Entry number 9

Quote Originally Posted by Master Overmound

Master Overmound
Midnighter of the 14 Companions

Halfing, Neutral Good, Rogue 4/ Swordsage 2/ Hoardstealer 8/ Whisperknife 5/ Luckstealer 1
Spoiler: Abilities:
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Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
11 14 8 17 12 14 32-point buy
9 16 8 17 12 14 Racial Bonuses
9 16 8 18 12 14 4th
9 17 8 18 12 14 8th
9 18 8 18 12 14 12th
9 19 8 18 12 14 16th
9 20 8 18 12 14 20th


Spoiler: Build:
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Level Class BAB Fort Ref Will Skills Feats Features
1 Rogue +0 +0 +2 +0 Appraise (Int) 4
Balance (Dex) 4
Climb (Str) 4
Disable Device (Int) 4
Escape Artist (Dex) 4
Hide (Dex) 4
Jump (Str) 4
Move Silently (Dex) 4
Open Lock (Dex) 4
Search (Int) 4
Tumble (Dex) 4
Two-Weapon Fighting Ranged Sneak attack +1d6, Antiquarian
2 Rogue +1 +0 +3 +0 Appraise (Int) 5
Balance (Dex) 5
Climb (Str) 5
Disable Device (Int) 5
Escape Artist (Dex) 4
Hide (Dex) 5
Jump (Str) 5
Move Silently (Dex) 5
Open Lock (Dex) 5
Profession [Gambler] (Wis) 1
Search (Int) 5
Tumble (Dex) 5
- Evasion
3 Rogue +2 +1 +3 +1 Appraise (Int) 6
Balance (Dex) 6
Climb (Str) 5
Disable Device (Int) 6
Escape Artist (Dex) 4
Hide (Dex) 6
Jump (Str) 5
Move Silently (Dex) 6
Open Lock (Dex) 6
Profession [Gambler] (Wis) 3
Search (Int) 6
Spot (Wis) 1
Tumble (Dex) 6
Weapon Finesse Ranged Sneak attack +1d6, Melee attack +1d6, Penetrating Strike
4 Swordsage +2 +1 +5 +3 Appraise (Int) 6
Balance (Dex) 7
Climb (Str) 5
Disable Device (Int) 6
Escape Artist (Dex) 4
Hide (Dex) 7
Jump (Str) 7
Listen (Wis) 2
Move Silently (Dex) 7
Open Lock (Dex) 6
Profession [Gambler] (Wis) 5
Search (Int) 6
Spot (Wis) 1
Tumble (Dex) 7
- Quick to act +1, discipline focus (Weapon Focus){Shadow Hand}
5 Rogue +3 +1 +6 +3 Appraise (Int) 8
Balance (Dex) 7
Climb (Str) 5
Disable Device (Int) 8
Escape Artist (Dex) 4
Hide (Dex) 8
Jump (Str) 7
Listen (Wis) 2
Move Silently (Dex) 8
Open Lock (Dex) 7
Profession [Gambler] (Wis) 7
Search (Int) 8
Spot (Wis) 1
Tumble (Dex) 8
- Uncanny Dodge
6 Hoardstealer +3 +1 +8 +3 Appraise (Int) 9
Balance (Dex) 9
Climb (Str) 5
Disable Device (Int) 9
Escape Artist (Dex) 4
Hide (Dex) 8
Jump (Str) 7
Listen (Wis) 3
Move Silently (Dex) 8
Open Lock (Dex) 8
Profession [Gambler] (Wis) 7
Search (Int) 9
Spot (Wis) 2
Tumble (Dex) 8
Shadow Blade Darkvision +30 ft., trapfinding
7 Hoardstealer +4 +1 +9 +3 Appraise (Int) 10
Balance (Dex) 10
Climb (Str) 5
Disable Device (Int) 10
Escape Artist (Dex) 5
Hide (Dex) 8
Jump (Str) 7
Listen (Wis) 4
Move Silently (Dex) 8
Open Lock (Dex) 9
Profession [Gambler] (Wis) 7
Search (Int) 10
Spot (Wis) 3
Tumble (Dex) 8
- Hide from dragons 1/day
8 Swordsage +5 +1 +10 +4 Appraise (Int) 10
Balance (Dex) 10
Climb (Str) 6
Disable Device (Int) 10
Escape Artist (Dex) 5
Hide (Dex) 9
Jump (Str) 7
Listen (Wis) 5
Move Silently (Dex) 10
Open Lock (Dex) 9
Profession [Gambler] (Wis) 9
Search (Int) 10
Spot (Wis) 3
Tumble (Dex) 11
- AC Bonus
9 Hoardstealer +6/+1 +2 +10 +5 Appraise (Int) 12
Balance (Dex) 10
Climb (Str) 6
Disable Device (Int) 11
Escape Artist (Dex) 5
Hide (Dex) 9
Jump (Str) 8
Listen (Wis) 5.5
Move Silently (Dex) 10
Open Lock (Dex) 10
Profession [Gambler] (Wis) 9
Search (Int) 12
Spot (Wis) 4
Tumble (Dex) 11
Quick Draw Trap sense +2, deep pockets
10 Hoardstealer +7/+2 +2 +11 +5 Appraise (Int) 13
Balance (Dex) 10
Climb (Str) 7
Disable Device (Int) 12
Escape Artist (Dex) 6
Hide (Dex) 9
Jump (Str) 9
