintillating Pattern, Shout Greater, Symbol of Insanity
9 | Dominate Monster, Weird [/table]
I like it, but the combat prowess is a little sub-par for an Assassin-type. I'm considering doping the Sorcerer and Sublime Chord levels completely in favor of a Bard/Rogue character.
Build #2
This build is Rogue 3/Bard 7/Arcane Trickster 10. It gives me the Spells of a 17th Level bard, and 7d6 Sneak Attack Damage - which is pretty nice.
{table=head] Class Features | Feats | Spells Per Day | Spells Known
{table=head]Level | Class | Special Abilities | BAB | Fort | Refl | Will
1st | Rogue |Sneak Attack 1d6, trapfinding | +0 | +0 |+2 | +0
2nd | Rogue | Evasion |+1 | +0 |+3 | +0
3rd | Rogue | Sneak Attack 2d6, trap sense +1 | +2 | +1 |+3 | +1
4th | Bard | Bardic Music/Knowledge, Countersong, Fascinate, Inspire courage | +2 | +1 |+5 | +3
5th | Bard | - | +3 | +2 | +6 | +4
6th | Bard | Inspire competence | +4 | +2 | +7 | +5
7th | Bard | - | +5 | +2 | +8 | +6
8th | Bard | - | +5 | +2 | +8 | +6
9th | Bard | Suggestion | +6 | +3 | +9 | +7
10th | Bard| - | +6 | +3 | +9 | +7
11th | Arcane Trickster | Ranged legerdemain 1/day | +6 | +3 | +11 | +9
12th | Arcane Trickster | Sneak Attack 3d6 | +7 | +3 | +12 | +10
13th | Arcane Trickster | Impromptu Sneak attack 1/day | +7 | +4 | +12 | +10
14th | Arcane Trickster | Sneak Attack 4d6 | +8 | +4 | +13 | +11
15th | Arcane Trickster | Ranged legerdemain 2/day | +8 | +4 | +13 | +11
16th | Arcane Trickster | Sneak Attack 5d6 | +9 | +5 | +14 | +12
17th | Arcane Trickster | Impromptu Sneak Attack 2/day | +9 | +5 | +14 | +12
18th | Arcane Trickster | Sneak Attack 6d6 | +10 | +5 | +15 | +13
19th | Arcane Trickster | Ranged legerdemain 3/day | +10 | +6 | +15 | +13
20th | Arcane Trickster | Sneak Attack 7d6 | +11 | +5 | +16 | +14
[/table] | {table=head] Feats
Feat 1
--
Feat 3
--
--
Feat 6
--
--
Feat 9
--
--
Feat 12
--
--
Feat 15
--
--
Feat 18
--
--
[/table] | {table=head]0|1|2|3|4|5|6
0
0
0
2
3 | 0
3 | 1
3 | 2 | 0
3 | 3 | 1
3 | 3 | 2
3 | 3 | 2 | 0
3 | 3 | 3 | 1
3 | 3 | 3 | 2
3 | 3 | 3 | 2 | 0
3 | 3 | 3 | 3 | 1
3 | 3 | 3 | 3 | 2
3 | 3 | 3 | 3 | 2 | 0
4 | 3 | 3 | 3 | 3 | 1
4 | 4 | 3 | 3 | 3 | 2
4 | 4 | 3 | 3 | 3 | 2 | 0
4 | 4 | 4 | 4 | 3 | 3 | 1
[/table] | {table=head]0|1|2|3|4|5|6
0
0
0
4
5 | 2
6 | 3
6 | 3 | 2
6 | 4 | 3
6 | 4 | 3
6 | 4 | 3 | 2
6 | 4 | 4 | 3
6 | 4 | 4 | 3
6 | 4 | 4 | 4 | 2
6 | 4 | 4 | 4 | 3
6 | 4 | 4 | 4 | 3 |
6 | 4 | 4 | 4 | 4 | 2
6 | 4 | 4 | 4 | 4 | 3
6 | 4 | 4 | 4 | 4 | 3 |
6 | 5 | 4 | 4 | 4 | 4 | 2
6 | 5 | 5 | 5 | 4 | 3 | 3
[/table][/table]
[hr]
Other Ideas:
Here are some items I’d like to incorporate. There are, however, two reoccurring problems I’ve noticed:
1. Most of them have very low Saves – how can I raise these?
2. Many of them affect everyone within a large area – how do you suggest keeping my party from falling asleep on me?
Dreaming Blindfold
Price: 7,500 gp
This black silk blindfold is embroidered with mystical symbols done in silver thread. While wearing a dreaming blindfold, you are effectively blinded, but you can send a useful or terrible dream to a sleeping creature. Once per day, the blindfold can
produce either one of two effects (but not both in the same day):
Dream: You send a phantasmal message to a specific known living creature. This effect functions as the dream spell, except that the range is 100 miles and you can't deliver the dream through a messenger.
