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Semi experienced table top role player, I haven't played in years however I have played the old world of darkness settings such as Vampire, Werewolf, and Mage. I also played Ad&d 2nd edition and more recently Pathfinder. I am open to an opportunity to get back into it as my heart never left, just my friends moved away. I am easy to get along with, follow instructions and I am willing to learn. I have an open mind and I picked things up quickly. I own my own dice, a couple miniatures and dry erase boards and markers. Any source material I might need I can get or already have. If you would consider allowing me to join a group to play It would be amazing. My name is Anthony and you can msg me anytime I am open to playing in person or online.

Hello all

I've posted elsewhere and didn't get any help. 
Two questions: Can use the warlock's Healing Blast on myself? and isn't that too powerful? In fact isn't the whole blast itself overpowering since I can use it all day? 
Ok so more then two questions. 
Which prestige class and why ? Eldritch Disciple or Eldricth Theuge? and why? 

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Welcome to the World of D&D Dungeons and Dragons 3.5 edition is what we will be playing mostly however i hope to expland this to be able to do many diffrent types of Tabletop RPG's on google+ including zombie survivval,Modern warfare and mabye even things such as Pokemon but for now lets start with tradition Homebrew D&D Enter please have some experice 

Hey! I'm new here and I recently lost a character with an awkward plane-shift... He's kinda trapped on his own plane of existence and I have to reroll. 

I have never ran sorcerer, and I am not entirely sure how sorc mechanics differ from that of the wizards (besides the spell preparation and how they learn spells). I've just played rogues, rangers, and fighters until now. :p 

Anyways, I did want to run him with conj, evo, and trans spells--make him the sort of character to control or destroy based on the situation. Any tips?

Here's another one, that isn't quite complete yet. I have two sets of stats, one at 11 and one at 20. This guy is a shadow pouncer that can get 3 or 4, maybe more, full attack actions per round. He can also do all kinds of other stuff.

Garrigus “The Shadow” Trimble
Human Evolved Undead Necropolitan
Deity: Shar
Alignment: Neutral Evil

1 Rogue/1 Rokugan Ninja/2 Totemist/1 Swordsage/1 Trapsmith/1 Swiftblade/5 Teflammar Shadowlord/8 Swiftblade

Abilities (32)
STR – 18 (16) + 2 (Rac) + 4 (Enh) + 2 (Lev) +4 (Inherent) = 30
DEX – 14 (6) + 4 (Enh) = 18
CON - – 
INT – 14 (+6)
WIS – 12 (+4)
CHA – 10 (+2) + 2 (Rac) = 12

1 – Rogue – Blind Fight, Able Learner, Flaw (Shaky): Mobility
2 – Rokugan Ninja – Dodge
3 – Totemist – Undead Meldshaper
4 – Totemist
5 – Swordsage
6 – Trapsmith – Shadow Blade
7 – Swiftblade – Spring Attack
8 – Teflammmar Shadowlord
9 – Teflammar Shadowlord – Gloom Razor
10 – Teflammar Shadowlord
11 – Teflammar Shadowlord
12 – Teflammar Shadowlord – Adaptive Style
13 – Swiftblade
14 – Swiftblade
15 – Swiftblade – Lifesight
16 – Swiftblade
17 – Swiftblade
18 – Swiftblade – Lightning Mace
19 – Swiftblade
20 – Swiftblade

HP (11) = 204
HP (20) = 360

BAB (11) = 8.75
BAB (20) = 17.5

Melee (Quickrazors) = 21/21/16/16 (1d4+15/1d4+10 19-20/x2) // Katana = 20/15 (1d10+15 18-20/x3)
Ranged = 11/6 (1d8+5 20/x3) 
AC = 10 + 10 (Spell) + 4 (Dex) + 4 (Natural) + 1 (Dodge) = 29
Flat Footed = 10 + 10 + 4 = 24
Touch = 10 + 4 + 1 = 15

Saves (11)
Fort – 1/3 (Rogue) + 1/3 (RN) + 3 (Totemist) + 1/3 (Swordsage) + 1/3 (Trapsmith) + 1/3 (Swiftblade) + 1 1/3 (TSL) = 6 + 1 + 3 + 2 = 12
Ref – 2.5 (Rogue) + 2.5 (RN) + 3 (Totemist) + 2.5 (Swordsage) + 2.5 (Trapsmith) + 2.5 (Swiftblade) + 4 (TSL) = 19.5 + 4 + 3 + 2 = 28.5
Will – 1/3 (Rogue) + 1/3 (RN) + 2/3 (Totemist) + 2.5 (Swordsage) + 1/3 (Trapsmith) + 2.5 (Swiftblade) + 1 1/3 (TSL) = 8 + 1 + 3 + 2 = 14