Listen (Wis) 6
Move Silently (Dex) 10
Open Lock (Dex) 11
Profession [Gambler] (Wis) 9
Search (Int) 13
Spot (Wis) 5
Tumble (Dex) 11
- Treasure dowsing 1/day
11 Hoardstealer +7/+2 +2 +11 +5 Appraise (Int) 14
Balance (Dex) 10
Climb (Str) 8
Disable Device (Int) 13
Escape Artist (Dex) 7
Hide (Dex) 9
Jump (Str) 10
Listen (Wis) 7
Move Silently (Dex) 10
Open Lock (Dex) 12
Profession [Gambler] (Wis) 9
Search (Int) 14
Spot (Wis) 5.5
Tumble (Dex) 11
- Darkvision +60 ft.
12 Hoardstealer +9/+4 +3 +12 +6 Appraise (Int) 15
Balance (Dex) 10
Climb (Str) 9
Disable Device (Int) 14
Escape Artist (Dex) 8
Hide (Dex) 9
Jump (Str) 11
Listen (Wis) 8
Move Silently (Dex) 10
Open Lock (Dex) 13
Profession [Gambler] (Wis) 9
Search (Int) 15
Spot (Wis) 6
Tumble (Dex) 11
Point Blank Shot Trap sense +4, hide from dragons 2/day
13 Whisperknife +10/+5 +3 +14 +6 Appraise (Int) 15
Balance (Dex) 10
Climb (Str) 10
Disable Device (Int) 15
Escape Artist (Dex) 8
Hide (Dex) 11
Jump (Str) 12
Listen (Wis) 8
Move Silently (Dex) 11
Open Lock (Dex) 14
Profession [Gambler] (Wis) 9
Search (Int) 16
Spot (Wis) 7
Tumble (Dex) 12
- Rapid Shot, improved uncanny dodge
14 Whisperknife +11/+6/+1 +3 +15 +6 Appraise (Int) 15
Balance (Dex) 10
Climb (Str) 11
Disable Device (Int) 16
Escape Artist (Dex) 8
Hide (Dex) 13
Jump (Str) 13
Listen (Wis) 8
Move Silently (Dex) 12
Open Lock (Dex) 15
Profession [Gambler] (Wis) 9
Search (Int) 17
Spot (Wis) 8
Tumble (Dex) 13
- Ranged Sneak attack +1d6, Melee Sneak attack +2d6
15 Whisperknife +12/+7/+2 +3 +15 +7 Appraise (Int) 15
Balance (Dex) 10
Climb (Str) 12
Disable Device (Int) 17
Escape Artist (Dex) 8
Hide (Dex) 15
Jump (Str) 14
Listen (Wis) 8
Move Silently (Dex) 14
Open Lock (Dex) 15
Profession [Gambler] (Wis) 9
Search (Int) 18
Spot (Wis) 9
Tumble (Dex) 14
Dallah Thaun's Luck Defensive throw, improved catch
16 Luckstealer +12/+7/+2 +3 +17 +9 Appraise (Int) 17
Balance (Dex) 10
Climb (Str) 12
Disable Device (Int) 17
Escape Artist (Dex) 9.5
Hide (Dex) 15
Jump (Str) 14
Listen (Wis) 8
Move Silently (Dex) 14
Open Lock (Dex) 15
Profession [Gambler] (Wis) 10
Search (Int) 18
Spot (Wis) 9
Tumble (Dex) 15
- Curse of the fatespurned, subtle magic
17 Whisperknife +13/+8/+3 +4 +18 +9 Appraise (Int) 17
Balance (Dex) 10
Climb (Str) 13
Disable Device (Int) 19
Escape Artist (Dex) 9.5
Hide (Dex) 17
Jump (Str) 14
Listen (Wis) 8
Move Silently (Dex) 14
Open Lock (Dex) 15
Profession [Gambler] (Wis) 10
Search (Int) 20
Spot (Wis) 9
Tumble (Dex) 18
- Close defense
18 Hoardstealer +14/+9/+4 +4 +18 +9 Appraise (Int) 20
Balance (Dex) 10
Climb (Str) 14
Disable Device (Int) 20
Escape Artist (Dex) 11.5
Hide (Dex) 17
Jump (Str) 16
Listen (Wis) 8
Move Silently (Dex) 14
Open Lock (Dex) 15
Profession [Gambler] (Wis) 10
Search (Int) 21
Spot (Wis) 9
Tumble (Dex) 18
Darkstalker1 Treasure dowsing 2/day
19 Hoardstealer +15/+10/+5 +4 +19 +9 Appraise (Int) 22
Balance (Dex) 10
Climb (Str) 16
Disable Device (Int) 21
Escape Artist (Dex) 15.5
Hide (Dex) 17
Jump (Str) 17
Listen (Wis) 8
Move Silently (Dex) 14
Open Lock (Dex) 15
Profession [Gambler] (Wis) 10
Search (Int) 22
Spot (Wis) 9
Tumble (Dex) 18
- Skill mastery
20 Whisperknife +16/+11/+6/+1 +4 +19 +9 Appraise (Int) 22
Balance (Dex) 10
Climb (Str) 16
Disable Device (Int) 22
Escape Artist (Dex) 16
Hide (Dex) 21
Jump (Str) 17
Listen (Wis) 8
Move Silently (Dex) 14
Open Lock (Dex) 15
Profession [Gambler] (Wis) 10
Search (Int) 23
Spot (Wis) 9
Tumble (Dex) 21
- Ranged Sneak attack +1d6, Melee Sneak attack +3d6


