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Person_Man
2008-08-21, 04:26 PM
The goal of the build is to have as many options as possible, so that you always have something interesting to do. It relies heavily on exotic weapons, magic items, and Skill Tricks (Complete Scoundrel).

Skill Tricks take 2 Skill points to get. They also have minimum Skill rank requirements. You can have a maximum number of Skill Tricks equal to half your level. And each one can be used once per encounter. By themselves, theyíre pretty weak. But when combined with creative thinking and the right weapons, they have a lot of potential.

Much of this is stolen directly from posts I've read here and on the opt boards over the years. I've tried to link everywhere I could, but if I've written down one of your ideas and didn't give you credit, I apologize. Please let me know, and I will do so.


Haberdash the Masked

The build:

Factotum 5/Master of Masks 1/Factotum 6-8

Feats:
Quickdraw
Two Weapon Fighting
Obtain Familiar (Complete Arcane - optional)
Imperious Command (Drow of the Underdark - optional)

Factotum (http://forums.gleemax.com/showthread.php?t=791436): An amazing class. It grants you (among other things):
ALL Skills as class Skills.
A limited number of Wizard spells of your choice.
Cunning Knowledge: Gain 1/2 your Factotum level to any Skill, once per day per Skill.
Brains Over Brawn: Int bonus to all Dex and Str checks and Skills. This buffs many of your key Skills, plus your ability to Trip, Grapple, and Disarm.
Cunning Surge is gained at eighth level. This power gives you an extra Standard Action in a turn.

Master of Masks (http://www.wizards.com/default.asp?x=dnd/ex/20070105a&page=3): The Gladiator Mask gives you +1 to hit and damage, and proficiency with ALL martial and exotic weapons. Exotic Weapon Proficiency is usually a big waste of a feat. Each generally provides a minor, situational benefit. But other then your carrying capacity, thereís no limit to how many weapons you can have. This opens up a large number of potential tactics for a relatively cheap investment of a one level dip.

If you have high Cha, 1-2 levels of Marshal (http://www.wizards.com/default.asp?x=dnd/ex/20030906b) is worthwhile to add your Cha bonus to your Str and/or Cha Skills and checks.

If you make it up to ECL 11, one level of Exemplar (Complete Adventurer) will give you +4 competence bonus to one Skill and the ability to Take 10 on Int+1 Skills.

If you're really dying for more Skill Tricks, you can take 3 levels of Battle Trickster, Uncanny Trickster, or Magical Trickster (Complete Scoundrel). Uncanny Trickster gets 3 bonus tricks and can use 3 tricks twice per combat - and it progresses "existing class features" by 2/3, which means you need to take 2 fewer levels of Factotum to get to Cunning Surge. Magical Trickster has the ability to burn a spell to regain the use of a trick during combat, and he can apply any one Metamagic feat to any one spell per day without altering the spell level (up to +4 LA). Combine this with Arcane Thesis (PHBII) and Practical Metamagic (Races of the Dragon) or Improved Metamagic (Epic) or Easy Metamagic (Dragon Mag 325) or Metamagic School Focus (Complete Mage), and you can use Persistent Spell (Complete Arcane) for free once per day. Pick your most powerful buff - and now it lasts 24 hours. Divine Metamagic abuse for the rest of us!

Master Thrower (Complete Warrior) is a good PrC for higher levels. Using razor nets and orcish shotputs along with your thrown weapon tricks, you should be able to deal some serious damage with battlefield control. Add Bloodstorm Blade (Tome of Battle) with harpoons (or anything, really) on top of that, and you become an offensive monster.

The combos:

Bonus to Damage
Iaijutsu Focus (http://wiki.rpg.net/index.php/3.5_L5R_Skills) is a Skill from Oriental Adventures. (By RAW, 3.0 is grandfathered into 3.5, and the Factotum has all Skills as class Skills). Whenever you are making an attack roll immediately after drawing a weapon and your target is flat footed (not just denied their Dex bonus Ė they specifically have to be flat footed), you may make an Iaijutsu Focus check as a free action. You gain up to 9d6 bonus damage to your attack, based on your check. Youíre going to be carrying a ton of weapons, so drawing a new one each time you attack isnít a problem. And it goes without saying that Skills are quite easy to boost via feats, items, dips into Marshal or Exemplar, Item Familiars, and spells.

In addition, itís a free action to sheath the Gnome Quickrazor (Races of Stone) at the end of the turn, so thatís two weapons (one for each wrist) you donít have to drop. Or you can use the Collapsing Crescent Fan (Sandstorm), which gives you +4 to attack any flat-footed foe.

In addition to winning Initiative, the Acrobatic Backstab, Hidden Blade, Sudden Draw, and Escape Attack Skill Tricks all specifically make your enemy flat footed for one attack with various restrictions. Complete Warrior also has an alternate use of Sleight of Hand which lets you draw a dagger as a free action and treat your enemy as Flat Footed for your next attack after 2 rounds of fighting the same enemy with no weapon in off hand.

Instead of tricks, you could take Underfoot Combat and Confound the Bigfolk (Races of the Wild) and use magic or psionics to get yourself to be as small as possible. You can then enter your enemy's square, and the next turn they count as being Flat Footed.

So while you probably wonít be dealing as much damage as a dedicated Power Attack or Sneak Attack build, itís nice to know that youíll have a reliable source of bonus damage. Itís also worthwhile to note that it doesnít have Precision damage restrictions, so you can use it against undead, constructs, etc.

Buffing
Use Alter Self (http://www.dandwiki.com/wiki/Alter_self) and/or Polymorph (http://www.dandwiki.com/wiki/SRD:Polymorph_%28Spell%29). You can easily gain access to both of these spells, and you can easily abuse them (http://forums.gleemax.com/showthread.php?t=176246). Alter Self lets you turn into any humanoid up to 5 hit die up to one size bigger or smaller then you, so its easy to gain flight, climb speed, swim speed, stat bonuses, and/or get one size bigger for the bonus to Trip/Disarm/Grapple, or one size smaller for the bonus to hit and Dex. For extra abuse, be an Elan or a Dragonborn Kobold (Races of the Dragon). Once you gain access to Polymorph, you can turn into almost anything. And you can Share Spells with your familiar, letting them turn into more powerful forms as well.

Warning: Most DMs hate it when you abuse these spells. So avoid turning into a pyrohydra unless you really, really need to.

Charge!!!

Use a lance (http://www.dandwiki.com/wiki/SRD:Lance) from the back of a mount. Charge an enemy and deal double damage. Use the Psicrown of the Evader (http://www.dandwiki.com/wiki/SRD:Psicrown_of_the_Evader) (which you can use with the Use Psionic Device (http://www.dandwiki.com/wiki/Use_Psionic_Device) Skill) to manifest Hustle (http://www.dandwiki.com/wiki/SRD:Hustle). This lets you gain an extra Move action as a Swift action. Then use Cunning Surge to gain an extra Standard Action. Then use the Dismount Attack Skill Trick, which allows you to use a Standard Action to attack ďas if you had ChargedĒ if you succeed on a fast dismount (PHB, free action DC 20 Ride (http://www.dandwiki.com/wiki/Ride) check as long as you still have a Move Action available). If youíre willing to invest in getting Pounce (http://www.giantitp.com/forums/showpost.php?p=4551066&postcount=16), you can get 2 full attacks, which are all at double damage, and then use the left over Move action to Demoralize your enemy or move. If youíre an orc or half-orc, take Headlong Rush (http://www.wizards.com/default.asp?x=dnd/ex/20030301a) to make it triple damage on each attack. And if you need it, you can use the Twisted Charge Skill Trick to make one turn up to 90 degrees when you charge.

Debuff
Using a lasso is a ranged touch attack that imposes a -2 to attack rolls and -4 on Dex (no Save). Use a net or a razor net is a ranged touch attack (maximum range of 10 feet) that imposes a -2 to attack rolls and -4 to Dex, 1/2 movement, and you canít charge or run (no Save). Penalties from different sources stack. So used together, they can quickly debuff one or more enemies. Then if necessary have your familiar deliver a Touch of Fatigue, Bestow Curse, or anything else that debuffs Dex. You can also make the lasso a Spell Storing (http://www.dandwiki.com/wiki/Spell_storing) weapon or an Item Familiar (http://www.dandwiki.com/wiki/UA:Item_Familiars). Once you reduce an enemyís Dex to 0, they are paralyzed (http://www.dandwiki.com/wiki/Paralyzed). This means that they are helpless (http://www.dandwiki.com/wiki/SRD:Helpless), and you or a friend can Coup de Grace (http://www.dandwiki.com/wiki/SRD:Helpless_Defenders) them. I suggest you use a Greathammer (Monster Manual 4), which deal 1d12 x4 damage. If this is your primary combo, you may also want to take Death Blow from Complete Adventurer, which lets you Coup de Grace as a Standard Action. Using Hustle and Cunning Surge, you should be able to kill or at lock down any one foe.


