Entry number 5

Quote Originally Posted by Shellie Caleesye
"Did you truly believe that after you'd coughed your feted breath upon my village and absconded with our wealth that all I would do is slip into your lair and take back the treasure you'd stolen from us? Silly dragon. This grudge permeates much deeper into my soul than that! I will fight your fire with fire!"

Shellie Caleesye

Human Rogue 1/Incarnate 1/Totemist 1/Rogue +2/Hoardstealer 10/Exemplar 1/Uncanny Trickster 3/Exemplar +1

Chaotic Neutral

Spoiler: Languages
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Common
Draconic
Elven
Dwarven
Auran
(At 9th level, the raven familiar will speak Draconic.)


Spoiler: Stats
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Str 08
Con 14
Dex 14
Int 18
Wis 10
Cha 10

4, 8, 12, 16: Int
20: Con


Spoiler: Overview
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It was Shellie's 8th birthday when her house exploded in a gout of flame. The dragons left the village as nothing but a pile of ash, and Shellie lived the rest of her childhood as a refugee, never really at home wherever she was.

For her adventuring days, she seeks to raid the lairs of dragons to take back what was stolen from her village (and, of course, more.) But the real revenge she plans, is the theft of dragon eggs. She'll raise them, train them...and sell them to the highest bidding kingdom, that they be used in battle to protect humanoid-kind against them further attacks of hungry and greedy dragons.

She will, of course, keep a few dragons around as her own pets, using them as mounts to better reach the lairs of dragons yet to be plundered. A well-trained dragon can be quite the valuable ally in such endeavors.


