Take my love,
Take my land,
Take me where I cannot stand.
I don't care,
I'm still free
You can't take the sky from me.
Quote Originally Posted by Momeo Rontague
Momeo Rontague
Savant 2/Human Paragon 3/Mountebank 8/Uncanny Trickster 3/Exemplar 4

Spoiler: Story
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Once upon a time, they say,
In a land not far away
A man was charmed by loving arms,
Her heart to his was swayed.

A river nymph he met between
Two flowing little streams
They froliced, gay, and danced all day
And lavished in their dreams.

But human boy and sylvan girl
Find trouble in this world,
And thus, beware, for sooth, take care,
Their anger is unfurled.

For both Faerie Queen and Human King
Deny matrimony rings
To those who've tried t'be groom and bride,
Their realms to blend one hing.

"'Tis wrong," both Royals huff and haw,
And so each passes law.
"When Love's sharp dart comes for your heart,
Your own kind must you awe!"

So human man and girl of fey
Were split and kept away.
They made their Vow to not allow
These laws to rule the day.

Back to the City in disguise
Our hero bluffs and lies.
And from within, repays the sin
Of the Kingdom with demise.

Then slipping down 'neath rippled wave
He finds his Love held as Queen's slave.
Unsettled score; another war
He'll fight for love to save.


Spoiler: Stats
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Str 08
Dex 14
Con 13
Int 16
Wis 13
Cha 14

Level Ups: 4 (Int), 8 (Int), 12 (Int), 16 (Int), 20 (Con)