Saves (20)
Fort – 1/3 (Rogue) + 1/3 (RN) + 3 (Totemist) + 1/3 (Swordsage) + 1/3 (Trapsmith) + 3 (Swiftblade) + 1 2/3 (TSL) = 9
Ref – 2.5 (Rogue) + 2.5 (RN) + 3 (Totemist) + 2.5 (Swordsage) + 2.5 (Trapsmith) + 6.5 (Swiftblade) + 4.5 (TSL) = 24
Will – 1/3 (Rogue) + 1/3 (RN) + 2/3 (Totemist) + 2.5 (Swordsage) + 1/3 (Trapsmith) + 6.5 (Swiftblade) + 1 2/3 (TSL) = 12 

Spells (11)
Trapsmith
1 (2 + 1)
Arcane Sight, Cat's Grace, Clairaudience/Clairvoyance, Dispel Magic, Fox's Cunning, Gaseous Form, Haste, Knock, Protection from Energy

Teflammar Shadowlord
1 (2 + 1) 
Blindness/Deafness, Chill Touch, Darkness, Darkvision, Invisibility, Knock, Levitate, Shadow Mask (FRCS), Shadow Spray (FRCS)
2 (1+ 1)
Air Walk, Blacklight (FRCS), Displacement, Haste, Improved Invisibility, Nondetection, Vampiric Touch

Spells (20)
Trapsmith (8)
1 (5 + 1)
Arcane Sight, Cat's Grace, Clairaudience/Clairvoyance, Dispel Magic, Fox's Cunning, Gaseous Form, Haste, Knock, Protection from Energy
2 (4 + 1)
Arcane Eye, Dimension Door, Lesser Globe of Invulnerability, Otiluke's Resilient Sphere, Stoneskin, Stone Shape
3 (3 + 0)
Bigby's Interposing Hand, Break Enchantment, Fabricate, Greater Dispel Magic, Wall of Stone

Teflammar Shadowlord (7)
1 (3 + 1) 
Blindness/Deafness, Chill Touch, Darkness, Darkvision, Invisibility, Knock, Levitate, Shadow Mask (FRCS), Shadow Spray (FRCS)
2 (2 + 1)
Air Walk, Blacklight (FRCS), Displacement, Haste, Improved Invisibility, Nondetection, Vampiric Touch
3 (1 + 0)
Confusion, Darkbolt (FRCS), Detect Scrying, Dimension Door, Mass Invisibility, Mislead

Soulmelds (Essentia)
Blink Shirt (2) – Ddoor 10 ft + 10 ft/1 Essentia (Standard Action)
Totem – As Move Action