Demoralize
Buy armor with the Fearsome armor enhancement from Drow of the Underdark. It allows you to use Intimidate to Demoralize an enemy as a Move action (normally it's a Standard action). Take Imperious Command from Drow of the Underdark. Now whenever you successfully use Intimidate (http://www.dandwiki.com/wiki/Intimidate) to Demoralize (http://forums.gleemax.com/showthread.php?t=911167) a foe, it Cowers (http://www.dandwiki.com/wiki/SRD:Cowering) for 1 round and Shaken (http://www.dandwiki.com/wiki/Shaken) the next. Use the Never Outnumbered Skill Trick from Complete Scoundrel so that you can Intimidate everyone within 10 feet. If necessary, use Hustle to gain a Move action as a Swift action so that you don't waste an opportunity to make a full attack.

Disarm
Use a Flindbar from the Monster Manual III. It gives you +2 to Disarm, and when you threaten a crit (19-20 or 17-20 with any Keen effect) you get a free Disarm attempt before you roll to confirm the crit. So you can attack normally without wasting potential actions, and still potentially disarm the BBEG's uber sword/staff/artifact.

Disguise
Alter Self spell + Assume Quirk + Second Impression Skill Tricks. Turn into whatever race you need. Assume Quirk eliminates the Spot bonus for granted to a viewer familiar. Second Impression lets you make a Bluff check to cover up if your enemy successfully makes a Spot check to see through your disguise. Put them together with a good Bluff check, and you can basically pretend to be anyone. When breaking into any dungeon/castle/whatever guarded by sentient beings, all you need to do is kill the first guard your see, then impersonate them. Then walk in and take whatever you want, or use it to do reconnaissance, and/or get close to any enemy you want to kill. If necessary, put your friends in chains (and donít lock them) or have them climb into a Bag of Holding until combat starts.

Familiar (http://www.dandwiki.com/wiki/Familiar)
Familiars have many uses (http://forums.gleemax.com/showthread.php?t=875062). The most important one, for your purposes, is the ability to hold the charge of any touch spell. Essentially, you can cast any one touch spell before combat, and your familiar can hold it all day as long as you don't cast any other spells. Then when combat starts, your familiar can move into an enemyís square and attack the enemy with your spell. This is very important, because this build does not have access to the high level spells of any full caster. It relies on its action advantage. This gives you another one.

In addition, Familiars can share any spell you cast on yourself. If you take Improved Familiar (Complete Warrior) and use Alter Self or Polymorph, this can essentially give you a second PC to control. It's also a helpful mount for your charge combo.

Alternatively, you can use an Item Familiar (http://www.dandwiki.com/wiki/UA:Item_Familiars) to give you up to +23 spread among any number of Skills (like Iaijutsu Focus or Diplomacy). And it can hold a spells and/or have some ridiculously helpful Intelligent Item special abilities, giving you another action advantage.

Grapple
Mancatcher (Complete Warrior) and/or Pincer Staff (Underdark) and/or Sharktooth Staff (Savage Species): Any of these will give you a free Grapple attempt when you hit your enemy. Great for locking down a single foe. Mancatcher and the Pincer Staff are also reach weapons, which allow you to keep them at a safe distance.

Alternatively, you can use Easy Escape and Quick Escape and Escape Attack Skill Tricks to gain an extra attack. Easy Escape gives you a bonus to Escape Artist to escape a Grapple. Quick Escape lets you do it as a Swift Action. Escape Attack gives you a single attack with a light weapon against your enemy when you escape a grapple, and your enemy is treated as flat footed for that attack. So, you attack your enemy, get a free Grapple check, finish your full attack, then escape as a Swift action and get one more attack for free with the Iajutso Focus bonus to damage.

Invisible Enemies
Clarity of Vision Skill Trick + bag of chalk: The Trick letís you pinpoint any Invisible creature within 30 feet as a free action. Throw the bag of chalk or any grenade weapon on them, and now theyíre easy for anyone to spot. (Not RAW, but every DM since 1st ed has let me do this.) Or you can just have a wand with See Invisibility or True Seeing. Regardless, you should always be prepared for tricky enemies.

Moving Around
Magic rollerskates (http://wizards.com/default.asp?x=dnd/cw/20061120a) + Extreme Leap Skill Trick: If you make a horizontal jump of at least 10 feet during your turn, this Trick lets you spend a Swift action to move an additional 10 feet. Magic Rollerskates let you take a 10 step instead of 5 ft step. And you can Jump as part of any movement. So all you need to do is make a DC 20 Jump check, and you get 20 feet of movement for a Swift Action without having to use Hustle.

Sleight of Hand (http://www.dandwiki.com/wiki/SRD:Sleight_of_Hand_Skill)
You can pickpocket any small item off an enemy with a DC 20 check. Take away the component pouch or holy symbol of any spellcaster, and theyíre often useless. You can do this as a Standard Action, or as a Free Action if youíre willing to take a -20 penalty on your check.

Trip
Use the Ritiik from Frostburn. If you successfully hit an enemy, the enemy must make a Reflex Save. If it fails, you get a free Trip Attempt. Basically a weaker version of Knock-Down for free. If you're willing to invest in Improved Trip, you get one extra attack on that enemy.

You can also use the Glot (Frostburn) or Barbed Bola (Complete Warrior) or Bola (http://www.dandwiki.com/wiki/SRD:Bolas) (PHB) to make ranged Trip attacks.

Tripping is not as useful as Grappling or the debuff combo for locking down an enemy, but it can be used against multiple enemies, so it has its uses.


Wands (http://forums.gleemax.com/showthread.php?t=869795)
You can buy access to any spell or psionic power. Figure out what you canít do, and fill the gaps as needed. In particular, Haberdash tends to lack any crowd control abilities, so things like Solid Fog or good old Fireball are must haves. Iím also very fond of utility spells like Comprehend Languages, Detect Thoughts, Ebon Eyes, etc. Wraithstrike and Greater Invisibility are also invaluable for boss fights.

The Full List of Potentially Useful Exotic Weapons

Annulat: Planar Handbook pg 68. Thrown weapon that imposes a -2 penalty to AC against it's target. If you're going to throw something, why not make it easier to hit? It's also noteworthy that neraphim (http://www.wizards.com/default.asp?x=dnd/iw/20040613a&page=2) treat it as a martial weapon, making a neraphim Master Thrower/Bloodstorm Blade a tempting option.

Boomerang: Eberron Campaign setting pg 119: This weapon actually sucks. It deals less damage then most other thrown weapons. When it misses, you can make an attack roll to catch it. However, proficiency with this weapon qualifies you for the uber Boomerang Daze feat (Races of Eberron pg 108) forces anyone who takes damage from your boomerang to Save or be Dazed (one of the most powerful effects in the game) for 1 round, and Boomerang Ricochet (also RoE pg 108) which lets you hit a second adjacent target with your boomerang (potentially Dazing both) after you hit the first.

Braid Blade: Dungeon 120: 1d3, 18-20, x2. On a full attack, allows you to make an extra attack at -5, or -2 if you have 5 ranks of Tumble.

Collapsing Crescent Fan: Sandstorm, p. 96: +4 to attack any flat-footed foe. Great when combined with Iaijutsu Focus.

Composite Greatbow: Complete Warrior: Does 1d10 damage and has a 130 ft range increment. So this a good long ranged weapon for pure damage dealing.

Drow Scorpion Chain: Secrets of Xen'drik pg 137: Exactly the same as a normal Spiked Chain, except that if you happen to be a drow, you can take the Drow Skirmisher feat (which grants several proficiencies and minor bonuses) instead of Exotic Weapon Proficiency to get proficiency with it. Not useful for Haberdash, but worth including on this list for the sake of completeness.

Elven Courtblade: Races of the Wild: 1d10, 18-20 *2. Slightly less damage then the Jovar. But this two handed weapon can be used for both Power Attack and Weapon Finesse.

Flindbar: Monster Manual III: +2 to Disarm, and when you threaten a crit (19-20 or 17-20 with any Keen effect) you get a free Disarm attempt before you roll to confirm the crit.

Foot Spike: Races of the Wild: Yet another place to hide a weapon, just in case your DM decides to have your party taken prisoner.

Glot: Frostburn: Can be used to make ranged trip attacks, and deals better damage then bolas or barbed bolas.

Goad: Frostburn: Reach weapon that deals non-lethal damage, in case you ever want to capture someone without killing them. Also gives you +2 to Handle Animal checks against Huge or bigger animals.