Spoiler: Spells/Manuvers Per Day:
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Level Manuever/Stances Level 1 Level 2 Level 3 Level 4
1 - - - - -
2 - - - - -
3 - - - - -
4 6/1 - - - -
5 6/1 1 - - -
6 6/1 2 - - -
7 6/1 2 - - -
8 7/2 2 - - -
9 7/2 2 1 - -
10 7/2 2 2 - -
11 7/2 2 2 1 -
12 7/2 2 2 2 -
13 7/2 2 2 2 -
14 7/2 2 2 2 -
15 7/2 2 2 2 -
16 7/2 2 2 2 -
17 7/2 2 2 2 -
18 7/2 3 2 2 1
19 7/2 3 2 2 2
20 7/2 3 2 2 2


Spoiler: Spells/Manuvers Known:
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Level List
1 -
2 -
3 -
4 Island of Blades, Shadow Jaunt, Burning Brand, Cloak of Deception, Flashing Sun, Wolf Fang Strike, Claw at the Moon
5 -
6 -
7 -
8 Assassin's Stance, Flesh Ripper
9 -
10 -
11 -
12 -
13 -
14 -
15 -
16 -
17 -
18 -
19 -
20 -


Spoiler: A Sojourn Not Planned:
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Yes well I wasnít always the master that you see before you. In fact when I was first recruited as a member of the companions I was quite the idle fellow. In fact I didnít really see myself getting out at all unless it was to see after my interests. Was living quite comfortably in fact when The Wizard showed up and invited himself and his pod of dwarves into my home. Quite the night let me tell you. I donít think Iíd had ever seen something so adventurous. Little did I know the shenanigans that I was about to get raked up in.
Spoiler: Emerging from the hole
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Levels 1-5 are dedicated to qualifying for the SI, while expected Rogue is a good solid base to build from for this class, and has multiple openings for handy free alternate class features, since most of what we trade away we gain back as a Hoardstealer. We start by taking the racial substitution level. This specifically helps for later when we take Whisperknife, but for early on it helps deal extra damage while keeping out of the main fray as any good skulk should be. Anitquarian replaces trapfinding whchi weíll reclaim once we take our first level of Hoardstealer, and then we trade off trapsense for Penetrating Strike. The latter is fairly obvious, but is a staple do to its reliability.
At fourth level we grab Swordsage the open the path to Shadow Blade so we can reduce our MAD a bit. Combined with Weapon Finesse we are now using Dexterity for our combat rolls. Two-Weapon Fighting is taken as a prerequisite for Whisperknife.