Spoiler: Build Table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Points (Rank) Skills Feats Class Features
1st (Antiquarian) (Martial) Rogue 1 +0 +0 +2 +0
  • 4(4) Appraise
  • 1(1) Autohypnosis
  • 2(2) Balance
  • 4(4) Concentration
  • 2(2) Diplomacy
  • 4(4) Disable Device
  • 4(4) Escape Artist
  • 1(1) Handle Animal
  • 1(1) Heal
  • 4(4) Hide
  • 1(1) K:arc
  • 1(1) K:religion
  • 4(4) Listen
  • 4(4) Move Silently
  • 4(4) Open Lock
  • 1(1) Ride
  • 4(4) Search
  • 4(4) Spot
  • 2(2) UMD
1st: Able Learner; H: Darkstalker; B: Mounted Combat Antiquarian (Complete Champion p.51)
2nd Incarnate 1 +0 +2 +2 +2
  • 1(5) Appraise
  • -(1) Autohypnosis
  • -(2) Balance
  • -(4) Concentration
  • -(2) Diplomacy
  • 1(5) Disable Device
  • -(4) Escape Artist
  • -(1) Handle Animal
  • -(1) Heal
  • 1(5) Hide
  • -(1) K:arc
  • -(1) K:religion
  • -(4) Listen
  • 1(5) Move Silently
  • 1(5) Open Lock
  • -(1) Ride
  • 1(5) Search
  • 1(5) Spot
  • -(2) UMD
-- Aura; Detect Opposition
3rd Totemist 1 +0 +4 +4 +2
  • 1(6) Appraise
  • -(1) Autohypnosis
  • -(2) Balance
  • 1(5) Concentration
  • -(2) Diplomacy
  • -(5) Disable Device
  • -(4) Escape Artist
  • -(1) Handle Animal
  • -(1) Heal
  • 1(6) Hide
  • -(1) K:arc
  • -(1) K:religion
  • 1(5) Listen
  • 1(6) Move Silently
  • -(5) Open Lock
  • -(1) Ride
  • 1(6) Search
  • 1(6) Spot
  • -(2) UMD
  • 2(2) Skill Trick: Clever Improviser
3rd: Quick Reconnoiter Wild Empathy; Illiteracy
4th Rogue 2 +1 +4 +5 +2
  • 1(7) Appraise
  • 1(2) Autohypnosis
  • 1(3) Balance
  • -(5) Concentration
  • 1(3) Diplomacy
  • 1(6) Disable Device
  • -(4) Escape Artist
  • -(1) Handle Animal
  • 1(2) Heal
  • 1(7) Hide
  • -(1) K:arc
  • -(1) K:religion
  • 1(6) Listen
  • 1(7) Move Silently
  • -(5) Open Lock
  • -(1) Ride
  • 1(7) Search
  • 1(1) Spellcraft
  • 1(7) Spot
  • 1(3) UMD
  • -(2) Skill Trick: Clever Improviser
B: Trample Evasion
5th Rogue 3 +2 +5 +5 +3
  • 1(8) Appraise
  • 1(3) Autohypnosis
  • 1(4) Balance
  • -(5) Concentration
  • 1(4) Diplomacy
  • 1(7) Disable Device
  • -(4) Escape Artist
  • -(1) Handle Animal
  • 1(3) Heal
  • 1(8) Hide
  • -(1) K:arc
  • -(1) K:religion
  • 1(7) Listen
  • 1(8) Move Silently
  • -(5) Open Lock
  • -(1) Ride
  • 1(8) Search
  • 1(2) Spellcraft
  • 1(8) Spot
  • 1(4) UMD
  • -(2) Skill Trick: Clever Improviser
-- Quick Fingers (Dungeonscape p.13)
6th Hoardstealer 1 +2 +5 +7 +3
  • -(8) Appraise
  • 1(4) Autohypnosis
  • 1(5) Balance
  • -(5) Concentration
  • -(4) Diplomacy
  • 1(8) Disable Device
  • -(4) Escape Artist
  • -(1) Handle Animal
  • 1(4) Heal
  • 1(9) Hide
  • -(1) K:arc
  • -(1) K:religion
  • 1(8) Listen
  • 1(9) Move Silently
  • -(5) Open Lock
  • -(1) Ride
  • 1(9) Search
  • 1(3) Spellcraft
  • 1(9) Spot
  • 1(5) UMD
  • -(2) Skill Trick: Clever Improviser
6th: Bonus Essensia Darkvision 30'; Trapfinding
7th Hoardstealer 2 +3 +5 +8 +3
  • -(8) Appraise
  • 1(5) Autohypnosis
  • -(5) Balance
  • -(5) Concentration
  • 1(5) Diplomacy
  • 1(9) Disable Device
  • -(4) Escape Artist
  • -(1) Handle Animal
  • 1(5) Heal
  • -(9) Hide
  • 1(2) K:arc
  • -(1) K:religion
  • 2(10) Listen
  • -(9) Move Silently
  • 1(6) Open Lock
  • -(1) Ride
  • -(9) Search
  • 1(4) Spellcraft
  • 1(10) Spot
  • 1(6) UMD
  • -(2) Skill Trick: Clever Improviser
-- Hide From Dragons 1/day
8th Hoardstealer 3 +4 +6 +8 +4
  • -(8) Appraise
  • -(5) Autohypnosis
  • -(5) Balance
  • -(5) Concentration
  • 2(7) Diplomacy
  • -(9) Disable Device
  • -(4) Escape Artist
  • -(1) Handle Animal
  • 1(6) Heal
  • 1(10) Hide
  • 1(3) K:arc
  • -(1) K:religion
  • 1(11) Listen
  • 1(10) Move Silently
  • 1(7) Open Lock
