@DragonParadox, the two Drow builds! Morwyn is a sneak attacking poisoner, with stealth skills and disguise and bluff. Tuin is a wizard focusing on buffs, who creates a web of power between himself and others. He's taken one level of Spellguard of Silverymoon, and is thus attuned to a mighty warding scheme that has probably died out millenia ago. Poor baby. But fluffwise I felt it fit with War Weaver very well (being part of a larger magical network, creating/using one) and mechanically it's quite good. In three levels he gets some fantastic group buffing abilities, and he's quite good today too.
@Goldfish, these builds assume ownership of a certain amount of gear and of a spellbook. Feel free to calculate the costs and remove them from our funds, if you care. Otherwise I'm just assuming that this is what they'll be spending their income on for a while.
@All: if we pick these two builds, they'll make an Inquisition squad very very happy. War Weaver is amazing for buffing small units (3 more people here please!) and a poisoner/sneak attacker is already deadly, but gets even better with support and regular flanking/healing!
Together they can try stealth (through hiding, bluffing or disguises), they can kill things very very dead, and they can flee. However, they remain assassins: squishy and weak in fair fights or if badly outnumbered. They're good at killing single targets, but they can't take a beating!
Well, not without abusing Polymorph. If they abuse Polymorph they have a far better chance of managing, but who likes doing that?
Morwyn, Drow Rogue 3 / Spellthief 2 / Chameleon 4
Age: ???
Alignment: Chaotic Evil
Hit Dice: 5d6 +4d8 (39 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 20/22 (+3 Dex, +5 armor, +2 shield, +2 deflection vs Evil)
Base Attack: +6/+1
Attack: +10/+5 short sword (1d6+4 + poison)
Special Attacks: Spell-like Abilities, Aptitude focus,
mimic class feature 1/day, Ability boon (+2, currently applied to Wis), trapfinding, poison use, detect magic 3/day (CL 2),
steal spell and steal spell effect (as a level 6 Spellthief), Sneak Attack +3d6 (+Hunter's Eye)
Special Qualities: SR 20, immunity to sleep, A drow who merely passes within 5 feet of a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it, darkvision 120ft, light blindness (1 round, then dazzled), Evasion, Floating Bonus Feat,
Saves: Fortitude +5 (+6 vs spells), Reflex +8 (+9 vs spells), Will +9 (+12 vs spells and SLAs, +14 vs enchantments) -> All +2 vs Evil
Abilities: Str 16, Dex 16, Con 11, Int 12, Wis 15, Cha 10
Skills: Bluff +12, Disable Device +15, Disguise +12 [Skill Trick: Second Impression], Concentration +6, Hide +15, Knowledge (arcana or religion, based on daily spellcasting) +3, Listen +4, Move Silently +15, Open Lock +9, Search +11, Spot +10, Spellcraft +5,
Feats: Flaws (Fussy, Pride of Arms),
Reactive Resistance,
Gift of Darkness,
Terrifying Strike,
Sickening Strike,
Venomous Strike,
Master Spellthief
Spell-Like Abilities, CL 9: 2/day: Dancing lights, faerie fire, darkness.
Curtain of Darkness: Immediate action costing one use of dancing lights and darkness to extinguish all nonmagical light sources within 100 feet.
Mirror Image: Immediate action to can expend one daily use of dancing lights and faerie fire to use mirror image (as the spell, except you gain only 1d4 images).
See Invisibility: Immediate action to expend one daily use of darkness and faerie fire to use see invisibility (as the spell, except the duration is only 1 round per caster level).
Blinding Vanish: Immediate action costing one daily use of dancing lights, darkness, and faerie fire to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are blinded for 1 round; a successful Fortitude save (DC 14) reduces the effect to dazzled for 1 round. In addition, you become invisible (as the invisibility spell, except the duration is 1 round per caster level).
Gear: Lesser Caster's Tattoo, Penumbra Tattoo, Strike Tattoo (3/ day grave strike, golem strike or vine strike as a swift action), Poison tattoo (casts Minor Creation once per day at CL 7), Healing Belt, two +1 short swords, +1 mithral buckler, +1 mithral chain shirt, masterwork thief's tools, Greater Ribbon of Disguise, PfE, Heward's Handy Haversack, an awful lot of daggers
Divine casting CL 8 (DC = 14 + spell level) :
Level 0: Read Magic, Detect Poison*2, No Light,
Level 1: Rhino's Rush*2, Breath of the Jungle, Resurgence, Lesser Vigor,
Level 2: Hunter's Eye *2, Divine Insight, Increase Virulence
Level 3: Moon Blade
NOTE: Sneak attacker who can reduce sneak attack damage to steal spells or impose penalties on the save against poison. To apply poison, he wields one weapon in each hand, each coated in poison - he can split his attacks between two weapons, but doesn't actually fight with two weapons (no extra attack).
Tuin, Drow Paragon 1 / Wizard 2 (Illusionist - no necromancy or evocation) / War Weaver 5 / Spellguard of Silverymoon 1
Age: ???
Alignment: Chaotic Evil
Hit Dice: 1d6+8d4 +9 (26 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 20/22/24 (+3 Dex, +5 armor, +2 shield) +2 vs Evil, +2 dodge after having cast a spell
Base Attack: +4
Attack: +3 dagger (1d4-1)
Special Attacks: Spell-like Abilities,
Special Qualities: SR 20, sleep immunity, light blindness (1 round, then dazzled), darkvision 120ft, auto-search secret doors within 5ft,
Saves: Fortitude +4, Reflex +7, Will +7 (+9 vs spells, +11 vs enchantment),
Abilities: Str 8, Dex 16, Con 12, Int 18, Wis 13, Cha 13
Skills: Craft (weaving) +10, Concentration +13 (+17 to cast defensively), Hide +15, Knowledge (arcana) +15, Knowledge (religion) +10, Knowledge (the planes) +10, Move Silently +16, Spellcraft +10,
Feats: Flaws (Inattentive, Noncombatant), Enlarge Spell, Sanctum Spell, Combat Casting, Battle Casting, Echoing Spell, Easy Metamagic (Echoing Spell),
Spell-Like Abilities CL 9: 2/day: Dancing lights, faerie fire, darkness
Gear: Lesser Caster's Tattoo, Penumbra Tattoo, Heward's Handy Haversack, +1 mithral buckler, +1 Twilight mithral chain shirt,
Wizard CL 8 (DC = 14 + spell level) - remember Sanctum spell! :
Level 0: Detect Magic, Read Magic, Mage Hand, Prestidigitation *2
Level 1: Nerveskitter *2, Grease, Benign Transposition, Enlarge Person, Silent Image,
Level 2: Bull's Strength*2, Invisibility*2, See Invisibility, Insidious Insight,
Level 3: Haste, Dimension Step, Displacement*2, Crown of Veils
Level 4: Polymorph, Greater Invisibility*2, Echoing Snake's Swiftness,
Eldritch Tapestry: 10 minutes to establish, between 4 person (+himself). Then allows any spell you cast into it to affect everyone in the tapestry
Quiescent Tapestry: Pre-cast 4 spells of level 5 or less into the tapestry, and
activate them all as a move action.
Example quiescent tapestry:
- Greater Invisibility, Haste, Polymorph, Dimension Step. Also use Nerveskitter: turn the rogue into an invisible melee beatstick, and use Dimension step to let him into melee! This way he gets a very strong full attack in while the enemy is flat-footed. This also sets up excellent defenses for the wizard.
Ward Attunement: While within the mighty wards he is attuned to,
he can evoke certain magical effects as a move action. However, I presume that the wards he attuned to are long lost.