Corinath
2013-07-07, 12:07 PM
So named because of the profession skill, which I'll talk about later.
So, background. I've never played DND pen and paper before. I did a SW D20 campaign over the last year, so I'm generally familiar with everything. (though we house ruled the heck out of it). The following is a build I wanted to submit to the community to see what everyone's thoughts about it's strengths / weaknesses are. The campaign starts a bit later today, and I'm sure I'll be allowed to mulligan a bit. Thanks! :)
All books are are allowed. Skill Tricks are banned. LA Buyoff allowed. For those unfamiliar with a particular aspect of the character, I'll Spoiler Tag definitions.
Backstory: A whisper gnome abducted in his youth by a drow war party. Was going to be killed, but was hidden by a local female cleric. (Drow society is Female > Male). She's eventually discovered for her harboring the PC, and ushers him to safety. What happened to her is unknown to the PC.
RP: A rogue, he has a lot of Drow traits/feats. Prefers darkness. And also has the tendency to address the women in the room as inherently being the leader. Keep your men in line. All that.
---
Race: "Dark" Whisper Gnome; Chaotic Neutral
Dark Template (ToM): LA +1, +10 base speed, Dark Vision, Hide in Plain Sight, Resistance to Cold / 10, Superior Low Light Vision, Hide +8, Move Silently +6
Whisper Gnome (RoS): +2 Dex, +2 Con, -2 Str, -2 Cha,
Small (+1 AC, +1 Atk, +4 Hide),
base spd 30 ft,
Low Light Vision, Dark Vision 60ft,
+1 atk vs Kobolds and Goblinoids,
+4 Dodge AC vs Giants,
+4 Racial to Hide / Move Silently, +2 Racial Spot / Listen,
1/day SLAs: Silence, Ghost Sound, Mage Hand, Message
Level 1 Ability Scores: (House ruled rolling system)
Str - 10, Dex - 19, Con - 17, Int - 16, Wis - 12, Cha - 12
Class Breakdown:
1-2: Rogue
3: Dragonfire Adept
4: Swashbuckler
5: Cloistered Cleric
6-19: Rogue
20: Fighter (SA variant)
At level 20;
BAB: 14, Base Fort Save 13, Base Ref Save 10, Base Will Save 9
Feats / Class Abilities: (Feats listed first)
1. Cosmopolitan (For Iatjutsu Focus), Poison Use (ACF trapfinding), SA 1d6
2. Evasion
3. Blend into Shadows, Breathweapon 1d6, Dragontouched, Darkness SLA Invocation
4. Weapon Finesse
5. Knowledge Devotion, Travel Devotion, Time Domain, Turn Undead, Lore, Cleric Spells.
6. Dark Stalker, Penetrating Strike, SA 2d6
7. Uncanny Dodge.
8. SA 3d6
9. Instinctive Darkness
10. SA 4d6
11. Improved Uncanny Dodge
12. Craven, SA 5d6
13. Skill Mastery (Hide, Move Silently, Iatjutsu Focus, Spot, Sleight of Hand, Tumble)
14. SA 6d6
15. Savvy Rogue
16. Opportunist, SA 7d6
17. --
18. Combat Reflexes, SA 8d6
19. Staggering Strike.
20. SA 9d6 (As a Fighter ACF)
Cosmopolitan (FRCS): Choose a non-exclusive skill as a class skill, and apply a +2 Misc Mod to it.
Blend Into Shadows (DotU): Swift Action, Spend a Darkness SLA use to make a hide check, even while being observed and without cover or concealment. Must be within 10 ft of Magical Darkness.
Dragontouched (Draconic Magic): +1 hp, +1 Listen / Spot / Search, +1 on Saves vs Paralysis / Sleep
Darkness Invocation Spell Like Ability: Create Shadowy Illumination 20 ft. radius of a target.
Weapon Finesse: Replace Str w/ Dex for making attack rolls.
Knowledge Devotion (CC): Make a knowledge check to identify a creature. Take an insight bonus according to the roll.
Travel Devotion (CC): Base Tactical Movement is a swift action for 1/min.
Time Domain: Grants Improved Initiative, Allows True Strike as a spell.
Improved Initiative: +4 Initiative
Lore: Same as Bardic Knowledge (PHB)
Dark Stalker (LoM): Blindsight, blind sense, Tremor sense, scent creatures must make spot checks against you while hiding. Also allows Sneak Attacks vs creatures w/ all around vision.
Penetrating Strike (Can't remember): Roll half your normal SA dice against foes normally immune to SA when using SA.
Instinctive Darkness (DotU): Darkness SLA becomes an immediate action. Does not provoke Attacks of Opportunity.
Craven (CoR): -2 vs Fear effects. +1 dmg/character level when making sneak attacks
Skill Mastery (PHB): Select 3+(int mod) skills. You can take 10 in those skills even when under duress. (+12 w/ Savvy Rogue)
Savvy Rogue (PHB): Enhances certain rogue special abilities.