  • -(1) Ride
  • 1(10) Search
  • 1(5) Spellcraft
  • 1(11) Spot
  • 1(7) UMD
  • -(2) Skill Trick: Clever Improviser
-- Trap Sense +2; Deep Pockets
9th Hoardstealer 4 +5 +6 +9 +4
  • -(8) Appraise
  • 1(6) Autohypnosis
  • -(5) Balance
  • -(5) Concentration
  • 1(8) Diplomacy
  • 1(10) Disable Device
  • -(4) Escape Artist
  • 1(2) Handle Animal
  • 1(7) Heal
  • 1(11) Hide
  • 1(4) K:arc
  • -(1) K:religion
  • 1(12) Listen
  • -(10) Move Silently
  • 1(8) Open Lock
  • -(1) Ride
  • -(10) Search
  • 1(6) Spellcraft
  • 1(12) Spot
  • 1(8) UMD
  • -(2) Skill Trick: Clever Improviser
9th: Obtain Familiar Treasure Dowsing 1/day
10th Hoardstealer 5 +5 +6 +9 +4
  • -(8) Appraise
  • -(6) Autohypnosis
  • 1(6) Balance
  • -(5) Concentration
  • 1(9) Diplomacy
  • 1(11) Disable Device
  • -(4) Escape Artist
  • 1(3) Handle Animal
  • 1(8) Heal
  • -(11) Hide
  • 1(5) K:arc
  • -(1) K:religion
  • -(12) Listen
  • -(10) Move Silently
  • 1(9) Open Lock
  • -(1) Ride
  • 1(11) Search
  • 1(7) Spellcraft
  • 1(13) Spot
  • 2(10) UMD
  • -(2) Skill Trick: Clever Improviser
-- Darkvision 60'
11th Hoardstealer 6 +6/1 +7 +10 +5
  • -(8) Appraise
  • 1(7) Autohypnosis
  • -(6) Balance
  • -(5) Concentration
  • 1(10) Diplomacy
  • 1(12) Disable Device
  • -(4) Escape Artist
  • 1(4) Handle Animal
  • 1(9) Heal
  • 1(12) Hide
  • -(5) K:arc
  • -(1) K:religion
  • -(12) Listen
  • 1(11) Move Silently
  • 1(10) Open Lock
  • -(1) Ride
  • 1(12) Search
  • 1(8) Spellcraft
  • 1(14) Spot
  • 1(11) UMD
  • -(2) Skill Trick: Clever Improviser
-- Trap Sense +4; Hide From Dragons 2/day
12th Hoardstealer 7 +7/2 +7 +10 +5
  • -(8) Appraise
  • -(7) Autohypnosis
  • -(6) Balance
  • -(5) Concentration
  • 2(12) Diplomacy
  • 1(13) Disable Device
  • 1(5) Escape Artist
  • 1(5) Handle Animal
  • 1(10) Heal
  • -(12) Hide
  • -(5) K:arc
  • -(1) K:religion
  • -(12) Listen
  • -(11) Move Silently
  • 1(11) Open Lock
  • -(1) Ride
  • 1(13) Search
  • 1(9) Spellcraft
  • 1(15) Spot
  • 1(1) Tumble
  • 1(12) UMD
  • -(2) Skill Trick: Clever Improviser
12th: Wyrmgrafter Treasure Dowsing 2/day
13th Hoardstealer 8 +8/3 +7 +11 +5
  • 1(9) Appraise
  • -(7) Autohypnosis
  • -(6) Balance
  • -(5) Concentration
  • -(13) Diplomacy
  • 2(14) Disable Device
  • 1(6) Escape Artist
  • 1(6) Handle Animal
  • -(10) Heal
  • -(12) Hide
  • -(5) K:arc
  • -(1) K:religion
  • -(12) Listen
  • -(11) Move Silently
  • 1(12) Open Lock
  • -(1) Ride
  • 1(14) Search
  • 1(10) Spellcraft
  • 1(16) Spot
  • 1(2) Tumble
  • -(12) UMD
  • -(2) Skill Trick: Clever Improviser
  • 2(2) Skill Trick: Opening Tap
-- Skill Mastery (Listed in green)
14th Hoardstealer 9 +8/3 +8 +11 +6
  • -(9) Appraise
  • 1(8) Autohypnosis
  • -(6) Balance
  • -(5) Concentration
  • 3(16) Diplomacy
  • -(14) Disable Device
  • -(6) Escape Artist
  • -(6) Handle Animal
  • -(10) Heal
  • 1(13) Hide
  • -(5) K:arc
  • -(1) K:religion
  • 1(13) Listen
  • 1(12) Move Silently
  • 1(13) Open Lock
  • -(1) Ride
  • 1(15) Search
  • 1(11) Spellcraft
  • 1(17) Spot
  • 1(3) Tumble
  • -(12) UMD
  • -(2) Skill Trick: Clever Improviser
  • -(2) Skill Trick: Opening Tap
-- Darkvision 90'; Trapsense +6
15th Hoardstealer 10 +9/4 +8 +12 +6
  • -(9) Appraise
  • 1(9) Autohypnosis
  • -(6) Balance
  • -(5) Concentration
  • -(16) Diplomacy
  • -(14) Disable Device
  • -(6) Escape Artist
  • -(6) Handle Animal
  • -(10) Heal
  • 1(14) Hide
  • -(5) K:arc
  • 1(2) K:religion
  • 1(14) Listen
  • 1(13) Move Silently
  • 1(14) Open Lock
  • -(1) Ride
  • 1(16) Search
  • -(-) Sleight of Hand
  • 1(12) Spellcraft
  • 1(18) Spot
  • 1(4) Tumble
  • -(12) UMD