If you want a more thorough recollection of the accounts feel free to purchase a copy of my memoirs, There, Back, and Gone Again. But as I said that night was naught but the start of my adventures. My first run in with Goblins, fighting intelligent spiders in a pitch black forest, the escape from a wood elf jail, donít even get me started on dealing with the werebear. Though I suppose none of it holds a candle to our first real bit dungeon delving, Reclaiming the hoard of the Great Wyrm Guams. Naturally being the thief of the group if fell to me to get in and scout it out. I was quite successful at first and had almost everything mapped out before I had to start playing Hide and Go Riddle Me This with him. I think I was doing quite well too, at least until I accidentally set him on the local lake town, but hey they were able to kill him, and we got our treasure, so allís well that ends well!
Spoiler: A thiefís beginning:
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At level 6 we dive into the SI. Level 7 sees a brief dip back into Swordsage so we can grab Assassinís Stance for extra Sneak attack damage. We continue to take feats to qualify for Whisperknife until level 12 and then start building up levels in Whisperknife. At level 15 we take Dallah Thaunís Luck. This opens up the Luckstealer class for us, but more importantly it gives us a way to boost our abysmal Fortitude save. If we werenít so feat starved trying to qualify for Whisperknife I would say take this earlier, but the damage from Shadow Blade was needed considerably earlier. Darkstalker is taken at level 18 to wrap the build up. While it would have been nice to have taken Darkstalker earlier as noted we are quite starved for feats, and trying to fit everything in was quite the challenge.


After that there was a bit of a tussle and I briefly sojourned home. Again for details please do get a copy of my memoirs itís really quite the read. The problem is once you get a taste for this kind of thing itís really hard to give up, so I was off again shortly afterwards. I rejoined my companions and since weíve tried to keep our number at fourteen since itís been quite lucky, and obviously Iíve remained as our midnighter. Now that said I do have the information we need to get this particular hoard from the dragon, please, please hold your applause, as I'd appreciate a more pragmatic salute
Spoiler: The path meanders forever:
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Level 20 is our endgame. Here we have a good solid Base attack bonus, and we're agile enough to be able to function both in and out of melee combat thanks to our race and the abilities we get from whisper knife. Being small does reduce our damage a bit, but it does give a increasing dodge bonus against most creatures we'll be fighting since they're generally going to be a fair bit larger. Additionally the close defense ability makes it even easier for us to stay alive if we do end up in the mix instead of comfortably at a distance throwing knives at things. Thanks to Dallah Thaunís luck all our save are at least passable, and our reflex save is not surprisingly near unstoppable.

Our skills also stack together well and build upon each other as we look to get into our role and our prestige classes with only the one level dip into Luckstealer being a little odd. That said I do feel like the utility from itís perquisite feat, and the flavor of just stealing that little bit of extra luck you need from your foe fits in with the idea of the hoard stealer well. It also helps mask our spellcasting limited as it is.

We only go up to level 8 with Hoardstealer since that is the point at which we receive our capstone ability. We have all four levels of our casting available to us, and the only thing left to gain is a little bit of distance for darkvision, and 1 more use per day of our abilities. At this point we are better served by building other aspects instead of continuing to take level in the SI unless we have nothing else we can add since most of the daily abilities are easily replicated.



Spoiler: The path meanders forever:
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Level 20 is our endgame. Here we have a good solid Base attack bonus, and we're agile enough to be able to function both in and out of melee combat thanks to our race and the abilities we get from whisper knife. Being small does reduce our damage a bit, but it does give a increasing dodge bonus against most creatures we'll be fighting since they're generally going to be a fair bit larger. Additionally the close defense ability makes it even easier for us to stay alive if we do end up in the mix instead of comfortably at a distance throwing knives at things. Thanks to Dallah Thaunís luck all our save are at least passable, and our reflex save is not surprisingly near unstoppable.

Our skills also stack together well and build upon each other as we look to get into our role and our prestige classes with only the one level dip into Luckstealer being a little odd. That said I do feel like the utility from itís perquisite feat, and the flavor of just stealing that little bit of extra luck you need from your foe fits in with the idea of the hoard stealer well. It also helps mask our spellcasting limited as it is.

We only go up to level 8 with Hoardstealer since that is the point at which we receive our capstone ability. We have all four levels of our casting available to us, and the only thing left to gain is a little bit of distance for darkvision, and 1 more use per day of our abilities. At this point we are better served by building other aspects instead of continuing to take level in the SI unless we have nothing else we can add since most of the daily abilities are easily replicated.





Spoiler: Sources:
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Swordsage : Tome of Battle
Whisperknife : Races of the Wild
Luckstealer : Races of the Wild
Halfling Racial Substitution : Races of the Wild
Antiquarian : Complete Champion
Penetrating Strike : Dungeonscape
Shadow Blade : Tome of Battle
Dallah Thaunís Luck : Races of the Wild
Darkstalker : Lords of Madness