Greathammer: Monster Manual 4 or Races of Stone: 1d12, 19-20/x4 or just 20/x4, depending on which version you use. Also gives you +2 to Sunder a weapon or shield, but sundering your future treasure is generally a bad idea.

Harpoon: Frostburn: A harpooned creature moves at half speed, cannot charge or run, and if you attach a rope to it you can limit their movement away from you. It can be removed with a full round action, which deals damage again. Occasionally helpful for battlefield control. Or you can enchant it with Returning, and have a double damage ranged attack.

Heavy weapons: Basically a special way of constructing a metal weapon. Increases the damage die of the weapon based on a set chart. Requires Exotic Weapon Proficiency to wield correctly. But this is no problem for Haberdash. So unless your DM is crazy enough to let you use Kaorti, then most of your weapons should be Heavy. Magic of Faerun, pg. 179.

Ice Axe: Frostburn: +4 to Climb checks.

Jovar: Planar Handbook: 2d6, 18-20, *2. With high damage and a high threat range, this is your is a respectable pure damage dealing weapon. Buy a Scabbard of Keen Edges.

Kaorti weapons: Fiend Folio web enhancement (http://www.wizards.com/default.asp?x=dnd/re/20031014a): *ANY* weapon can be made out of kaorti, which gives it a crit multiplier of x4. You need an EWP for a kaorti version of a weapon (even if it is already exotic), but... hey, no problem for Haberdash! Combine with a Keen Elven Courtblade or something similar for a ridiculous crit. Of course, this is a ridiculously exotic weapon, as you need to convince an Evil Outsider to make it for you (or accept the +4 LA to be a Kaorti yourself). My suggestion is that you invest in Knowledge (Planes), and ask your DM for a side quest to get one.

Kusari-Gama: A one handed reach weapon, which is useful for certain builds. The Spinning Sword (see below) is superior, but comes from a more obscure source. DMG.

Lance (http://www.dandwiki.com/wiki/SRD:Lance): Not exotic, but everyone who is proficient should keep one on their mount. You never know when double damage from a charge might come in handy. And like the Kusari-Gama, it's a one handed reach weapon (when you're mounted and use a shield). PHB.

Lasso: Book of Exalted Deeds, p. 34: Using a lasso is a ranged touch attack that imposes a -2 to attack rolls and -4 on Dex (no Save).

Longstaff: Complete Adventurer: If you fight defensively or use Combat Expertise while using this weapon, you canít be flanked. Screw you Rogues!

Mancatcher: Complete Warrior: Gives you a free Grapple attempt when you hit your enemy. Also, as long as your enemy canít reach you, they canít attack you or do anything other then attempt to move or escape from the grapple.

Net (http://www.dandwiki.com/wiki/Net) (PHB): Using a net is a ranged touch attack (maximum range of 10 feet) that imposes a -2 to attack rolls and -4 to Dex, 1/2 movement, and you canít charge or run (no Save).

Orc Shotput: Sword & Fist, p. 71: One of the best thrown weapons in the game: 2d6 damage, 19-20 crit, x3 multiplier. Add some Master Thrower for extra fun.

Pincer Staff: Underdark: Basically a mancatcher that deals more damage.

Razor Net: Dragon Compendium, p. 115: All the hassle of a regular net, and it does 1d6 damage.

Ritiik: Frostburn: If you successfully hit an enemy, the enemy must make a Reflex Save. If it fails, you get a free Trip Attempt. Basically a weaker version of Knock-Down for free.

Scorpion Claws: +4 to Grapple checks. The bonus is unnamed, so it stacks with Improved Grapple. They're also light weapons, so no Power Attack, but yes for TWF. Sandstorm.

Sharktooth Staff: Savage Species: Gives you a free Grapple attempt when you hit your enemy. Unlike the mancatcher or pincer staff, it has no reach. But it deals the best damage. Itís also worth mentioning that they each have size restrictions.

Spiked Chain: PHB: Useful if you have a ton of reach and a potent magic weapon with an AoO build. But most of the time you can just use a glaive and a 5 ft step. If you're really in a pinch, use armor spikes.

Spinning Sword: Secrets of Sarlona, pg 136. Basically a Spiked Chain that you can only use with one hand. Useful if you want to be a sword and board build, or a TWF build.

Sugliin: Frostburn: Does 2d8 damage, but itís a full round action to make 1 attack. But hey, until you get to +6 BAB, this is your weapon of choice for pure damage dealing when youíre already standing next to your enemy.

Whip Dagger: Drow of the Underdark: 15 feet of reach, which might be helpful on occasion. You can also use it with the Whip Climber Skill Trick to do Indiana Jones-ish swinging.

Yuan-Ti Serpent Bow: Secrets of Xen'drik pg 137: A bow with curved blades at the edges. You can use it as a ranged weapon or as a melee weapon interchangeably, and it is a treated as a double weapon for magical enhancements (you enchant the bow part and the blade part separately). Not that useful for Haberdash specifically, but a nifty choice for bow builds that fight in dungeons and other closed in spaces a lot.


Tome of Battle Fun:
A short dip into a martial class or the Martial Study and Martial Stance feats will give you an all day buff and one or more helpful maneuvers as well. Warblade (http://www.wizards.com/default.asp?x=dnd/ex/20060802a&page=2) in particular has a lot of great Int synergy, and Weapon Aptitude ability is very helpful if you want to go into Master Thrower because it allows you to change your Weapon Focus, which allows you to change the weapon your thrown weapon tricks apply to. You can look through all of them legally at the WotC site (http://www.wizards.com/default.asp?x=dnd/we/20061225a) or look at the general tricks/tips/optimization thread here (http://forums.gleemax.com/showthread.php?t=680285). Here are some good options that have modest entry requirements:

Flame's Blessing (Desert Wind Stance): Fire resistance/immunity based on your Tumble ranks. Fire is the most common form of energy damage.

Wind Strike (Desert Wind Boost): +10 base land speed for 1 turn.

Entangling Blade (Devoted Spirit Strike): Use this with a lasso to render most enemies immobile until the end of its next turn.

Thicket of Blades (Devoted Spirit Stance): Any movement (including 5 ft steps, and potentially Tumble depending on your DM) provokes an AoO. Great with various exotic reach weapons.

Insightful Strike (Diamond Mind Strike): Attack with a lasso or mancatcher or something similar, which is a touch attack. Replaces normal weapon damage (nothing) with a Concentration check (which can be ridiculously high with an Item Familiar).

Sapphire Nightmare Blade (Diamond Mind Strike): Yet another way to make your enemy flat footed for Iaijutsu Focus.

Absolute Steel (Iron Heart Stance): +10 base enhancement bonus to speed.

Iron Heart Surge (Iron Heart maneuver): One of the best defenses in the game, this ends any effect with a duration of 1 or more rounds.

Steel Wind (Iron Heart Strike): 2 attacks with 1 Standard action, this is potentially quite useful when combined with Cunning Surge.

Counter Charge (Setting Sun Counter): With Brains Over Brawn and the ability to control your size, this is an easy way for you to prevent any one charge against you.

Giant Killing Stance (Setting Sun Stance): +2 to hit and +4 to damage against bigger enemies. Again, easy to get all of the time if you're going for a tiny buy deadly Iaijutsu Focus + Confound the Big Folk + Collapsing Crescent Fan build.

Step of the Wind (Setting Sun Stance): You ignore penalties incurred by difficult terrain, and bonuses to attacking enemies standing on difficult terrain.

Assassin's Stance (Shadow Hand Stance): +2d6 Sneak Attack. Opens up a lot of other good feat options (http://www.giantitp.com/forums/showthread.php?t=66915), like Craven and Staggering Strike.

Child of Shadow (Shadow Hand Stance): As long as you move 10 feet per round (Magic Rollerskates!) you gain limited concealment (http://www.dandwiki.com/wiki/SRD:Concealment) (20% miss chance), which is always helpful.

Cloak of Deception (Shadow Hand Boost): Invisibility for one round as a Swift Action. Not helpful for Iaijutsu Focus, but a solid defensive choice nonetheless, and helpful if you're in Assassin's Stance.

Dance of the Spider (Shadow Hand Stance): Gives you Spider Climb (http://www.dandwiki.com/wiki/Spider_climb), which may be very handy given the amount of mobility this build has going for it.

Island of Blades (Shadow Hand Stance): Easy flanking. Mostly useful if you have a Rogue in the party, as you can't use this and Assassin's Stance at the same time.

Crushing Weight of the Mountain (Stone Dragon Stance): You gain 2d6 + (1.5*Str) constriction damage. Combine with the Sharktooth Staff for solid low to mid level damage and battlefield control.