  • -(2) Skill Trick: Clever Improviser
  • -(2) Skill Trick: Opening Tap
  • 2(2) Skill Trick: Magical Appraisal
15th: Skill Focus: Autohypnosis Treasure Dowsing 3/day; Hide From Dragons 3/day
16th Exemplar 1 +9/4 +8 +12 +8
  • -(9) Appraise
  • 2(11) Autohypnosis
  • 2(8) Balance
  • -(5) Concentration
  • -(16) Diplomacy
  • -(14) Disable Device
  • -(6) Escape Artist
  • -(6) Handle Animal
  • -(10) Heal
  • 1(15) Hide
  • -(5) K:arc
  • 2(4) K:religion
  • 1(15) Listen
  • 1(14) Move Silently
  • -(14) Open Lock
  • -(1) Ride
  • -(16) Search
  • -(-) Sleight of Hand
  • -(12) Spellcraft
  • 1(19) Spot
  • 1(5) Tumble
  • 2(14) UMD
  • -(2) Skill Trick: Clever Improviser
  • -(2) Skill Trick: Opening Tap
  • -(2) Skill Trick: Magical Appraisal
  • 2(2) Skill Trick: Slipping Past
-- Skill Artistry: Spot; Skill Mastery
17th Uncanny Trickster 1 +9/4 +8 +14 +8
  • -(9) Appraise
  • 3(14) Autohypnosis
  • 2(10) Balance
  • -(5) Concentration
  • -(16) Diplomacy
  • -(14) Disable Device
  • -(6) Escape Artist
  • -(6) Handle Animal
  • -(10) Heal
  • 2(17) Hide
  • -(5) K:arc
  • 2(6) K:religion
  • 1(16) Listen
  • 2(16) Move Silently
  • -(14) Open Lock
  • -(1) Ride
  • -(16) Search
  • -(-) Sleight of Hand
  • -(12) Spellcraft
  • 1(20) Spot
  • -(5) Tumble
  • 2(16) UMD
  • -(2) Skill Trick: Clever Improviser
  • -(2) Skill Trick: Opening Tap
  • -(2) Skill Trick: Magical Appraisal
  • -(2) Skill Trick: Slipping Past
-- Bonus Trick (Listen to This); Favorite Trick (Slipping Past)
18th Uncanny Trickster 2 (advancing Incarnate) +10/5 +8 +15 +8
  • -(9) Appraise
  • 3(17) Autohypnosis
  • 1(11) Balance
  • -(5) Concentration
  • -(16) Diplomacy
  • -(14) Disable Device
  • -(6) Escape Artist
  • -(6) Handle Animal
  • -(10) Heal
  • 2(19) Hide
  • -(5) K:arc
  • 2(8) K:religion
  • 1(17) Listen
  • 2(18) Move Silently
  • -(14) Open Lock
  • -(1) Ride
  • -(16) Search
  • -(-) Sleight of Hand
  • -(12) Spellcraft
  • 1(21) Spot
  • -(5) Tumble
  • 3(19) UMD
  • -(2) Skill Trick: Clever Improviser
  • -(2) Skill Trick: Opening Tap
  • -(2) Skill Trick: Magical Appraisal
  • -(2) Skill Trick: Slipping Past
18th: Craft Wand Bonus Trick (Nimble Charge); Favorite Trick (Nimble Charge); Chakra Bind (Crown)
19th Uncanny Trickster 3 (advancing Incarnate) +11/6/1 +9 +15 +9
  • -(9) Appraise
  • 3(20) Autohypnosis
  • 1(12) Balance
  • -(5) Concentration
  • -(16) Diplomacy
  • -(14) Disable Device
  • -(6) Escape Artist
  • -(6) Handle Animal
  • -(10) Heal
  • 2(21) Hide
  • -(5) K:arc
  • 2(10) K:religion
  • 1(18) Listen
  • 3(21) Move Silently
  • -(14) Open Lock
  • -(1) Ride
  • -(16) Search
  • -(-) Sleight of Hand
  • -(12) Spellcraft
  • 1(22) Spot
  • -(5) Tumble
  • 2(21) UMD
  • -(2) Skill Trick: Clever Improviser
  • -(2) Skill Trick: Opening Tap
  • -(2) Skill Trick: Magical Appraisal
  • -(2) Skill Trick: Slipping Past
-- Bonus Trick (Collector of Stories); Favorite Trick (Collector of Stories); Tricky Defense; Expanded Soulmeld Capacity +1; Incarnum Radiance 1/day
20th Exemplar 2 +12/7/2 +9 +15 +10
  • -(9) Appraise
  • 3(23) Autohypnosis
  • 1(13) Balance
  • -(5) Concentration
  • -(16) Diplomacy
  • -(14) Disable Device
  • -(6) Escape Artist
  • -(6) Handle Animal
  • -(10) Heal
  • 2(23) Hide
  • -(5) K:arc
  • 2(12) K:religion
  • 4(22) Listen
  • 2(23) Move Silently
  • -(14) Open Lock
  • -(1) Ride
  • -(16) Search
  • -(-) Sleight of Hand
  • -(12) Spellcraft
  • 1(23) Spot
  • -(5) Tumble
  • -(21) UMD
  • -(2) Skill Trick: Clever Improviser
  • -(2) Skill Trick: Opening Tap
  • -(2) Skill Trick: Magical Appraisal
  • -(2) Skill Trick: Slipping Past
-- Lend Talent; Skill Mastery +1


