I challenge you to a children's card game!

Quote Originally Posted by Wynfrith d'Acker
♠ Wynfrith d'Acker ♠


Wynfrith was born into a relatively well-to-do family, but from an early age was very wilful, and often an embarrassment. She fell in with a bad crowd, who spent their time gambling, carousing and generally getting up to petty mischief. The final straw came when she lost some very expensive family jewels in a card game, which she had taken without asking. She was booted out, and disinherited on the spot.

Wynfrith relied on her skills with a blade to make her way as a sell-sword, roaming far and wide, looking for adventure and trouble. How she fell in cahoots with the cult of Mammon is not known, but is suspected to have began as the result of a lost wager. She rose quickly in their ranks, through misdirection, force and seduction. The cult afforded her many opportunities to indulge her love of gambling, theft and manipulation of others.

She relished the chance to deceive others, steal their wealth, and humiliate them in games of Three Dragon Ante. Her down time was usually spend tinkering with gems and jewels (won or stolen), then re-selling them for greater profit. Wynfrith honed the preternatural gifts granted by the cult to develop impressive powers of manipulating objects and creatures with the power of her mind. The other cult members feared her greatly, afraid they may be hurled hundreds of feat into the air at her whim.

Eventually she rose to higher and higher power in the cult, and while never officially recognised a a leader, is widely rumoured to run the show from behind the scenes.


NE Female Human Warblade 5/Disciple of Mammon 10/Master of the Unseen hand 5

HD: 5d12+10d6+5d4+80

Langauges: Common, Dwarven, Infernal

Spoiler: Build Tables/Info/Level Breakdowns
Show
Point Buy 4th 8th 12th 16th 20th Final
Str 14 - - - - - 14
Dex 14 - - +1 - - 14
Con 14 +1 +1 - +1 +1 18
Int 14 - - - - - 14
Wis 10 - - - - - 10
Cha 14 - - - - - 14

Level Class Base Attack Bonus Fort Save Ref Save Will Save Skill Ranks Feats Class Features
1st Warblade 1 +1 +2 +0 +0 Appraise 2, Bluff 2, Concentration 4, Diplomacy 4, Intimidate 4, Open Lock 2, Profession (gambler) 2, Sense Motive 2, Sleight of Hand 2, Tumble 4 Able LearnerB, Disciple of Darkness Battle clarity (Reflex saves), weapon aptitude
2nd Warblade 2 +2 +3 +0 +0 Appraise 2, Balance 3, Bluff 2, Concentration 5, Diplomacy 5, Intimidate 5, Open Lock 2, Profession (gambler) 2, Sense Motive 2, Sleight of Hand 2, Tumble 5 - Uncanny dodge
3rd Warblade 3 +3 +3 +1 +1 Appraise 3, Balance 4, Bluff 3, Concentration 5, Diplomacy 5, Intimidate 5, Open Lock 3, Profession (gambler) 3, Sense Motive 3, Sleight of Hand 3, Tumble 5 Appraise Magic Battle ardor (critical confirmation)
4th Warblade 4 +4 +4 +1 +1 Appraise 6, Balance 4, Bluff 3, Concentration 7, Diplomacy 6, Intimidate 6, Open Lock 3, Profession (gambler) 3, Sense Motive 3, Sleight of Hand 3, Tumble 5 - -
5th Warblade 5 +5 +4 +1 +1 Appraise 6, Balance 5, Bluff 4, Concentration 7, Diplomacy 7, Intimidate 6, Open Lock 4, Profession (gambler) 4, Sense Motive 4, Sleight of Hand 4, Tumble 5 Improved InitiativeB Bonus feat
6th Disciple of Mammon 1 +5 +4 +3 +3 Appraise 9, Balance 5, Bluff 4, Concentration 7, Diplomacy 7, Intimidate 6, Open Lock 4, Profession (gambler) 4, Sense Motive 4, Sleight of Hand 8, Tumble 5 Power Attack Lie
7th Disciple of Mammon 2 +6 +4 +4 +4 Appraise 10, Balance 5, Bluff 5, Concentration 7, Diplomacy 9, Intimidate 6, Open Lock 4, Profession (gambler) 4, Sense Motive 5, Sleight of Hand 10, Tumble 5 - Cheat
8th Disciple of Mammon 3 +7 +5 +4 +4 Appraise 11, Balance 5, Bluff 5, Concentration 9, Diplomacy 11, Intimidate 6, Open Lock 5, Profession (gambler) 4, Sense Motive 5, Sleight of Hand 11, Tumble 5 - Thief, steal
9th Disciple of Mammon 4 +8 +5 +5 +5 Appraise 12, Balance 5, Bluff 8, Concentration 9, Diplomacy 12, Intimidate 6, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 12, Tumble 5 Cards Over Swords Divert attack
10th Disciple of Mammon 5 +8 +5 +5 +5 Appraise 13, Balance 5, Bluff 11, Concentration 10, Diplomacy 13, Intimidate 6, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 13, Tumble 5 - Summon osyluth
11th Disciple of Mammon 6 +9 +6 +6 +6 Appraise 14, Balance 5, Bluff 12, Concentration 12, Diplomacy 14, Intimidate 6, Knowledge (nobility & royalty) 1, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 14, Tumble 5 - Take object
12th Disciple of Mammon 7 +10 +6 +6 +6 Appraise 15, Balance 5, Bluff 13, Concentration 14, Diplomacy 15, Intimidate 6, Knowledge (nobility & royalty) 2, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 15, Tumble 5 Master Pickpocket Enhance value
13th Disciple of Mammon 8 +11 +6 +7 +7 Appraise 16, Balance 5, Bluff 14, Concentration 16, Diplomacy 16, Intimidate 6, Knowledge (nobility & royalty) 3, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 16, Tumble 5 - Divert spell
14th Disciple of Mammon 9 +11 +7 +7 +7 Appraise 17, Balance 5, Bluff 16, Concentration 17, Diplomacy 17, Intimidate 6, Knowledge (nobility & royalty) 4, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 17, Tumble 5 - Nondetection
15th Disciple of Mammon 10 +12 +7 +8 +8 Appraise 18, Balance 5, Bluff 18, Concentration 18, Diplomacy 18, Intimidate 6, Knowledge (nobility & royalty) 5, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 18, Tumble 5 Martial Study (pouncing strike) Summon gelugon
16th Master of the Unseen Hand 1 +13 +7 +8 +10 Appraise 19, Balance 5, Bluff 19, Concentration 19, Diplomacy 19, Intimidate 6, Knowledge (nobility & royalty) 5, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 19, Tumble 5 - Improved caster level, versatile telekinesis
17th Master of the Unseen Hand 2 +14 +7 +8 +11 Appraise 20, Balance 5, Bluff 20, Concentration 20, Diplomacy 20, Intimidate 6, Knowledge (nobility & royalty) 5, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 20, Tumble 5 - Telekinetic wielder, sustained concentration
18th Master of the Unseen Hand 3 +15 +8 +9 +11 Appraise 21, Balance 5, Bluff 21, Concentration 21, Diplomacy 21, Intimidate 6, Knowledge (nobility & royalty) 5, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 21, Tumble 5 Quicken Spell-Like Ability (telekinesis) Full attack telekinesis
19th Master of the Unseen Hand 4 +16 +8 +9 +12 Appraise 22, Balance 5, Bluff 22, Concentration 22, Diplomacy 22, Intimidate 6, Knowledge (nobility & royalty) 5, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 22, Tumble 5 - Improved violent thrust, telekinetic flight
20th Master of the Unseen Hand 5 +17 +8 +9 +12 Appraise 23, Balance 5, Buff 23, Concentration 23, Diplomacy 23, Intimidate 6, Knowledge (nobility & royalty) 5, Open Lock 5, Profession (gambler) 5, Sense Motive 5, Sleight of Hand 23, Tumble 5 - Fling skyward