Spoiler: Build
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Level Class Base Attack Bonus Fort Saves Ref Saves Will Saves Skills Skill Tricks Languages Feats Class Features
1st Savant 1 +0 +0 +0 +2 Autohypnosis 1, Bluff 4, Diplomacy 4, Disguise 4, Forgery 4, K: Nobility and Royalty 4, Listen 4, Sense Motive 4, Sleight of Hand 4, Spellcraft 4, Spot 4 -- Celestial; Common; Drow Sign Language; Elven; Sylvan 1st: Nymph's Kiss; BH: Master Linguist Academic Lore; Skill Assistance (Disguise); Trapfinding
2nd Savant 2 +1 +0 +0 +3 Autohypnosis (1), Bluff 1(5), Diplomacy 1(5), Disguise 1(5), Forgery (4), K: Local 5(5), K: Nobility and Royalty 1(5), Listen 1(5), Sense Motive (4), Sleight of Hand (4), Spellcraft (4), Spot 1(5) -- Gnome B:EWP: Gnome Quick Razor --
3rd Human Paragon 1 +1 +0 +0 +5 Autohypnosis (1), Bluff 1(6), Diplomacy 1(6), Disguise 1(6), Forgery (4), Iaijutsu Focus 1(1), K: Local (5), K: Nobility and Royalty (5), Listen 1(6), Sense Motive 2(6), Sleight of Hand 1(5), Spellcraft (4), Spot 1(6) -- Draconic 3rd: Combat Expertise; B: MWP: Bolas Adaptive Learning (Iaijutsu Focus)
4th Human Paragon 2 +2 +0 +0 +6 Autohypnosis (1), Bluff 1(7), Diplomacy 1(7), Disguise 1(7), Forgery (4), Iaijutsu Focus 2(3), K: Local (5), K: Nobility and Royalty (5), Listen 1(7), Sense Motive 1(7), Sleight of Hand 1(6), Spellcraft (4), Spot 1(7) -- Abyssal B: Deceitful --
5th Human Paragon 3 +3 +1 +1 +6 Autohypnosis (1), Bluff 1(8), Diplomacy 1(8), Disguise 1(8), Forgery (4), Iaijutsu Focus 2(5), K: Local (5), K: Nobility and Royalty (5), Listen 1(8), Sense Motive 1(8), Sleight of Hand 2(8), Spellcraft (4), Spot 1(8) -- Auran -- +2 Int
6th Mountebank 1 +3 +1 +3 +6 Autohypnosis (1), Bluff 1(9), Diplomacy 1(9), Disguise 1(9), Forgery (4), Iaijutsu Focus 3(8), K: Local (5), K: Nobility and Royalty (5), Listen 1(9), Sense Motive 1(9), Sleight of Hand 1(9), Spellcraft (4), Spot 1(9) -- Infernal 6th: Improved Feint Tongue of the Devil
7th Mountebank 2 +4 +1 +4 +6 Autohypnosis (1), Bluff 1(10), Diplomacy 1(10), Disguise 1(10), Forgery (4), Iaijutsu Focus 2(10), K: Local (5), K: Nobility and Royalty (5), Listen 1(10), Sense Motive 1(10), Sleight of Hand 1(10), Spellcraft (4), Spot 1(10) Assume Quirk Aquan -- Sneak Attack +1d6
8th Mountebank 3 +5 +2 +4 +7 Autohypnosis (1), Bluff 1(11), Diplomacy 1(11), Disguise 1(11), Forgery 1(5), Iaijutsu Focus 1(11), K: Local (5), K: Nobility and Royalty (5), Listen 1(11), Sense Motive 1(11), Sleight of Hand 1(11), Spellcraft (4), Spot 1(11) Second Impression Kenku -- Alter Ego 1 (Karsite)
9th Mountebank 4 +6/1 +2 +5 +7 Autohypnosis (1), Bluff 1(12), Diplomacy 1(12), Disguise 1(12), Forgery 1(6), Iaijutsu Focus 1(12), K: Local (5), K: Nobility and Royalty (5), Listen 1(12), Sense Motive 1(12), Sleight of Hand 1(12), Spellcraft (4), Spot 1(12) Group Fake-Out Dwarven 9th: Assume Supernatural Ability (Magic Draining Attacks) Sideslip 1/day
10th Mountebank 5 +6/1 +2 +5 +7 Autohypnosis (1), Bluff 1(13), Diplomacy 1(13), Disguise 1(13), Forgery 1(7), Iaijutsu Focus 1(13), K: Local (5), K: Nobility and Royalty (5), Listen 1(13), Sense Motive 1(13), Sleight of Hand 1(13), Spellcraft (4), Spot 1(13) Listen To This Giant -- Sneak Attack +2d6
11th Mountebank 6 +7/2 +2 +5 +7 Autohypnosis (1), Bluff 1(14), Diplomacy 1(14), Disguise 1(14), Forgery 1(8), Iaijutsu Focus 1(14), K: Local (5), K: Nobility and Royalty (5), Listen 1(14), Sense Motive 1(14), Sleight of Hand 1(14), Spellcraft (4), Spot 1(14), Tumble 2(2) -- Goblin -- Alter Ego 2 (Changeling); Sideslip 2/day
12th Mountebank 7 +8/3 +3 +6 +8 Autohypnosis (1), Bluff 1(15), Diplomacy 1(15), Disguise 1(15), Forgery (8), Iaijutsu Focus 1(15), K: Local (5), K: Nobility and Royalty (5), Listen 1(15), Sense Motive 1(15), Sleight of Hand 1(15), Spellcraft (4), Spot 1(15), Tumble 3(5) -- Halfling 12th: Assume Supernatural Ability (Minor Shape Change) Slippery Mind
13th Mountebank 8 +9/4 +3 +7 +8 Autohypnosis (1), Bluff 1(16), Diplomacy 1(16), Disguise 1(16), Forgery 3(11), Iaijutsu Focus 1(16), K: Local (5), K: Nobility and Royalty (5), Listen 1(16), Sense Motive 1(16), Sleight of Hand 1(16), Spellcraft (4), Spot 1(16), Tumble (5) -- Terran -- Sideslip 3/day; Sneak Attack +3d6
14th Uncanny Trickster 1 +9/4 +3 +9 +8 Autohypnosis (1), Bluff 1(17), Diplomacy 1(17), Disguise 1(17), Forgery 2(13), Iaijutsu Focus 1(17), K: Local (5), K: Nobility and Royalty (5), Listen 1(17), Open Lock 5(5), Sense Motive 1(17), Sleight of Hand 1(17), Spellcraft (4), Spot 1(17), Tumble (5) Spot the Weak Point Ignan -- Favorite Trick (Group Fake-Out)
15th Uncanny Trickster 2 +10/4 +3 +10 +8 Autohypnosis (1), Bluff 1(18), Diplomacy 1(18), Disguise 1(18), Forgery 2(15), Iaijutsu Focus 1(18), K: Local (5), K: Nobility and Royalty (5), Listen 1(18), Open Lock (5), Search 5(5), Sense Motive 1(18), Sleight of Hand 1(18), Spellcraft (4), Spot 1(18), Tumble (5) Clarity of Vision Darfellan 15th: Skill Focus (Iaijutsu Focus) Alter Ego 3 (Aquatic Elf); Favorite Trick (Spot the Weak Point)
16th Uncanny Trickster 3 +11/5 +4 +10 +9 Autohypnosis (1), Bluff 1(19), Diplomacy 1(19), Disguise 1(19), Forgery 1(15), Iaijutsu Focus 1(19), K: Local (5), K: Nobility and Royalty (5), Listen 1(19), Open Lock (5), Search (5), Sense Motive 1(19), Sleight of Hand 1(19), Spellcraft (4), Spot 1(19), Tumble 8(13) Acrobatic Backstab Kup-Toan -- Favorite Trick (Acrobatic Backstab); Sideslip 4/day; Sudden Escape
17th Exemplar 1 +11/5 +4 +10 +9 Autohypnosis 4(5), Bluff 1(20), Diplomacy 1(20), Disguise 1(20), Forgery (15), Iaijutsu Focus 1(20), K: Local (5), K: Nobility and Royalty (5), Listen 1(20), Open Lock (5), Search (5), Sense Motive (19), Sleight of Hand (19), Spellcraft (4), Spot 1(20), Tumble (13), Use Magic Device 6(6) -- Gnoll -- Skill Artistry (Iaijutsu Focus); Skill Mastery (Autohypnosis, Iaijutsu Focus, K: Local, Open Lock, Search, Tumble, Use Magical Device)
18th Exemplar 2 +12/6/1 +4 +10 +12 Autohypnosis 4(9), Bluff 1(21), Diplomacy 1(21), Disable Device 4(4), Disguise 1(21), Forgery (15), Iaijutsu Focus 1(21), K: Local (5), K: Nobility and Royalty (5), Listen 1(21), Open Lock (5), Search (5), Sense Motive 1(20), Sleight of Hand 1(20), Spellcraft (4), Spot 1(21), Tumble (13), Use Magic Device (6) -- Orc 18: Quick Reconnoiter Lend Talent; Skill Mastery (K: Nobility & Royalty)
19th Exemplar 3 +13/7/2 +4 +11 +12 Autohypnosis (9), Bluff 1(22), Diplomacy 1(22), Disable Device 7(11), Disguise 1(22), Forgery 1(16), Iaijutsu Focus 1(22), K: Local (5), K: Nobility and Royalty (5), Listen 1(22), Open Lock (5), Search (5), Sense Motive 1(21), Sleight of Hand 1(21), Spellcraft (4), Spot 1(22), Tumble (13), Use Magic Device (8) -- Treant B: Skill Focus (Bluff) Skill Mastery (Disable Device)
20th Exemplar 4 +14/8/3 +5 +11 +13 Autohypnosis (9), Bluff 1(23), Diplomacy 1(23), Disable Device (11), Disguise 1(23), Forgery 3(19), Iaijutsu Focus 1(23), K: Local (5), K: Nobility and Royalty (5), Listen 1(23), Open Lock 3(8), Search (5), Sense Motive 2(23), Sleight of Hand 2(23), Spellcraft (4), Spot 1(23), Tumble (13), Use Magic Device (8) -- Undercommon -- Skill Artistry (Bluff); Skill Mastery (Forgery)