Spoiler: Spells
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Spells per Day + Bonus Spells
Level(s) 1st 2nd 3rd 4th
6th 0+1 - - -
7th 1+1 - - -
8th 1+2 0+1 - -
9th 1+2 1+1 - -
10th 1+2 1+1 0+1 -
11th 1+2 1+1 1+1 -
12th 2+2 1+1 1+1 0+1
13th 2+2 1+1 1+1 1+1
14th 2+2 2+1 1+1 1+1
15th 2+2 2+1 2+1 1+1
16th-20th 2+2 2+2 2+1 1+1


Spoiler: Meldshaping
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Soulmelds Essentia Chakra Binds
Level(s) Incarnate Totemist Essentia Incarnate Totemist
1 - - - - -
2 2 - 1 0 -
3-5 2 2 2 0 0
6-17 2 2 4 0 0
18 3 2 5 1 0
19-20 3 2 6 1 0

Typically shaped soulmelds:
For home, tending to dragons/eggs:
Arms: Riding Bracers
Throat: Silvertongue Mask
Crown: Hunter's Circlet
Hands: Lucky Dice

For home, understanding magic items:
Brow: Mage's Spectacles
Hands: Lucky Dice

For away, on adventures:
Hands: Theft Gloves
Feet: Acrobat Boots (or Brow: Keeneye Lenses)
Shoulders: Kruthik Claws
Waist: Manticore Belt

Of course, Shellie will have to plan her adventures. There may be times she'll prefer a Phase Cloak on her shoulders or the Kraken Mantle on her arms or ... or ... or ....


Spoiler: Level 5
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Shellie is a skill monkey. Do not imagine that she will ever be anything else. At this level, things are pretty straightforward. Hide, scout ahead, deal with the traps, pick the locks. Use those soulmelds accordingly: Theft Gloves, Keeneye Lenses, Kruthik Claws, Yrthak Mask, Manticore Belt....


Spoiler: Level 10
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Into Hoardstealer! The tactics stay much the same. Sneak, scout, steal. With the Hide From Dragons ability, Shellie can sneak past dragons even when Darkstalker fails (versus Mindsight, for example). Spells are also helpful for boosting movement and hiding. (Strongly consider buying wands for increased usage.) Though, let's not get crazy. Don't try sneaking around Great Red or Gold Wyrms just yet. Stick to the likes of Juvenile White or Brass dragons instead.

A raven familiar not only makes you a better scout (second set of eyes; the Alertness feat), it also offers bonuses to skills in the form of Aiding Another. With a roll of 12 (or higher), the raven can use UMD to activate wands, which betters action economy.