Roots of the Mountain (Stone Dragon Stance): A very interesting choice, this stance gives you +10 unnamed bonus to resist bull rush, overrun, trips, and grapple attempts made against you, -10 on Tumble checks, and DR 2/-. The downside is that it ends if you move more then 5 feet for any reason. The upside is that you no longer need to worry about most special attacks against you, and anyone you put into a Grapple with a Mancatcher or Pincer Staff is essentially trapped there indefinitely (since they need to initiate a Grapple check against you in order to get free or move). Combine with Combat Focus + Combat Vigor + Combat Stability (all PHBII) for an additional +8 to resist special attacks, and +4 to Will Saves and Fast Healing 4. My next Knight or Psychic Warrior build is definitely going to pick this up.

Death From Above (Tiger Claw Strike): Yet another way to make your enemy flat footed for Iaijutsu Focus.

Hunter's Sense (Tiger Claw Stance): Gives you the Scent (http://www.dandwiki.com/wiki/Scent) ability, which is useful for tracking and pinpointing the location of invisible enemies (though there are many other low investment means of doing this).

Leaping Dragon Stance (Tiger Claw Stance): +10 enhancement bonus on Jump checks, and all Jump checks are considered running jumps. Useful for certain tricks, and jumping is just fun in general (http://www.giantitp.com/comics/oots0261.html).

Pouncing Charge (Tiger Claw Strike): Combine with any charge combo for some serious damage.

Souring Raptor Strike (Tiger Claw Strike): +4 to hit and 6d6 extra damage for a Standard Action attack is nice.

Wolf Fang Strike (Tiger Claw Strike): Another way to make 2 attacks with a Standard Action.

Battle Leader's Charge (White Raven Strike): You charge, do not provoke attack of opportunity, and deal 10 extra points of damage (which is doubled by a lance).

White Raven Strike (White Raven Strike): Yet another way to make your enemy flat footed for Iaijutsu Focus.

White Raven Tactics (White Raven Boost): As a Swift Action, you move a single ally's Initiative to right after yours. This can potentially give someone another turn if they went before you. HUGELY useful.

Incarnum:

Thanks to Darrin for researching and writing this section:

In a nutshell: Soulmelds are a little like magic items that you shape out of your own life-energy. They are assigned to various chakras, which correspond to the various magic item locations. Each soulmeld has roughly three different power levels:

1) Shaped: You assign it to a body location. You get a basic effect.
2) Infused: You can pump essentia points into it, usually to enhance the basic effect. You can get essentia points from your class, race, or feats.
3) Bound: You bind the soulmeld to a body location, which is the same as wearing a magic item there. In addition to the basic effect, you get a more powerful effect.

A Chameleon can enjoy all the basic effects just by taking the Shape Soulmeld feat for a day. 8 hours of rest + 1 hour to shape soulmelds, and once shaped, the soulmeld is pretty much permanent until unshaped or dispelled. There are 10 chakras/body locations, and the maximum number of soulmelds he can shape at one time is determed by his Con score minus 10, so a Con of 20 means he can load up all 10 of his chakras.

Recommended race: Lesser Tiefling: +2 Int, +2 Dex, -2 Cha. Add the Arctic template for +2 Con/-2 Cha, add Dragonborn of Bahumant for +2 Con/-2 Dex. Stats: +2 Int, +4 Con, -4 Cha. Also, Grey Elf or Fire Elf would work just as well, and the latter has the added irony of an arctic template on a fire race.

Soulmelds

I went through all the basic soulmeld abilities and looked at the various chakras... this is an off-the-cuff eyeball stab at it, sort of in order of least chakras to greater chakras:

1) Crown (hat): Threefold Mask of the Chimera. While shaped, you can't be flanked. The nice thing here is unlike Improved Uncanny Dodge, there's no exception for high-level rogues.

2) Feet (boots): Thunderstep Boots. If you charge and hit with an attack, adds 1d4 sonic damage (no save). For each point of essentia invested, add +1d4 damage. Best for charger builds, otherwise consider Airsept Sandals (fly 10' but must end movement on solid ground) or Acrobat Boots (+2 to balance, escape artist, jump, tumble).

3) Hands (gloves): Lucky Dice. As a swift action, add +1 luck bonus to: attack/damage, saves, or skill/attribute checks. A bit of an oddity here, but you also roll 2d6, and if it comes up 7, the +1 bonus applies to all three options.

4) Arms (bracers): Bloodwar Gauntlets. +1 morale bonus on attacks. If you can pump essentia into it, each point gives you +1 morale bonus on damage. Kinda nickle-and-dime stuff here, but some other options: Bluesteel Bracers (+2 Init), Girallon Arms (+2 grapple), or Mauling Gauntlets (+2 Str checks).

5) Brow (goggles): Mage's Spectacles. +4 insight bonus to decipher script, spellcraft, and... wait for it... wait for it... use magic device. If your factotum has them already maxed out, try Planar Chasuble for <energy> resistance 10, based on your alignment.

6) Shoulders (cloak): Adamant Poultrons. Light fortification, 25% chance to ignore crits. If you're going all-sneaky-type, Kruthik Claws, +4 competence bonus on hide and move silently.

7) Throat (necklace): Planar Ward. Blocks mental control effects, such as magic jar, enchantment (charm) or enchantment (compulsion). It's not quite as perfect as the various protection from <blank> spells, but useful. Another option would be the Necrocarnum Mantle, for immunity to disease.

8) Waist (belt): Strongheart Vest. You've probably heard about this one from a Hellfire Warlock build, but even without Hellfire Blast it's just darned useful. Reduces any ability damage you take by 1 point. If you don't want to go that completely cheesy: Flame Cincture (fire resist 10), Necrocarnum Vest (cold resist 5), or Wormtail Belt (+2 natural armor).

Now, the Heart and Soul chakras are normally only available to high-level Incarnates, which is the only class that can *bind* soulmelds to these two chakras. However, nothing in the book says you can't shape a soulmeld on those locations. So we can add:

9) Heart (vest): Blink Shirt. Teleport 10' (as dimension door) as a standard action. You can't take any other actions until your next turn (including immediate, I think), but a good "get out of grapple free" card. You can also pump up the range by investing essentia, +10' per point. If that doesn't impress you, you can put the Strongheart Vest here.

10) Soul (robe/armor): For such a rare chakra, most of the basic soulmelds are pretty "meh". For someone smacking around things with exotic weapons, I gues I'd recommend Incarnate Avatar. However, unlike most soulmelds, you *have* to invest essentia into it to get any basic ability, and the benefit depends on your alignment: Chaotic = +1 insight bonus on ranged attacks per essentia, Evil = +2 insight bonus on damage per essentia, Good = +1 insight bonus to AC per essentia, and Lawful = +1 insight bonus to attack per essentia. If you don't want to bother with essentia, then stick the Planar Chasuble here, or try the Necrocarnum Shroud: +1 profane bonus to attack/damage for 1 round whenever any creature adjacent to you takes damage.

I've also been informed that Vestiges are an easy way to gain useful powers. However, I don't own Tome of Magic, so I can't comment on it intelligently. If you do and your DM allows it, the Consolidated Binder Handbook (http://forums.gleemax.com/showthread.php?t=784085) should tell you everything you need to know. Most notably, The Triad vestige (from a WotC Mind's Eye article (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)) grants proficiency in "all simple, martial, and exotic weapons." So Binder 12 (or the equivalent combination using prestige classes and the Improved Binder feat) substitutes for Master of Masks.

Haberdash will not be able to do all of the combos Iíve laid out. You have a limited number of Skill Tricks that you can take, and limited resources for equipment. Furthermore, most DMs wonít allow every possible supplement. And some DMs wonít allow overpowered uses of some rules, even if theyíre core. I get this.

Haberdash is basically a buffet style build that allows you to choose whatever elements fit into your campaign. Heís also potentially a great BBEG to throw at your PCs, because he has many potential screw-but-not-kill combos, and the whole Master of Masks/Disguise thing going to drive an interesting plot.

Please post any and all ideas, tweaks, opinions, etc. In particular, Iíd like to hear if I missed any useful exotic weapons or low cost combos (ie, not involving more then one or two feats, items, spells, or powers) which might be of help. I also haven't settled on the best race to use, what feats to finish the build with, or found a good pic of a masked gladiator carrying many weapons.

Stupendous_Man
2008-08-21, 04:30 PM
cast the bard spell improvisation to get 1/2 caster level as bonus to skills

Saph
2008-08-21, 04:33 PM
Wow. Is there a single 3.5 book that you don't use in that build?

It looks like it could be a lot of fun to play, but your character sheet would be longer than some sourcebooks. :P

- Saph

Dr Bwaa
2008-08-21, 06:43 PM
I love the mental image of this guy, walking around with six or eight exotic reach weapons strapped to him, a gigantic composite bow and whips and god knows what all else, doing the most ludicrous cartwheels and gratuitous gymnastics that clearly defy each and every law of physics in turn, and Quick Drawing a new weapon every six seconds! Very entertaining.