Opportunist (PHB): When an enemy you threaten is struck by a melee attack, you are granted a single Attack of Opportunity against them. Opportunist operates only once per round, regardless of your allotment of Attacks of Opportunity. (W/ Savvy rogue, this changes to "Make as many as you have Attacks of Opportunities available", or something to that effect.)
Combat Reflexes (PHB): You have as many Attacks of Opportunity a round as 1+Dex Mod.
Staggering Strike (CA): A target struck by your SA is staggered 1/round. Fort Save possible.
Calling card skills: Bluff, Diplomacy, Hide, Move Silently, Spot, Listen, Sleight of Hand, Iatjutsu Focus, Tumble (barely), Sense Motive, Craft (Poison), And...
Profession: Shadow Broker - When performing certain (DM discretion), unequivocally illegal, Int/Cha based actions, Profession Shadow Broker may be rolled in place of a normal skill check.
Example, I have no ranks in Gather Information. But if I wanted to roll a Gather Information check to learn if someone was hiring a hitman, or a fence, I'd role the profession check instead. Want to Gather Information on a troll living in a cave? Out of luck. (Unless it's a benevolent troll and I'm plotting some Oceans Eleven style heist).
Spells:
Haven't really picked cleric spells out yet.
Misc.
Hide and Move Silently are going to be maxed out, and therefore utterly ridiculous. At level 1 (ECL 2), my character has a Hide of 24, and a Move Silently of 18.
I can temporarily acquire TWF via a wand of Heroics and (later) Gloves of the Balanced Hand.
Gnomish Quick Razors are a necessity for Iatjutsu Focus.
Eventually I'd like to have Bondleaf Wrap (A&EG) armor.
Early on I'd palm a wand of Distract Assailant (Will save, flat-foots as a swift action).
Also will be acquiring a bag of endless marbles (using endless caltrops as a model).
And I'll stop listing equipment there because I literally have 3 pages in a document of things that look pretty. :)
Thoughts?
EDIT:
I should note that close quarters combat is going to be sloppy for him until I get a Blindfold of True Darkness (Which hopefully happens quicker than not using Craft Poison to make gold). Fighting in the midst of one's own Darkness SLA without a way of overcoming it is going to hamper the heck out of fighting for a rogue. Might make me pick up the Ebon Eyes spell as a Cleric if I still haven't gotten the blindfold by level 5.
So, background. I've never played DND pen and paper before. I did a SW D20 campaign over the last year, so I'm generally familiar with everything. (though we house ruled the heck out of it). The following is a build I wanted to submit to the community to see what everyone's thoughts about it's strengths / weaknesses are. The campaign starts a bit later today, and I'm sure I'll be allowed to mulligan a bit. Thanks! :)
All books are are allowed. Skill Tricks are banned. LA Buyoff allowed. For those unfamiliar with a particular aspect of the character, I'll Spoiler Tag definitions.
Backstory: A whisper gnome abducted in his youth by a drow war party. Was going to be killed, but was hidden by a local female cleric. (Drow society is Female > Male). She's eventually discovered for her harboring the PC, and ushers him to safety. What happened to her is unknown to the PC.
RP: A rogue, he has a lot of Drow traits/feats. Prefers darkness. And also has the tendency to address the women in the room as inherently being the leader. Keep your men in line. All that.
---
Race: "Dark" Whisper Gnome; Chaotic Neutral
Dark Template (ToM): LA +1, +10 base speed, Dark Vision, Hide in Plain Sight, Resistance to Cold / 10, Superior Low Light Vision, Hide +8, Move Silently +6
Whisper Gnome (RoS): +2 Dex, +2 Con, -2 Str, -2 Cha,
Small (+1 AC, +1 Atk, +4 Hide),
base spd 30 ft,
Low Light Vision, Dark Vision 60ft,
+1 atk vs Kobolds and Goblinoids,
+4 Dodge AC vs Giants,
+4 Racial to Hide / Move Silently, +2 Racial Spot / Listen,
1/day SLAs: Silence, Ghost Sound, Mage Hand, Message
Level 1 Ability Scores: (House ruled rolling system)
Str - 10, Dex - 19, Con - 17, Int - 16, Wis - 12, Cha - 12
Class Breakdown:
1-2: Rogue
3: Dragonfire Adept
4: Swashbuckler
5: Cloistered Cleric
6-19: Rogue
20: Fighter (SA variant)
At level 20;
BAB: 14, Base Fort Save 13, Base Ref Save 10, Base Will Save 9
Feats / Class Abilities: (Feats listed first)
