That's right, we're starting an evil campaign tonight and I'll be interested to see how well my 11th level sneaky rogue/invisible blade does. Below are some of the build notes, comments are welcome but it's too late to change anything major now.
Char level: 11
Hit points: 77
Alignment : Neutral Evil
Gold : 88,000
Classes : Fighter 3, Rogue 4, Invisible blade 4
STR: 12 +1
DEX: 20 +5
CON: 14 +2
INT: 12 +1
WIS: 14 +2
CHA: 13 +2
BAB: 10
Fort: 5
Ref: 9
Will: 3
Base speed: 40ft
Load : light <=43lbs, medium 44 - 86lbs, heavy 87 - 130lbs
Ex:
Sneak attack 4d6
Trapfinding
Use Search to locate traps.
Evasion
take no damage on a succesful ref roll
Trap sense +1
+1 ref save to avoid traps, +1 dodge bonus to AC against attacks from traps
Uncanny Dodge
Don't lose dex bonus to AC when flanked
Unfettered defense
AC +1 int per invisible blade level when not wearing armour
Bleeding wound
sacrifice 1d6 damage on initial attack to cause (cumulative per number of attacks per round) 1pt of damage per round after.
Uncanny Feint
Can feint as a move action in combat
Feint Mastery
Can take 10 on all bluff checks when feinting in combat
Feats:
Combat reflexes
Attacks of opportunity equal to dex bonus
Close Quarters Combat
Get an attack of opportunity when someone attempts to grapple
Mobility
+4 dodge bonus to ac against attacks of opportunity
Point blank shot
+1 bonus to attack and damage rolls on ranged within 30ft
Far Shot
Range increase to projectile weapons x1.5 (fired) x2 (thrown)
Weapon focus (kukri)
+1 attack bonus with kukri
Two weapon fighting
Primary penalty reduced by 2
Off-hand penalty reduced by by 6
if both weapons are light it becomes a -2 on each hand
Weapon finesse
Dex to BAB with hand weapons instead of str
Class skills:
Handle animal (cha)
Ride (dex)
Appraise (int)
Balance (dex) 3
Bluff (cha) 13
Climb (str) 3
Craft (int)
Decipher script (int)
Diplomacy (cha)
Disable device (int) 8
Disguise (cha)
Escape artist (dex)
Forgery (int)
Gather info (cha)
Hide (dex) 5
Intimidate (cha)
Jump (str) 3
Knowledge local (int)
Listen (wis) 3
Move silently (dex) 2
Open lock (dex) 8
Perform (cha)
Profession (wis)
Search (int) 8
Sense motive (wis) 8
Sleight of Hand (dex) 2
Spot (wis) 4
Swim (str) 2
Tumble (dex) 2
Use magic device (cha)
Use rope (dex)
Innuendo (cha)
Gear:
Starting gold : 88k
Preferred weight : <43lbs
Weapons:
1 +2 Kukri (Keen +1 mod): 18,316gp (Kukri [8], masterwork [308], +3 weapon cost [18000])
Doubles crit range (now 15-20)
1 +2 Kukri (Keen +1 mod): 18,316gp
Doubles crit range (now 15-20)
30 daggers 60gp, 10 on a bandolier at any time
-1 penalty for 2 weapon fighting = +1 to attack and damage rolls
14lbs (10 daggers on the bandolier, the rest in the haversack)
36,692gp
Clothes:
Travellers outfit (free and doesn't count towards weight)
boots, wool breeches, a sturdy belt, a shirt and a black cloak with a hood.
Elven Chain, +5 AC, max dex +4, Armour check penalty -2, 20lbs, 4,150gp
Magic items:
Handy Haversack 2000gp, 5lbs
Cloak of resistance +3 9000gp, 1lbs Bonus to all saving throws
Lesser Truedeath Crystal x2 10000gp -- (in haversack) Weapon functions as Ghost Touch, +1d6 against undead
Lesser Demolition Crystal x2 6000gp -- (in haversack) Ignores construct damage reduction, +1d6 against constructs
Lesser Energy Assault (fire) 3000gp -- (attached to primary weapon) +1d6 fire damage
Lesser Energy Assault (cold) 3000gp -- (attached to offhand weapon) +1d6 cold damage
Ring of Protection +2 8000gp -- Deflection bonus to AC
Gloves of Dexterity +2 4000gp -- Bonus to dex
Other:
Thieves tools, masterwork 100gp 1lbs (in haversack) +2 to Disable Device and Open Lock
Remaining gold : 2058gp
Current load : 40lbs
Yes, I know I'm sad but what the hell, it's all good fun :)

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