Nightmare: You send a hideous phantasmal vision to a specific known living creature. This effect functions as the nightmare spell, except that the range is 100 miles. If you are also wearing a psicrown (EPH 169), you can target the recipient of the dream or nightmare with a single psionic
power generated by the psicrown as if you were adjacent to that creature. However, the power costs twice the normal number of power points and renders the dreaming blindfold inert for seven days.
I'm absolutely in love with this item.
Aroma of Dreams
Price: 1,500 gp
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 5 rounds. You are immune to the cloud's effects, but each round at the end of your turn every other creature in the area with 10 Hit Dice or fewer must make a successful DC 14 Fortitude save or fall asleep for 1 minute. Furthermore, each creature remaining in the area 1 round
later (whether already asleep or not) must make a second successful DC 14 Fortitude save or fall asleep for 1 hour. Creatures with more than 10 Hit Dice are immune to the effect. If you open the bottle but do not imme* diately apply the liquid, the cloud of gas spreads to fill a 5-foot-radius area, centered
on the opened bottle or the place where the liquid was poured out. This cloud persists for 1 minute
A poisonous, gaseous oil seems like the perfect tool for an assassin. And the sleep effects fit perfectly with the character concept. Needless to say, I would love to incorporate this item. However, the save is a whopping 14.
Sleep Spike
Price: 3,500 gp
A sleeping spike becomes invisible 1 round after you plant it firmly in the ground. Thereafter, as soon as any creature comes within 10 feet of it, the spike emits a sleep effect (Will DC 17 negates) in a 20-footradius burst that affects all creatures with 10 Hit Dice or fewer. The spike is destroyed when the sleep effect is triggered. During the round that a sleeping spike remains visible after being planted, any creature can safely remove it from the ground (a standard action) to render it harmless and ready for reuse.
The save is a bit better for this item; though, still lower than I'd like for a one-use weapon. Still, it's pretty cool. The concept of jamming the spike in the ground for a quick getaway, while your enemies fall asleep, reminds me of something a Hollywood assassin would do.
Sleep Arrows
Price: 132
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.
The DC for this seems just too low to even bother with.
Here are a list of spells I’d like to incorporate into the build. As with the items, many of them have low saves, and low HD effectiveness. Are there anyways to increase these?
Sleep (obviously)
Level: Brd 1, Sor/Wiz 1
Duration: 1 min./level
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Seems useless beyond level 3.
Lullaby
Level: Brd 0
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Living creatures within a 10-ft.-radius burst
Duration: Concentration + 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
This seems like an absolute MUST for my character. It's the only thing I've found to reduce the Will save against sleep effects.
Dawn
Level: Druid 0, ranger 1
Casting Time: 1 swift action
Range: 15 ft.
With a cry similar to a rooster’s you cast the spell. For a moment you feel as if you had just awakened from a comfortable nap, but as the feeling fades, those around you begin to stir. All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal damage up and are staggered. This spell does not affect dying creatures.
Cool way to wake up anyone who might've accidentally been effected by my spells. But, I doubt I'm going to be taking a dip into Druid for access to a single spell.
Dream Casting
Level: Sorcerer/wizard 6
Casting Time: 1 hour
Target: You and one dreamer
Duration: 24 hours/level; see text
Saving Throw: Will negates; see text
This spell functions like dream (PH 225), except as noted above and that you can alter the sleeping person’s dreams to produce a specific desired effect. The dreamer gets a Will saving throw to resist the additional effects of this spell; if the save succeeds, the dream casting spell can send only a message, in the manner of the dream spell. If the saving throw fails, you decide what additional effect the message carries.
Fear: Your image in the dream is surrounded by intimidating imagery and an aura of power. For the duration of the spell, any time the dreamer can see you or knows you are present, he is shaken. This is a compulsion and fear effect.
Charm: Your image in the dream appears particularly helpful and kind. For the duration of the spell, the dreamer is under the effect of a charm monster spell. This is a charm effect.
Rage: Your image in the dream taunts and harasses the dreamer. For the duration of the spell, any time the dreamer can see you or knows you are present, he preferentially attacks you if in a combat situation. The dreamer gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls when attacking you while under this effect. This is a compulsion effect.
Harrow: Your image in the dream behaves in a bizarre and irrational manner. For the duration of the spell, the dreamer behaves in an unusual manner, gaining two random traits from Table 4–24: One Hundred Traits (DMG 128), rerolling any results not pertinent to behavior. If the dreamer can see you or knows you are present, he is confused for 1 round/level.
Dream Sight
Level: Dream 6
Casting Time: 1 round
Target: You
Duration: 1 minute/level (D)
In sleep your spirit rises to travel about and observe the world. You fall into a deep sleep while your spirit leaves your body invisibly in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. Your spirit can do nothing but move and observe—it cannot speak, attack, cast spells, or perform any other action. At the end of the spell, your spirit instantaneously returns to your body and you wake up. If your body is disturbed or attacked while your spirit is wandering, the spell ends immediately.