1. Cosmopolitan (For Iatjutsu Focus), Poison Use (ACF trapfinding), SA 1d6
2. Evasion
3. Blend into Shadows, Breathweapon 1d6, Dragontouched, Darkness SLA Invocation
4. Weapon Finesse
5. Knowledge Devotion, Travel Devotion, Time Domain, Turn Undead, Lore, Cleric Spells.
6. Dark Stalker, Penetrating Strike, SA 2d6
7. Uncanny Dodge.
8. SA 3d6
9. Instinctive Darkness
10. SA 4d6
11. Improved Uncanny Dodge
12. Craven, SA 5d6
13. Skill Mastery (Hide, Move Silently, Iatjutsu Focus, Spot, Sleight of Hand, Tumble)
14. SA 6d6
15. Savvy Rogue
16. Opportunist, SA 7d6
17. --
18. Combat Reflexes, SA 8d6
19. Staggering Strike.
20. SA 9d6 (As a Fighter ACF)
Cosmopolitan (FRCS): Choose a non-exclusive skill as a class skill, and apply a +2 Misc Mod to it.
Blend Into Shadows (DotU): Swift Action, Spend a Darkness SLA use to make a hide check, even while being observed and without cover or concealment. Must be within 10 ft of Magical Darkness.
Dragontouched (Draconic Magic): +1 hp, +1 Listen / Spot / Search, +1 on Saves vs Paralysis / Sleep
Darkness Invocation Spell Like Ability: Create Shadowy Illumination 20 ft. radius of a target.
Weapon Finesse: Replace Str w/ Dex for making attack rolls.
Knowledge Devotion (CC): Make a knowledge check to identify a creature. Take an insight bonus according to the roll.
Travel Devotion (CC): Base Tactical Movement is a swift action for 1/min.
Time Domain: Grants Improved Initiative, Allows True Strike as a spell.
Improved Initiative: +4 Initiative
Lore: Same as Bardic Knowledge (PHB)
Dark Stalker (LoM): Blindsight, blind sense, Tremor sense, scent creatures must make spot checks against you while hiding. Also allows Sneak Attacks vs creatures w/ all around vision.
Penetrating Strike (Can't remember): Roll half your normal SA dice against foes normally immune to SA when using SA.
Instinctive Darkness (DotU): Darkness SLA becomes an immediate action. Does not provoke Attacks of Opportunity.
Craven (CoR): -2 vs Fear effects. +1 dmg/character level when making sneak attacks
Skill Mastery (PHB): Select 3+(int mod) skills. You can take 10 in those skills even when under duress. (+12 w/ Savvy Rogue)
Savvy Rogue (PHB): Enhances certain rogue special abilities.
Opportunist (PHB): When an enemy you threaten is struck by a melee attack, you are granted a single Attack of Opportunity against them. Opportunist operates only once per round, regardless of your allotment of Attacks of Opportunity. (W/ Savvy rogue, this changes to "Make as many as you have Attacks of Opportunities available", or something to that effect.)
Combat Reflexes (PHB): You have as many Attacks of Opportunity a round as 1+Dex Mod.
Staggering Strike (CA): A target struck by your SA is staggered 1/round. Fort Save possible.
Calling card skills: Bluff, Diplomacy, Hide, Move Silently, Spot, Listen, Sleight of Hand, Iatjutsu Focus, Tumble (barely), Sense Motive, Craft (Poison), And...
Profession: Shadow Broker - When performing certain (DM discretion), unequivocally illegal, Int/Cha based actions, Profession Shadow Broker may be rolled in place of a normal skill check.
Example, I have no ranks in Gather Information. But if I wanted to roll a Gather Information check to learn if someone was hiring a hitman, or a fence, I'd role the profession check instead. Want to Gather Information on a troll living in a cave? Out of luck. (Unless it's a benevolent troll and I'm plotting some Oceans Eleven style heist).
Spells:
Haven't really picked cleric spells out yet.
Misc.
Hide and Move Silently are going to be maxed out, and therefore utterly ridiculous. At level 1 (ECL 2), my character has a Hide of 24, and a Move Silently of 18.
I can temporarily acquire TWF via a wand of Heroics and (later) Gloves of the Balanced Hand.
Gnomish Quick Razors are a necessity for Iatjutsu Focus.
Eventually I'd like to have Bondleaf Wrap (A&EG) armor.
Early on I'd palm a wand of Distract Assailant (Will save, flat-foots as a swift action).
Also will be acquiring a bag of endless marbles (using endless caltrops as a model).
And I'll stop listing equipment there because I literally have 3 pages in a document of things that look pretty. :)
Thoughts?
EDIT:
I should note that close quarters combat is going to be sloppy for him until I get a Blindfold of True Darkness (Which hopefully happens quicker than not using Craft Poison to make gold). Fighting in the midst of one's own Darkness SLA without a way of overcoming it is going to hamper the heck out of fighting for a rogue. Might make me pick up the Ebon Eyes spell as a Cleric if I still haven't gotten the blindfold by level 5.