Spoiler: 5th level
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Spoiler: In Combat
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At this point, staying at range in combat is not a bad idea. Your round will consist of a move action to load a crossbow and a standard action to shoot. Try not to hit your friends. Use Bolas to make trip attacks at range. If an enemy does get close, use a standard action to feint, then follow up with a quickrazor attack the following round. At 5th level, Iaijutsu Focus is enough so that even a roll of 1 on a d20 will net a +1d6 to damage. (It only goes up from there, depending on what you roll.) Your best bet, though, is to control combat. Where, when, and how. Use of the Disguise spell should be able to set up ambushes and surprise rounds.


Spoiler: Out of Combat
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Out of combat is where you shine.
Max. rank skills: Bluff, Diplomacy, Disguise, Listen, Sense Motive, Sleight of Hand, Spot

Bluff and Diplomacy make you the party face. Add in the synergies from K: N&R (including the extra uses in Races of Destiny) and Sense Motive.

Listen and Spot make you a good scout.

Disguise and Sleight of Hand make you a good infiltrator/spy/double agent. Knowing a plethora of languages opens up more versatility for your Disguises.




Spoiler: 10th level
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Spoiler: In Combat
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Improved Feint comes at the same level as Tongue of the Devil. Drop that crossbow and wade in. Move action to feint, standard action to attack; whip out the quickrazor and bring the Iaijutsu damage. A level later adds Sneak Attack. At 9th level, things get fun. The Group Fake-out Skill Trick means you can feint three people at once as a move action, then attack enemy #1. The following round, full-attack to attack #2 and #3. Doing so as your Alter Ego (Karsite) with Magic Draining Attacks strips your enemies of the magic in their items. (Note: Assume Supernatural Ability actually changes the DC formula of the ability, so you can actually use Magic Draining Attacks at a higher DC than and actual Karsite, although, at a penalty to attack.) Keep hold of a longspear (reach weapon!) to use for attacks of opportunity and to help other party members with a flanking bonus.


Spoiler: Out of Combat
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Max. rank skills: Bluff, Diplomacy, Disguise, Iaijutsu Focus, Listen, Sense Motive, Sleight of Hand, Spot

Party-face, scout, and spy abilities just keep getting better. The Assume Quirk and Second Impression Skill Tricks make Bluff and Disguise all the better. Listen To This makes scouting more effective. Sideslip makes infiltration easier.