I love this spell. It's the perfect spell for an assassin to scout out a target - and it just fits the theme SO well! Sadly, it seems it's only available through the Dream Domain. My current plan of using Bard/Sorcerer just doesn't give me access to it.
Hiss of Sleep
Level: Sorcerer/wizard 7
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
From your hiding place, you whisper the spell softly, your words taking on a sonorous drone. One by one, your foes drop to ground, asleep. The targets of this spell fall into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding the subjects awakens them, but normal noise does not. Awakening a creature is a standard action.
Nightmare Lullaby
Level: Bard 2
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Your music calms your foe, sending it to sleep while it remains upright. As you perform, it starts to twitch and moan, as if tormented by unseen fears. This spell can put a target into a surreal, sleepwalking state. The target must make a Will saving throw or become confused, thinking it has entered a nightmare.
Symphonic Nightmare
Level: Bard 6, cleric 7, sorcerer/wizard 7
Casting Time: 1 standard action
Range: Touch; see text
Target: Living creature touched;see text
Duration: 24 hours/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
A creature targeted by this spell loses the ability to dream during sleep or rest. Rather, in place of dreams, the subject’s slumbering mind is filled with the sounds of a discordant orchestra.
After the victim’s first attempt to sleep, it incurs a –2 penalty on Wisdom-based skill checks. This penalty persists as long as the symphonic nightmare maintains its hold. This spell affects all creatures that sleep or enter sleeplike trances, although creatures without the need to sleep are effectively immune.
In addition, the creature’s sleep is now haunted. It can no longer gain complete rest from sleeping or resting.
The subject does not regain hit points or heal ability damage naturally, nor is it able to prepare spells if doing so requires a full night’s rest. The creature is, however, now immune to the dream and nightmare spells, as well as to other effects that cause nightmares (such as the night hag’s dream haunting ability).
You can lift the effect of this curse at will, but it is otherwise difficult to remove a symphonic nightmare before its duration expires. A remove curse cast at a higher caster level than the symphonic nightmare spell removes it, as does a successful break enchantment. Otherwise, a wish or miracle is required to lift the curse.
This spell can also be cast on a creature you are scrying, or on a creature distant from you if you hold something the creature carried within the past 24 hours.
Deep Slumber
Level: Brd 3, Sor/Wiz 3
[/B]Range: Close (25 ft. + 5 ft./2 levels)
This spell functions like sleep, except that it affects 10 HD of creatures.
Nightmare
Level: Brd 5, Sor/Wiz 5
Casting Time: 10 minutes
Range: Unlimited
Target: One living creature
Saving Throw: Will negates; see text
Spell Resistance: Yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.
You must have some sort of connection to a creature you have no knowledge of.
Knowledge, Will Save Modifier:
None, +10
Secondhand (you have heard of the subject), +5
Firsthand (you have met the subject), +0
Familiar (you know the subject well), -5
Connection, Will Save Modifier:
Likeness or picture, -2
Possession or garment, -4
Body part, lock of hair, bit of nail, etc, -10
The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.) Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.
Here are the poisons I've found that seem promising for this character.
Cheep Poisons:
25g: Sleep-Smoke (Waterdeep, City of Splendors. Unconsciousness/Unconsciousness!)
100g: Taxine (Yew tree poison. Ingested: 1d3 Con/2d6, each subsequent exposure increases DC by 2 and +1d2 Con damage)
Low Craft Poisons:
Craft DC 15/None: Striped Toadstool (DMG). Ingested: DC 11, deals 1 Wis/2d6 Wis and 1d4 Int. Presumably no craft check necessary for just the raw toadstool.
Craft DC 15/None: Volcanic Gas (Sandstorm). Inhaled: DC 13, Unconsciousness/1d6 Con. Major Creation should work with this.
Poisons with Cool-Sounding Names:
Craft DC 35: Black Lotus Extract (DMG). DC 20, deals 3d6/3d6 Con.
Sleepy Poisons:
DC 17: Lizardfolk Sleep Poison (Contact, Unconsciousness 1d3 rounds/Unconsciousness 1d3 hours) (Serpent Kingdoms)
DC 15: Oil of Taggit (0/Unconscious) (Core)
DC 15: Good-bye Kiss (Exhaustion/Exhaustion, Fatigued on a successful save) (C. Scoundrel)
Poisons to Reduce Will Saves:
1d6 Wis: Doubt Bomb (Fiend Folio)
1d4 Wis: Insanity Mist (A&E)
1d4 Wis: Psychotropic Rot (DoTU, ingested)
1d4 Wis: Battass Smoke (Serpent Kingdoms, Inhaled)