Chronos
2008-08-21, 07:28 PM
If you make it up to ECL 11, one level of Exemplar (Complete Adventurer) will give you +4 to one Skill...Be advised: The Skill Artistry bonus is a competence bonus, which is the most common type of bonus to a skill. So it likely won't stack with any other bonuses you might have. In other words, pick a skill for it that you can't easily get other bonuses for.

Since you have so many uses for Skill Tricks, you might want to consider one of the Trickster PrCs from Complete Scoundrel. The bonus tricks you gain don't count against the half-character-level limit, and +2 levels of an existing class can be useful (I recommend advancing something that doesn't have good skills, since Uncanny Trickster gives you a full 8+Int per level from a broad list).

Overall, I like it. It looks like it'd be very fun to play, and with so many options, even you won't know what you're going to pull off next.

Occasional Sage
2008-08-21, 08:13 PM
A small thing: isn't OA 3.0, not 3.5? That's my recollection, which makes Iaijutsu non-compatible.

Neon Knight
2008-08-21, 08:57 PM
A small thing: isn't OA 3.0, not 3.5? That's my recollection, which makes Iaijutsu non-compatible.

I believe you can use 3.0 stuff so long as it wasn't reprinted elsewhere. Whether this is the case for Iaijutsu, I do not know.

Occasional Sage
2008-08-21, 09:16 PM
I believe you can use 3.0 stuff so long as it wasn't reprinted elsewhere. Whether this is the case for Iaijutsu, I do not know.

Hmm... I thought 3.5 was assumed to be 3.0-compatible, but not the other way around. Maybe I'm backwards?

ocato
2008-08-21, 09:19 PM
Seems like if you're going to charge on a mount, you might as well try to sneak spirited charge in there somewhere.

Occasional Sage
2008-08-21, 09:21 PM
Seems like if you're going to charge on a mount, you might as well try to sneak spirited charge in there somewhere.

The idea of sneaking up on somebody with a long pointy stick while riding an animal heavy enough that it shakes the ground is, frankly, fabulous.

By the way OP I didn't say this before and I suck for that, but: this build is CRAZY COOL!

shadow_archmagi
2008-08-21, 09:51 PM
This build is awesome. I could never use it as a villian because then it'd be destined to lose because I've run too many "ha ha, everybody wins because of my suprisingly unevil plan" villians already.

Thurbane
2008-08-21, 10:05 PM
Have you considered the feats from ToM that allow you to gain some powers from Vestiges?

Also, for exotic weapon, don't forget that "broken" greathammer that the Greathorn Minotaur gets in MMIV (19-20/x4 crit, from memory).

BobVosh
2008-08-22, 12:41 AM
I could never use this build simple cuz I would end up chuckling over and over to myself say "Yes...yes I could do that...or this..." until the group rises up against me.

Plus all my DMs think factotum is broken. Which I really can't argue too much with.

Also I would need flash cards to remind me what I can do.

Darrin
2008-08-22, 08:19 AM
A small thing: isn't OA 3.0, not 3.5? That's my recollection, which makes Iaijutsu non-compatible.

OA was "updated" in one of the Dragon magazines. (Which is to say, they didn't really fix or change anything). Most 3.0 material is still compatible with 3.x, unless it's been updated by a new sourcebook. It boils down to a judgement call by the DM, but then, so does everything else in the game.

What this build really needs is Drunken Master: absolutely anything you could pick up becomes a weapon, and no improvised or non-proficient penalty. Unfortunately you pretty much have to suffer through two levels of monk to get it.

Add Bloodstorm Blade on top of that, though, and not only does everything in the room suddenly become a weapon, but it becomes a throwing and returning weapon that you can make ranged melee attacks with (here, let me Power Attack with this couch and dinette set).

Weapons you might want to add:

Collapsing Crescent Fan (Sandstorm, p. 96): +4 to attack any flat-footed foe. Combine with Blurstrike or Confound the Big Folk and Alter Self/Reduce Person to render most foes flat-footed. Not quite as effective as Iajutsu Focus + gnome quickrazor, though.

Orc Shotput (Sword & Fist, p. 71): One of the best thrown weapons in the game: 2d6 damage, 19-20 crit, x3 multiplier. Add some Master Thrower for extra fun.

Razor Net (Dragon Compendium, p. 115): all the hassle of a regular net, and it does 1d6 damage.

Oh, and can't forget the infamous Braid Blade (Dungeon 120): 1d3, 18-20, x2. On a full attack, allows you to make an extra attack at -5, or -2 if you have 5 ranks of Tumble. There's also nothing in the description that explicitly forbids multiple Braid Blades (beyond common sense, that is).

Person_Man
2008-08-22, 10:02 AM
RE: Iajutsu Focus being 3.0:
Yes, it is 3.0. When 3.5 came out, WotC made a big deal about saying repeatedly that everything in 3.0 will be updated, and that if its not updated, it could be included in 3.5 games anyway. Oriental Adventures was updated (http://www.wizards.com/default.asp?x=dnd/er/20040125a) in 2006. Iajutsu Focus wasn't touched. Thus its safe to assume it can be used. As a side note, 1 out of my 3 regular-ish DMs uses 3.0, and I've seen it used at conventions as well as recently as last year. So there are definitely some DMs who use it. But I completely accept that most DMs won't allow it, which is why Haberdash has other options.

RE: Factotum = Overpowered
The thing about this build, and any build really, is that its only overpowered if you abuse it. If other people in your party don't use full casters, then don't use Alter Self and Polymorph. If they don't use Leap Attack, then don't use Iajutsu Focus or the debuff and kill combo. If they don't use attack of opportunity builds, then don't use a Familiar or Hustle. You can have a great time with this build using nothing but Skills and funny weapons. Even the Druid can be played in a very weak fashion - just Wildshape into a rabbit and memorize utility spells. 3.5 is about options. If you want balance, play 4th ed.

Stupendous_Man: What book is Improvisation from? I haven't seen it.

Chronos: Thanks for the heads up on the Exemplar and the Tricksters.

Thurbane: Thanks for the info on the greathammer. However, I have to confess that I know nothing about Tome of Magic or Vestiges. I'd be happy to consider them for this build if you could explain them.

Darrin: Thanks a ton for the additions. The only thing I disagree with is Drunken Master - drinking reduces your Int, which screws your Factotum abilities. And the improvised weapons will be a lot less useful then the exotic weapons you can already use. It would be hilarious to play though.

Arbitrarity
2008-08-22, 10:21 AM
Improvisation was first in complete adventurer, level 5 bard spell. Now it's level 1 bard spell, as of Spell Compendium printing. To cast it, you need bard or chameleon, most likely.

Chronos
2008-08-22, 01:17 PM
Thurbane: Thanks for the info on the greathammer. However, I have to confess that I know nothing about Tome of Magic or Vestiges. I'd be happy to consider them for this build if you could explain them.Short version: A binder gets special abilities from entities called vestiges, which are sort of on the edge between existing and not-existing. Each day, a binder makes a pact to bind a vestige, and can choose a different one each day. You're guaranteed to bind a vestige, but have a chance based on level, Charisma, and the difficulty of the vestige that you'll make a bad pact, which means that the vestige causes you to act in particular ways (becoming overly talkative, refusing spells from clerics of particular deities, etc.). Each vestige comes with a package of abilities: While you have a particular vestige bound, you can use the abilities that come with it. Most vestige abilities are either continuous, or can each be used once ever 5 rounds. At higher levels, you gain access to more powerful vestiges, and can have more vestiges bound at once (eventually up to 4).

There's a feat called Bind Vestige that lets characters of other classes get in on the action. By itself, the feat lets you bind a single vestige (chosen when you make the binding, and so can be different every day) as if you were a 1st-level binder (so you only get access to the weakest vestiges), and get a single pre-determined ability from that vestige (there's a table that tells you which ability each vestige grants). A second feat called Improved Bind Vestige lets you count as a fifth-level binder (so you can get slightly more powerful vestiges), and another feat called Practiced Binding lets you get two powers from a vestige, not just one (again, they're predetermined and listed on a table).

Long story short, taking the feat Bind Vestige can give you a variety of abilities, of which you choose one every day.

Darrin
2008-08-22, 03:39 PM
The only thing I disagree with is Drunken Master - drinking reduces your Int, which screws your Factotum abilities. And the improvised weapons will be a lot less useful then the exotic weapons you can already use. It would be hilarious to play though.