Spoiler: 15th Level
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Spoiler: In Combat
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Everything that came before continues here. Iaijutsu Focus has gotten stronger still. The Spot the Weak Point Skill Trick makes it easier to hit heavily armored enemies. Spot the Weak Point and Group Fake-Out are usable twice as often in each encounter now (thanks to being Favorite Tricks). Clarity of Vision and a well tossed flour pouch helps the whole party against a hidden foe.

Spoiler: Out of Combat
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Max. rank skills: Bluff, Diplomacy, Disguise, Iaijutsu Focus, Listen, Sense Motive, Sleight of Hand, Spot

Your role as infiltrator gets amazing now. A wide plethora of languages combines well with Alter Ego #2. By Assuming the (Su) ability Minor Change Shape of a Changeling, you can appear to be nearly any bi-pedal creature, humanoid or otherwise. Changeling also adds a new racial bonus to Bluff, Intimidate, and Sense Motive. (The +2 racial bonus on sleep and charm effects adds nicely to the Mounteback Slippery Mind feature, as well.)

Your ranks in the Forgery skill are coming along nicely, now, too, and add to your ability to bluff/disguise your way into large groups and organizations.

At 15th level, Alter Ego #3 comes into play. The Aquatic Elf offers gills and a swim speed, opening up the chance to infiltrate (and thus, take advantage of) several underwater communities as well as those on the surface. Racial bonuses to Listen, Search, and Spot (along with the ability to detect concealed doors just by moving near them) help with scout/spy roles. The only real downside to the Aquatic Elf is the time limit spent out of the water, which is long enough to not affect you and your self altering ways.


Spoiler: At Your Table
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At these levels, you gain access to having more than one Alter Ego. Check with your DM to determine whether or not you are able to shift from one ego straight into another, or if you have to move back to your original 'you-ness' in between. (In other words, can you use Alter Ego to shift from Human into Changeling, and then shift from Changeling straight into Aquatic Elf? Or do you have to move from Changeling back into Human before becoming an Aquatic Elf?) It's a bit of a ticky-tack rule involving RAW vs. RAI, and I can see it being ruled differently at different tables.

If you are allowed to move straight from one Ego to another, remember that you keep your racial (SU) abilities. Changing from a Human to a Changeling grants you Minor Change Shape through Assume Supernatural Ability. Switching straight from there to Karsite adds Magic Draining Attacks (also through ASA). Switching from there to Aquatic Elf would then grant you the best of all three Egos in one form.

Do make sure to consult your DM before trying this at home.



Spoiler: 20th level
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Spoiler: In Combat
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Acrobatic Backstab makes and appearance (and becomes a Favorite Trick), offering another option for causing opponents to be flat-footed against your attacks. (13 ranks (at level 16) + 2 (Dex) + 10 (Skill Mastery) = 25, which auto-succeeds the DC 25 Tumble check needed.) Iaijutsu Focus gains a bonus from Skill Artistry and stabilization from Skill Mastery. Lend Talent can boost allies' Iaijustsu Focus, as well.
Skill Focus and Skill Artistry for Bluff (combined with everything else from before) gives an even better chance to use Group Fake-Out on multiple foes, which should let you use a third ititarive attack.


Spoiler: Out of Combat
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The Quick Reconnoiter feat gives you better spy/scout powers. Lend Talent with Bluff helps you lead a group in infiltration.

Skill Mastery skills: (When taking 20 isn't an option, what happens when you take 10)
  • Autohypnosis: Autohit: 20 Result: Among other things (tolerate poison, resist fear, resist dying, ignore caltrop wound, willpower), you can memorize just about anything. Maps, diagrams, income and expense reports. Perfect for a spy/infiltrator.
  • Disable Device: Autohit: 27 Result: Disarm complex (and easier) traps.
  • Forgery: Autohit: 37 Result: Force a DC 37 Forgery check to notice the fake.
  • K: Local/N&R: Autohit: 21 Result: Answer on topic questions (some of which are "really tough").
  • Open Lock: Autohit: 20 Result: Pick a "very simple lock".
  • Search: Autohit: 21 Result: Notice secret door or simple trap; notice some difficult non-magic traps.
  • Use Magic Device: Autohit: 20 Result: Use wands.






Spoiler: Resources:
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Dragon Compendium: Savant Class
Expanded Psionics Handbook: Autohypnosis skill
Oriental Adventures: Iaijutsu Focus skill
Book of Exalted Deeds: Nymph's Kiss feat
Races of Stone: Gnome Quick Razor
Unearthed Arcana: Human Paragon class
Complete Scoundrel: Mountebank PRC; All Skill Tricks; Uncanny Trickster PRC
Tome of Magic: Karsite race
Savage Species: Assume Supernatural Ability feat
Races of Eberron: Changling race; Master Linguist feat
Complete Adventurer: Exemplar PRC
Stormwrack: Aquatic Elf race
Dungeonscape: Quick Reconnoiter feat