Maneuvers known:
1 - Douse the Flames, Moment of Perfect Mind, Steel Wind, Stone Bones
2 - Disarming Strike
3 - Mind Over Body
5 - Pouncing Charge

Stances known:
1 - Blood in the Water, Hunter's Sense


Level Breakdowns:
1-5: Pretty straightforward Warblade here, but skills are focused on social skills, and gambling. Still, a pretty competent melee type. Saves are shored up by maneuvers that allow a Concentration check in place of a save.
6-10: This is where one the main gimmicks comes online. The Cheat ability syngergizes well with Cards Over Swords. You can now try to force enemies into playing cards to settle a beef - and with your skills and Cheat ability, there's a better than average chance you are going to win. If you do, they give you all their stuff, and walk away! There's always the chance you may lose, but this isn't a build overly reliant on gear - and you can always leave your valuables off your person when you are expecting to challenge someone to a game. It's dumb, but it works. The Steal ability, which is explicitly based on Telekinesis, will come into its own later in the build.
11-15: Take Object works well with the Disarming Strike maneuver - I'd also suggest fighting with a one-handed weapon like a flail (you can always two-hand it when you need to Power Attack), keeping the other free for disarms and Sleight of Hand as needed. Speaking of which, the Master Pickpocket allows for some outrageous Sleight of Hand antics. Enhance Value can boost the profit from much of the loot gained by gambling and pick-pocketing.
16-20: Using the Steal ability to qualify, MotUH opens up combat and other options for your at will Telekinesis SLA, including flight. It also boosts your CL. Quicken allows you to use it as a swift action 3/day. Also being full BAB, MotUH compliments your melee prowess nicely. Pouncing Charge, picked up through a feat, allows for some full-attacking goodness on a charge. In the end, this is a versatile melee build, with some nice tricks including summoning devils and telekinesis; not to mention your pick pocketing and Cards over Swords shenanigans. You also have solid "face" skills, and can lie through your teeth with little chance of being caught out. You are fairly resilient, with saves shored up by maneuvers, and the ability to divert melee and spell attacks back on the allies of your attacker.

Sources:

BoVD - Disciple of Darkness, Disciple of Mammon
City of Stormreach - Master Pickpocket
CW - Master of the Unseen Hand
RoD - Able Learner
ToB - Warblade, maneuvers, stances
Online - Appraise Magic, Cards Over Swords