Then be the designated driver... I wasn't even thinking about the drinking. Never been a big fan of abilities that muck around with your Con score. I was only thinking of using the improvised weapons. But yeah, the damage is a bit sub-par. Although the worst part of Drunken Master has got to be taking at least two levels of monk.

It'd be worth it to smack around a BBEG with his own scenery. What, never killed a man with his own shoe before? Death by bedpan? Hmm... I wonder, what's the funniest equipment/item you could kill someone with? Rod of Resurrection, maybe?

I'm still liking the Drunken Master/Bloodstorm Blade thing... I'll have to see if I can put together a build that works, and spring it on my players as a throw-away bad guy.

ocato
2008-08-22, 03:47 PM
I'm still liking the Drunken Master/Bloodstorm Blade thing... I'll have to see if I can put together a build that works, and spring it on my players as a throw-away bad guy.

That is a fairly popular trend among chicken-infested commoner builds, actually. Grab some bard levels, draconic inspiration, and you are chucking flaming/exploding chickens at high speeds.

Dr Bwaa
2008-08-22, 04:23 PM
I'm thinking this build could use a few levels of Chameleon. Not necessarily because it's needed, but stylistically it certainly fits in well.

shadow_archmagi
2008-08-22, 06:00 PM
All this talk of everything-is-projectile gives me an idea...

Alternate Character Concept: The butler. High bluff, sense motive, diplomacy, and in combat he wields a tea set.

Thurbane
2008-08-22, 08:03 PM
Thurbane: Thanks for the info on the greathammer. However, I have to confess that I know nothing about Tome of Magic or Vestiges. I'd be happy to consider them for this build if you could explain them.
Now I have my books in front of me:

Greathammer 1d12 19-20/x4 30lb. bludgeoning
+2 bonus on sundering a weapon or shield

As for the vestige feats:

Bind Vestige allows you to bind a low level vestige and gain a single power while you have it bound. These include: Darkvision, Ruinous attack, Hide bonus, Naberius's skills and Feather fall.

Improved Bind Vestige allows you to bind higher level vestiges which grant the following powers: Sense trickery, Mad soul, Aura of sadness, Immunity to transformation, Karsus's senses, Poison use, Paimon's skills and Call armor.

Practiced Binder allows you to get a second power from the vestige you have bound. These include: Ram attack, See the unseen, Resistance to fire, Natural armor, Water breathing, Weapon proficiency, Heavy magic, Bird's eye viewing, Silver tongue, uncanny dodge, Sprint and Savnok's armor.

For more info on binders and vestiges, check out the Consolidated Binder Handbook (http://forums.gleemax.com/showthread.php?t=784085).

Flickerdart
2008-08-22, 08:48 PM
I'm thinking this build could use a few levels of Chameleon. Not necessarily because it's needed, but stylistically it certainly fits in well.
I was going to say that, but Chameleon doesn't really offer anything that this guy can't already do.

Thurbane
2008-08-22, 09:06 PM
Just a question: would the Factotum qualify for the Obtain Familiar feat?

Arcane Dilettante gives spell-like abilities, would it qualify as arcane caster levels?

Chronos
2008-08-22, 09:31 PM
Factotum has an arcane caster level, so yes, he can (and should) get a familiar.

A thought: How about pulling that gladiator mask trick with wizard or monk as the base class? That way, you could have a character who's proficient in all martial and exotic weapons, but not simple ones.

Person_Man
2008-08-22, 09:36 PM
I'm still liking the Drunken Master/Bloodstorm Blade thing... I'll have to see if I can put together a build that works, and spring it on my players as a throw-away bad guy.

If you come up with that build, please post it here. It sounds like its made of awesome.


Just a question: would the Factotum qualify for the Obtain Familiar feat?

Arcane Dilettante gives spell-like abilities, would it qualify as arcane caster levels?

Obtain Familiar requires "Arcane Caster Level 3rd." Arcane Dilettante gives you an arcane caster level, just as Warlocks have an arcane caster level and can use certain PrC that require an arcane caster level, and not "the ability to cast Xth level spells." Arcane Dilettante also specifically allows you to apply metamagic feats to it.

But I'll admit that its in a questionable realm, and hopefully Lord Silvanos will read this thread and tell me all of the incorrect rules in my build. My DM has allowed a Factotum to use a familiar (they get much less out of it then any other arcane caster) but your mileage may vary.

If your DM disallows the familiar but you really want one as part of your build, you could always go with a Whatever 5/Master of Masks 1/Chameleon X - giving up Iajutsu Focus and Cunning Surge for better spells, and whatever else you could swing from your first five levels.



As for the vestige feats...

For more info on binders and vestiges, check out the Consolidated Binder Handbook (http://forums.gleemax.com/showthread.php?t=784085).

Thanks for the info. I'll definitely look into it and try to add to the main post once I understand what might be useful.

You could always go Factotum 8/Master of Masks 1/ToB class X/ToM class Y, and have maneuvers, stances, and vestiges mixed in with Alter Self and your Skill Trick and Exotic Weapon craziness. Lots of possibilities.

Again, thanks to everyone for ideas. Please keep them coming.

Scaboroth
2008-10-13, 04:04 AM
As long as you're throwing in everything and the kitchen sink, you should include Incarnum effects to your arsenal. Mechanically it's rather similar to the description you've already been given of binding; it's a class ability that grants you a set of abilities usable at-will or at intervals throughout the day. You gain acces to multiple skill/ability sets as you go up in levels. The abilities are all over the place in function, from attacks to skills to mimicing the powers of some magic items. And, like binding, if you just invest a feat or two in Incarnum use, then you get a limited pick from some pretty random choices.
Of course by now in the build, Haberdash has got to be very feat-starved. What is the best way to get extra bonus feat(s)?

BobVosh
2008-10-13, 04:40 AM
Flaws.

Cutting really close to thread necromancy. Why were you like 10 pages in?

He doesn't really have levels to spare.

Chronos
2008-10-13, 11:44 AM
Of course by now in the build, Haberdash has got to be very feat-starved. What is the best way to get extra bonus feat(s)?The absolute best way to pick up soulmelds, if your DM will allow it (and I won't blame him if he doesn't) is through Chameleon. Pick up Shape Soulmeld with your changeable feat, and shape a soulmeld. Soulmelds stay shaped indefinitely, until you deliberately unshape them (or until someone else forces them to unshape, but that's not too common), so you keep the soulmeld even after you've changed your bonus feat the next day. Repeat until you have a soulmeld shaped on every body slot.

As a further thought, since we're dipping Master of Masks anyway, are there any other masks that would be good to have?

Flashlight
2008-10-13, 12:31 PM
The archmage mask adds +2 to your arcane caster level. Nice for buffing.

Person_Man
2008-10-13, 12:31 PM
As long as you're throwing in everything and the kitchen sink, you should include Incarnum effects to your arsenal. Mechanically it's rather similar to the description you've already been given of binding; it's a class ability that grants you a set of abilities usable at-will or at intervals throughout the day. You gain acces to multiple skill/ability sets as you go up in levels. The abilities are all over the place in function, from attacks to skills to mimicing the powers of some magic items. And, like binding, if you just invest a feat or two in Incarnum use, then you get a limited pick from some pretty random choices.
Of course by now in the build, Haberdash has got to be very feat-starved. What is the best way to get extra bonus feat(s)?

I agree. Unfortunately, even after reading through the various online guides, I can't honestly say that I understand Incarnum well enough to render an opinion as to what would be the best for Haberdash to take. If someone else wants to do a mini-guide for him, I'd be happy to spoiler it and include it in the main post.



Cutting really close to thread necromancy. Why were you like 10 pages in?

He's a new poster. He must have picked up on the link from another thread.

If a Mod feels that the thread is bordering on undead and needs to shut it down, I won't complain. But I don't really see a reason for it.


The absolute best way to pick up soulmelds, if your DM will allow it (and I won't blame him if he doesn't) is through Chameleon. Pick up Shape Soulmeld with your changeable feat, and shape a soulmeld. Soulmelds stay shaped indefinitely, until you deliberately unshape them (or until someone else forces them to unshape, but that's not too common), so you keep the soulmeld even after you've changed your bonus feat the next day. Repeat until you have a soulmeld shaped on every body slot.

Now that is a freaking excellent idea. You could easily go Factotum/MoM/Chameleon with this build. Giving up Factotum abilities for Chameleon ones is definitely viable at ECL 15ish or lower. Above that though, you're much better off with a strait Factotum 19/MoM 1.


As a further thought, since we're dipping Master of Masks anyway, are there any other masks that would be good to have?

Well, the Assassin Mask gives you Sneak Attack. With Craven and whatnot it would be a viable choice. But wearing it means you can't use the Gladiator Mask, where most of your combos are derived from.