Spoiler: Level 13
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This is where things get fun for a skill monkey. So let's take a look at some of what these skills can do:
Spoiler: Appraise
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9 ranks + 5 Int + 2 Aid Another (from the familiar) + 3 (bonus from the raven) + 10 (from Skill Mastery) = 29
That result will certainly be enough to appraise most things. Add in a tool or two (spyglass or balance) for a slight boost when/if necessary.

Spoiler: Concentration
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5 ranks + 2 Con + 2 synergy (from Autohypnosis) + 10 (from Skill Mastery) = 19
In order to use other skills while distracted, Shellie needs to be able to make Concentration checks. Failure means the action fails and is wasted (PHB p.69-70). She can use a skill defensively at DC 15 to avoid AOOs.

Spoiler: Diplomacy
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For use of this skill (and Handle Animal), please refer to the rules section in the Draconomicon p.13: Rearing a Dragon.
13 ranks + 0 Cha + 2 Aid Another (from the familiar) + 8 insight (Silvertongue Mask soulmeld) + 1 luck (Lucky Dice soulmeld) + 2 synergy (from Knowledge: arcana) + 10 (Skill Mastery) = 36
If Shellie has been tending the dragon egg during incubation (of course she has, she stole the egg, after all, why wouldn't she tend it?) and was present at the hatching (of course she was, she's been tending to it, hasn't she?), the wyrmling will get a -7 to it's Sense Motive check. And another -5 for each component of alignment in common.
By example:
Red wyrmling dragon:
10 ranks (max for 7HD) + 0 Wis + 15 racial + 20 roll (it's possible, plan for it) - 2 (Shellie tending egg) - 5 (Shellie present at hatching) - 5 (chaotic in common) = 33. Shellie autowins.
Gold wyrmling dragon:
11 ranks (max for 8HD) + 2 Wis + 15 racial + 20 roll (it's possible, plan for it) - 2 (Shellie tending egg) - 5 (Shellie present at hatching) = 41. Shellie would need to roll a 15 or higher on the check instead of taking 10. Probably best to wait a few levels until ranks increase and more essentia can be invested into the Silvertongue Mask.

Spoiler: Disable Device
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14 ranks + 5 Int + 8 insight (Theft Gloves soulmeld) + 10 (Skill Mastery) = 37
Auto-win at bypassing wicked mechanical traps.
Auto-win at bypassing spell traps from 2nd level spells.
Auto-win at disabling spell traps from 12th (whaaa??) level spells.
Increase the total with masterwork tools.
Decrease the time with Quickfingers (from level 5).

Spoiler: Handle Animal
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Back to Draconomicon p.13!
6 ranks + 0 Cha + 10 insight (Riding Bracers soulmeld) + 1 luck (Lucky Dice soulmeld) + 10 (Skill Mastery) = 27
Auto-win against any 7HD (or less) very young dragon. (This gets better as more essentia can be invested.)

Spoiler: Heal
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10 ranks + 0 Wis + 2 Aid Another (from the familiar) + 8 insight (Hunter's Circlet soulmeld) + 1 luck (Lucky Dice soulmeld) + 1 synergy (from Knowledge: arcana) = 22 (or 24 with a healer's kit)
Roll of 3 (or 1 with a healer's kit) or higher succeeds at Hatching a Dragon Egg (Draconomicon p.11) (With the increase to essentia maximums at 18th level, Shellie auto-succeeds.)
On failures, see the Wyrmgrafter feat.

Spoiler: Open Lock
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12 ranks + 2 Dex + 2 Aid Another (from the familiar) + 8 insight (Theft Gloves soulmeld) + 10 (Skill Mastery) = 34
+2 with masterwork thieves' tools.
Auto-win good locks.
By 18th level, Shellie auto-wins against amazing locks.
Opening Tap lets this work as a swift action.

Spoiler: Search
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14 ranks + 5 Int + 2 (Glaring Eye graft (Races of the Dragon p.128)) + 10 (Skill Mastery) = 31
Auto-find secret doors and typical simple traps.
Auto-find magical traps of spell level 6 or lower. (Traps of 9th level are auto-found when Shellie is 16th level.)