Faceless is a good mask to just walk around in when you're not in combat. +5 to resist mind affecting effects, minor spell resistance against scrying, and a Neutral alignment. The other good option is archmage, which adds +2 to your arcane caster level (up to your character level). Since you can already cast, this might be your best option, especially if you go with Chameleon.

High Priest gives you Protection From Evil, which protects you from most enchantment and summon effects. Always useful to have in your pocket just in case, though you could just as easily do so with a Wand. Lich gives you Cold Resistance. Lord gives you a minor social Skill bump.

Sadly though, it's really not a playable PrC beyond the one level dip unless you're in a low power game.

Darrin
2008-10-23, 10:19 AM
I have a couple more things to add to Haberdash.

First, kaorti weapons. *ANY* weapon on Haberdash's list can be made out of kaorti instead, which gives it a crit multiplier of x4. You need an EWP for a kaorti version of a weapon (even if it is already exotic), but... hey, no problem for Haberdash! Kaorti weapons (such as the ribbon dagger) are detailed in the Fiend Folio, p. 110, and the costs for making them are available on the WotC website:

http://www.wizards.com/default.asp?x=dnd/re/20031014a

My recommendation for best kaorti weapon: Elven Courtblade, which oddly enough isn't listed yet. 18-20 crit range, two-handed for PA/ST/Leap Attack nonsense, but it's also finessable. Add keen or improved crit and you get x4 crits on a 15-20 range. Hmm, any reason we're not adding three levels of Swashbuckler on top of Factotum so we can put that Int bonus on damage?


I agree. Unfortunately, even after reading through the various online guides, I can't honestly say that I understand Incarnum well enough to render an opinion as to what would be the best for Haberdash to take. If someone else wants to do a mini-guide for him, I'd be happy to spoiler it and include it in the main post.


In a nutshell: Soulmelds are a little like magic items that you shape out of your own life-energy. They are assigned to various chakras, which correspond to the various magic item locations. Each soulmeld has roughly three different power levels:

1) Shaped: You assign it to a body location. You get a basic effect.
2) Invested: You can pump essentia points into it, usually to enhance the basic effect. You can get essentia points from your class, race, or feats.
3) Bound: You bind the soulmeld to a body location, which is the same as wearing a magic item there. In addition to the basic effect, you get a more powerful effect.

A Chameleon can enjoy all the basic effects just by taking the Shape Soulmeld feat for a day. 8 hours of rest + 1 hour to shape soulmelds, and once shaped, the soulmeld is pretty much permanent until unshaped or dispelled. There are 10 chakras/body locations, and the maximum number of soulmelds he can shape at one time is determed by his Con score minus 10, so a Con of 20 means he can load up all 10 of his chakras.

Recommended race: Lesser Tiefling: +2 Int, +2 Dex, -2 Cha. Add the Arctic template for +2 Con/-2 Cha, add Dragonborn of Bahumant for +2 Con/-2 Dex. Stats: +2 Int, +4 Con, -4 Cha. Also, Grey Elf or Fire Elf would work just as well, and the latter has the added irony of an arctic template on a fire race.

Soulmelds

I went through all the basic soulmeld abilities and looked at the various chakras... this is an off-the-cuff eyeball stab at it, sort of in order of least chakras to greater chakras:

1) Crown (hat): Threefold Mask of the Chimera. While shaped, you can't be flanked. The nice thing here is unlike Improved Uncanny Dodge, there's no exception for high-level rogues.

2) Feet (boots): Thunderstep Boots. If you charge and hit with an attack, adds 1d4 sonic damage (no save). For each point of essentia invested, add +1d4 damage. Best for charger builds, otherwise consider Airsept Sandals (fly 10' but must end movement on solid ground) or Acrobat Boots (+2 to balance, escape artist, jump, tumble).

3) Hands (gloves): Lucky Dice. As a swift action, add +1 luck bonus to: attack/damage, saves, or skill/attribute checks. A bit of an oddity here, but you also roll 2d6, and if it comes up 7, the +1 bonus applies to all three options.

4) Arms (bracers): Bloodwar Gauntlets. +1 morale bonus on attacks. If you can pump essentia into it, each point gives you +1 morale bonus on damage. Kinda nickle-and-dime stuff here, but some other options: Bluesteel Bracers (+2 Init), Girallon Arms (+2 grapple), or Mauling Gauntlets (+2 Str checks).

5) Brow (goggles): Mage's Spectacles. +4 insight bonus to decipher script, spellcraft, and... wait for it... wait for it... use magic device. If your factotum has them already maxed out, try Planar Chasuble for <energy> resistance 10, based on your alignment.

6) Shoulders (cloak): Adamant Poultrons. Light fortification, 25% chance to ignore crits. If you're going all-sneaky-type, Kruthik Claws, +4 competence bonus on hide and move silently.

7) Throat (necklace): Planar Ward. Blocks mental control effects, such as magic jar, enchantment (charm) or enchantment (compulsion). It's not quite as perfect as the various protection from <blank> spells, but useful. Another option would be the Necrocarnum Mantle, for immunity to disease.

8) Waist (belt): Strongheart Vest. You've probably heard about this one from a Hellfire Warlock build, but even without Hellfire Blast it's just darned useful. Reduces any ability damage you take by 1 point. If you don't want to go that completely cheesy: Flame Cincture (fire resist 10), Necrocarnum Vest (cold resist 5), or Wormtail Belt (+2 natural armor).

Now, the Heart and Soul chakras are normally only available to high-level Incarnates, which is the only class that can *bind* soulmelds to these two chakras. However, nothing in the book says you can't shape a soulmeld on those locations. So we can add:

9) Heart (vest): Blink Shirt. Teleport 10' (as dimension door) as a standard action. You can't take any other actions until your next turn (including immediate, I think), but a good "get out of grapple free" card. You can also pump up the range by investing essentia, +10' per point. If that doesn't impress you, you can put the Strongheart Vest here.

10) Soul (robe/armor): For such a rare chakra, most of the basic soulmelds are pretty "meh". For someone smacking around things with exotic weapons, I gues I'd recommend Incarnate Avatar. However, unlike most soulmelds, you *have* to invest essentia into it to get any basic ability, and the benefit depends on your alignment: Chaotic = +1 insight bonus on ranged attacks per essentia, Evil = +2 insight bonus on damage per essentia, Good = +1 insight bonus to AC per essentia, and Lawful = +1 insight bonus to attack per essentia. If you don't want to bother with essentia, then stick the Planar Chasuble here, or try the Necrocarnum Shroud: +1 profane bonus to attack/damage for 1 round whenever any creature adjacent to you takes damage.

Person_Man
2008-10-24, 09:23 AM
Holy crud, thanks for the hugely useful update Darrin. The Kaorti Courtblade idea in particular is very potent, and you sketched out some great ideas for Incarnum. Thanks.


Hmm, any reason we're not adding three levels of Swashbuckler on top of Factotum so we can put that Int bonus on damage?

Getting free Weapon Finesse and Int to damage would certainly synergize well with this build. Something like Factotum 3/Swash 3/Master of Masks 1 with a good variety of weapons would be ridiculous at that ECL. With Iajutsu Focus, Quick Draw, TWF, and the right combination of ridiculous exotic weapons, you'd have great battlefield control and damage output, plus respectable Skills. But for a long term and/or higher level campaign, I think that higher level Factotum abilities and spells would be more powerful and useful then a free feat and a damage bump.

SilentNight
2008-10-27, 11:48 PM
Oh. My. God. This. Is. Awesome. Simply amazing, I love this.

Darrin
2008-11-10, 11:39 AM
One last thing to add to Haberdash... stumbled on this while looking through Magic of Faerun: Heavy Weapons, p. 179.

When a weapon is made from a heavy material such as gold or platinum, increases the damage up a step... essentially turns any martial weapon into something like a bastard sword: slightly more damage, but you need an EWP to wield it with the usual number of hands without taking a -4 penalty.

For most weapons, this barely increases the average damage by 1. However, for 1d8 or 1d12 weapons, the average damage kicks up about 2.5 points.

The table doesn't cover anything larger than 1d12... so this leaves out the Flindbar (2d4), Jovar and Orc Shotput (2d6). Perfect for a Greathammer, and turns an ordinary longsword into a one-handed greatsword. Lance damage also goes up to 2d6. Even better than a lance or longsword, however:

Heavy Elven Thinblade. 2d6 damage, 18-20 x2 crit. Can't finesse it anymore, but everything a greatsword can do, plus one-handed and better crit range. (Heavy Great Scimitar, Sandstorm p. 96, has similar stats.)

Also interesting:

Heavy Two-bladed Sword. 2d6/2d6 damage, 19-20 x2 crit. Orc double-axes and dire flails would also work here, with sightly different crit stats. The laughable gyrspike also could be tossed in with this group.