Spoiler: Spot
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16 ranks + 0 Wis + 10 insight (Keeneye Lenses soulmeld) + 4 competence (Manticore Belt soulmeld) + 2 (Glaring Eye graft) + 2 Alertness feat (from familiar) + 10 (Skill Mastery) = 44
Auto-succeed on pinpointing active invisible creature.
Auto-succeed at noticing unmoving, living invisible creature.
Auto-succeed at noticing inanimate, invisible object or unmoving, unliving invisible creature.
(From Epic Level Handbook p.44)


None of the skills listed above include magical "help" of any nature. (Magic items that boost stats, items that grant skill bonuses, wands of spells that grant skill boosts, etc.) If such things are available, more's the better.


Spoiler: Level 15
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This is largely the same as before, but with more ranks in skills. One addition to note: the Magical Appraisal skill trick.
Spoiler: Spellcraft
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12 ranks + 5 Int + 10 insight (Mage's Spectacles soulmeld) + 1 luck (Lucky Dice soulmeld) + 1 roll (it's possible, plan for it) = 28
Auto-success on the Magical Appraisal check (and a lot of other things that Spellcraft can do.)



Spoiler: Level 20
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Some final skill notes (beyond what's already been said):
Spoiler: Autohypnosis
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23 ranks + 0 Wis + 2 synergy (from Concentration) + 3 (Skill Focus feat) + 4 competence (Skill Artistry @ level 16) + 10 (Skill Mastery) - 2 (shaken) = 40
Auto-wins against Great Wyrm Red Dragon's frightful presence. (Note: a Great Wyrm Gold Dragon's FP DC is 41, so Shellie will still have to roll an 11 or higher on an attempt. The Lucky Dice soulmeld could help here, though, if Shellie was so inclined to shaping it during adventure travels.)

Spoiler: Balance
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13 ranks + 2 Dex + 12 insight (Acrobat Boots soulmeld) + 10 (Skill Mastery) = 37
Auto-hits the check to cross a thin, slick, angled, strewn surface at full speed. (Though, the use of the Nimble Charge skill trick could obviate the need for a check altogether, albeit once per encounter.)

Spoiler: Escape Artist
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6 ranks + 2 Dex + 12 insight (Acrobat Boots soulmeld) + 10 (Skill Mastery) = 30
Which should get you out of most situations. Masterwork manacles will need a roll of 15 to slip out of. Shellie will never be able to slip the grasp of a sizable dragon that's got her grappled -- rely on Freedom of Movement for that.

Spoiler: Knowledge: religion
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12 ranks + 6 Int + 2 (Aid Another from familiar) + 10 (Skill Mastery) = 30
Auto-succeed on the check made with Antiquarian (Shellie's level 1).

Spoiler: Spot
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23 ranks + 0 Wis + 14 insight (Keeneye Lenses soulmeld) + 2 (Glaring Eye graft) + 2 Alertness feat (from familiar) + 4 competence (Skill Artistry @ level 16) + 10 (Skill Mastery) = 55
With Quick Reconnoiter, Shellie can take 10 on a Spot check as a free action. If she notices an invisible object (as per ELH p.44), she can try again (either as an action or on subsequent turns as the free action check) to try to roll a 15 or higher to pinpoint the object in question.

Spoiler: Use Magic Device
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21 ranks + 0 Cha + 1 roll (its possible, plan for it = 22
Auto-success on wand use. More importantly, the raven (even with it's -2 Cha modifier) can auto-succeed, too.



Spoiler: Resources
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Rogue -- PHB p.49
Antiquarian ACF -- Complete Champion p.51
Martial Rogue -- Unearthed Arcana p.58
Able Leaner feat -- Races of Destiny p.150
Darkstalker feat -- Lords of Madness p. 179
Mounted Combat feat -- PHB p.98
Incarnate -- Magic of Incarnum p.20
Totemist -- Magic of Incarnum p.29
Autohypnosis skill -- Expanded Psionics Handbook p.36
Quick Reconnoiter feat -- Complete Adventurer p.112
Trample feat -- PHB p.101
Quick Fingers ACF -- Dungeonscape p.13
Bonus Essentia feat -- Magic of Incarnum p.35
Obtain Familiar feat -- Complete Arcane p.81
Skill Tricks -- Complete Scoundrel p. 82
Wyrmgrafter feat -- Races of the Dragon p.101
Skill Focus feat -- PHB p.100
Exemplar -- Complete Adventurer p.44
Uncanny Trickster -- Complete Scoundrel p.67
Craft Wand feat -- PHB p.92