Heavy Hydraflail. 2d6 damage, x3 crit. +4 disarm. One-handed. Dragon Compendium, p. 111.

Heavy Great Falchion. 2d8 damage, 18-20 x2 crit. Sandstorm p. 96.

Heavy Warmace. 2d8 damage, x2 crit. One-handed. Complete Warrior, p. 154. This does ding up your AC a smidge, but why not go the full monty here and pick up TWF with Oversize TWF. Sure, -2 to AC, but that's 2d8 damage in each hand before you Pounce/Power Attack/Leap Attack/Shock Trooper.

Start with a Powerful Build race, and a whole bunch of 1d6 weapons move up to 1d8... such as the kama (monk weapon), kusari gama (DMG), dwarven buckler-axe (CWar), annulat (Planar), and collapsing crescent fan (Sand).

And here's another scary thought... Monkey Grip + Heavy Weapon might actually be worth it.

Thurbane
2008-11-10, 11:35 PM
How about throwing in a pair of Strongarm Bracers, for large, heavy weapons?

Fizban
2008-11-11, 05:30 AM
Here's a useful little bit of equipment: Wand of Heroics.

Heroics is a little spell from the Spell Compendium (originally Complete Adventurer I think) that gives you any feat on the fighter bonus list for 10 min/level. You can use magic to meet feat and prestige class requirements: I think the example was gloves of dex or a ring of evaison, but in this case you could use Heroics to climb up any feat chain that you can meet the non-feat requirements for, and you can beat out the ability requirements with other buff spells. A 4,500gp wand could give you up to 50 fighter feats for 25 minutes (30 minutes-5 to use the wand up). Used more conservatively, how about a feat chain and a half (5 feats worth) for 450gp a fight?

Wraithstike is pure awesome, but keeping a wand in hand can be a hassle: make sure all your big weapons are wand chambered and keep a partial wand in any you think you'll need a Wraithstrike for. Alternatively, Spiked Gauntlets are listed on the weapon tables, and don't count as unarmed strikes: chamber it and fill it with touch attack goodness! (Of course, this could backfire if your DM counters by pointing out that if it's a weapon it's not a normal gauntlet, and you can't use anything else in that hand. You can counter with a Claw Bracer [exotic weapon, multiple books], which specifically says that it leaves your hand open, but by this point I'm just splitting hairs.... I wonder if I could wand chamber a Gnomish Quickrazor...)

Edit: AHA! Finally found where wand chambers were from: Dungeonscape. Exact entry says you need a 6" handle or hilt, so that'll eliminate the gauntlets and bracers, but a Buckler is a type of shield, it specifically doesn't fill your hand, and Wraithstrike will more than compensate for the -1 to attack from the buckler. While I'm at it, I'll recommend oil chambers too. I don't know all what useful effects there are out there, but converting a standard to swift action is an advantage, and that's what the guy's all about.


I love the mental image of this guy, walking around with six or eight exotic reach weapons strapped to him, a gigantic composite bow and whips and god knows what all else, doing the most ludicrous cartwheels and gratuitous gymnastics that clearly defy each and every law of physics in turn, and Quick Drawing a new weapon every six seconds! Very entertaining.
Now his weapons are all solid gold, with blades full of sloshing mercury, hollow hilts, and high pressure storage bottles strapped to the sides.

Re: throwing flour on invisible creatures. Dungeonscape also addresses this, treating it as a splash weapon that reduces them from full to normal concealment, which can be negated by a full round action, among other things. I'd say it's quite worth it if you can pinpoint them without slowing down, since you can toss the flour on them as part of a full attack with your last attack (so as not to waste the higher bonuses), or the first (to reduce miss chance for the rest).

Thurbane
2008-11-11, 07:33 AM
Wow, just looked up Heroics in the SC (p. 113) - how the **** have I not noticed this spell before? Awesome! :smallbiggrin:

Question though - would multiple castings give the target multiple feats, or would it not "stack" with itself this way?

Flashlight
2008-11-11, 01:43 PM
Question though - would multiple castings give the target multiple feats, or would it not "stack" with itself this way?

I'm pretty sure they wouldn't stack. Otherwise, it also could be possible to cast multiple Bull's Strenght on a Fighter to make him equal to a cloud giant.

Which armor would Haberdash wear?
Factotum spells don't provoke ACF, so why not take two levels in Chameleon for the bonus feat and the armor proficiencies, then wear some Mithril Full Plate with enhancements I don't know that reduce armor penalty.

Fizban
2008-11-11, 05:50 PM
Why wouldn't they stack? It's just like multiple castings of Energy Resistance for different types of energy: you're granting a different bonus each time, therefore there's no overlap. It's not actually that bad if you're casting it each day, only 10 min/level and unless you drop all your slots into it you won't get much out. The wand is what makes it crazy.

Thurbane
2008-11-12, 02:54 AM
Good point.

So, in theory, you have a Wand of Heroics, Wand of Fox's Cunning, Wand of Cat's Grace - you could pump up a characters Int and Dex to 13+, then pile on Dodge, Mobility, Spring Attack, Combat Expertise and Whirlwind Attack. The FC and CG would only last 3 minutes, though...

Flashlight
2008-11-12, 08:36 AM
Sorry to interrupt those wet dreams.

"Same Effect with Differing Results
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts."

Link (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#stackingEffects)

So except it's specifically noted that they stack in the spell description (which isn't the case of Heroics or Resist Elements), only the last spell cast is in effect.

Edit: A mithral Full Plate has an armor penalty of -3. Any idea how to reduce that?

SilentNight
2008-11-12, 09:42 AM
There's a masterwork trait in dragon magazine, issue 358 I think basically it has a bunch of stuff that makes masterwork weapons more masterwork, that reduces armor check penalty by one. As far as the last two points I think you're going to need a class ability sadly.

Fishy
2008-11-12, 09:45 AM
Oooh. I know the Pincer Staff is probably a million times better, but I really want to try using the Swift Escape/Escape Attack combo with Illithid Heritage and Illithid Grapple. For beating people to death with your tongue.

Thurbane
2008-11-13, 03:52 AM
Edit: A mithral Full Plate has an armor penalty of -3. Any idea how to reduce that?
Levels in Dread Commando (http://www.wizards.com/default.asp?x=dnd/iw/20050407b&page=6) will get you Armored Ease (Ex).

Fizban
2008-11-13, 12:40 PM
Sorry to interrupt those wet dreams.

"Same Effect with Differing Results
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts."

Link (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#stackingEffects)

So except it's specifically noted that they stack in the spell description (which isn't the case of Heroics or Resist Elements), only the last spell cast is in effect.

Edit: A mithral Full Plate has an armor penalty of -3. Any idea how to reduce that?

I've always taken that to be referring to spells that give different result on a made/failed save.If they're going to include spells like resist elements for different energies, they're gonna have to give me an example, because frankly I thinks that's stupid.

Of course, even assuming I got an answer out of CustServ, as the saying goes, they're usually wrong, so that wouldn't mean much, commas. I concede that you have the text on your side, but I think the text is dumb in this case :smalltongue:

Flashlight
2008-11-13, 12:50 PM
As a DM, I would ok it for the energy resistance types of spells, but getting 3+ fighter feats with a wand is obnoxious at least. The spelling of the rule is pretty clear to me.

However, Person_Man, Cunning Knowledge adds the Factotum level to your skill check, not just 1/2 CL. Or do I miss an errata?

Darrin
2008-11-21, 11:09 AM
Something else I wanted to add...

Having trouble deciding which exotic weapon to wield? Well, how about wielding four of them at once?

The Diopsid race (Dragon Compendium, p. 13) has four arms, similar to the thri-kreen but with only +1 LA and no racial hit dice. It also has special rules for using its four arms.

First, it has some kind of Powerful Build/improved Monkey Grip, where it can use a weapon one size category larger without any size penalty. Combine that with Strongarm Bracers for another size increase. Hmm... no easy way to increase size after that except for Expansion (via Hidden Talent feat or Psychic Warrior dip).

Second, you can use your secondary arms to wield additional shields or weapons. For shields, you incur the armor check penalty on all attacks/skill checks, but masterwork and mithril shields can reduce the ACP to zero. Hmm... I wonder if you can mount heavy shield spikes on a large-sized mithril shield? If so, 2d6 damage. If you're carrying a light weapon -4 to all attacks, or -8 for one-handed weapons. No way to get rid of that penalty... but if you absolutely have to wield 4 weapons at once, maybe the -8 is worth it. Definitely worth it for a shield with no ACP.

Private-Prinny
2010-05-09, 01:46 PM
Complete Divine.
-Xavez

Really? Really? You dug up a 2 year old thread for that?

This is the most vile necromancy I have ever seen.