Skills
1 (17 x 4 = 68) – Spot (4.4), Search (4.4), Disable Device (4.4), Open Lock (4.4), Hide (4.4), Move Silently (4.4), Tumble (4.4), Listen (2.2), Craft (Trapmaking) (4.4), Jump (2.2), Disguise (4.4), Bluff (4.4), Concentration (2.2), Spellcraft (2.2), Sense Motive (4.4), Iaijatsu Focus (4.4), UMD (4.4), Balance (4.4), Gather Information (4.4)
2 (13) – Spot (5.1), Search (5.1), Disable Device (5.1), Hide (5.1), Move Silently (5.1), Tumble (5.1), Craft (Trapmaking) (5.1), Disguise (5.1), Bluff (5.1), Concentration (3.1), Spellcraft (3.1), Iaijatsu Focus (5.1), UMD (5.1)
3 (13) – Spot (6.1), Search (6.1), Disable Device (6.1), Hide (6.1), Move Silently (6.1), Tumble (6.1), Craft (Trapmaking) (6.1), Disguise (6.1), Bluff (6.1), Concentration (5.2), Iaijatsu Focus (6.1), UMD (6.1)
4 (13) – Open Lock (5.1), Spot (7.1), Search (7.1), Disable Device (7.1), Hide (7.1), Move Silently (7.1), Tumble (7.1), Craft (Trapmaking) (7.1), Disguise (7.1), Bluff (7.1), Concentration (6.1), Iaijatsu Focus (7.1), UMD (7.1)
5 (15) – Spot (8.1), Search (8.1), Disable Device (8.1), Hide (8.1), Move Silently (8.1), Tumble (8.1), Craft (Trapmaking) (8.1), Concentration (7.1), Spellcraft (4.1), Iaijatsu Focus (8.1), Bluff (8.1), Sense Motive (6.2), UMD (8.1), Open Lock (5.1)
6 (15) – Spot (9.1), Search (9.1), Disable Device (9.1), Hide (9.1), Move Silently (9.1), Tumble (9.1), Concentration (9.1), Iaijatsu Focus (9.1), Spellcraft (6.2), Disguise (9.1), Bluff (9.1), Sense Motive (8.2), UMD (9.1)
7 (13) – Spot (10.1), Search (10.1), Disable Device (10.1), Hide (10.1), Move Silently (10.1), Tumble (10.1), Concentration (10.1), Disguise (10.1), Bluff (10.1), Sense Motive (9.1), Iaijatsu Focus (10.1), UMD (10.1), Open Lock (6.1)
8 (13) – Spot (11.1), Search (11.1), Disable Device (11.1), Hide (11.1), Move Silently (11.1), Tumble (11.1), Concentration (11.1), Disguise (11.1), Bluff (11.1), Iaijatsu Focus (11.1), Sense Motive (11.2), Open Lock (7.1)
9 (13) – Spot (12.1), Search (12.1), Disable Device (12.1), Hide (12.1), Move Silently (12.1), Tumble (12.1), Concentration (12.1), Disguise (12.1), Bluff (12.1), Iaijatsu Focus (12.1), UMD (12.1), Open Lock (8.1), Gather Information (5.1)
10 (13) – Spot (13.1), Search (13.1), Disable Device (13.1), Hide (13.1), Move Silently (13.1), Tumble (13.1), Concentration (13.1), Disguise (13.1), Bluff (13.1), Iaijatsu Focus (13.1), UMD (13.1), Open Lock (9.1), Balance (5.1)
11 (13) – Spot (14.1), Search (14.1), Disable Device (14.1), Hide (14.1), Move Silently (14.1), Tumble (14.1), Concentration (14.1), Disguise (14.1), Bluff (14.1), Iaijatsu Focus (14.1), Sense Motive (12.1), UMD (14.1), Open Lock (10.1)
Summary – Spot (14), Search (14), Disable Device (14), Hide (14), Move Silently (14), Tumble (14), Concentration (14), Disguise (14), Bluff (14), Iaijatsu Focus (14), Sense Motive (12), Open Lock (10), Spellcraft (6), Jump (2), Balance (5), Gather Information (5), Listen (2), Craft (Trapmaking) (8)
--------------------------------------------------------------------------------------------------------------
12 (13) - 
13 (13) - 
14 (13) - 
15 (13) - 
16 (13) - 
17 (13) - 
18 (13) - 
19 (13) - 
20 (13) - 

Maneuvers/Stances
Up to level 2
6 (4)/2

Maneuvers
Shadow Jaunt
Cloak of Deception
Shadow Blade Technique
Moment of Perfect Mind
Mountain Hammer
Emerald Razor

Stances
Child of Shadow
Island of Blades

Wealth/Items Lvl 11 (99,000 gp)
Handy Haversack (2,000 gp)
Gloves of the Balanced Hands (8,000 gp)
+1 Warning Gnomish Quickrazor (8,340 gp)
+1 Gnomish Quickrazor (2,340)
Ring of the Darkhidden (2,000)
Cloak of Resistance +3 (9,000)
Feathered Wings (10,000)
Amulet of Natural Armor (+1) (1,000)
Weakening Arm Graft (40,000)
Black Sand (150 gp)
Mundane Equipment (50 gp)
Circlet of Persuasion (4,500)
Necropolitan Ceremony (3000)
Ritual of Shadow Walking (500)
Dimension Stride Boots of Translocation (4,100)
Masterwork Thieves Tools (100)
Masterwork Disguise Kit (100)
Masterwork Composite Longbow (+5 STR) (900)
Katana (150)
2770 GP

Special Stuff
+6 Turn Resistance
Immunity to Poison, Disease, Sleep, Paralysis, Stunning, Death effects
Immunity to Critical Hits, Energy Drain, Ability Drain, Nonlethal damage
Immune to damage to physical ability scores, fatigue, exhaustion
Immunity to Mind Affecting effects
Immunity to any effect that requires a fortitude save (unless it also affects objects)
Uses Charisma modifier for Concentration checks and fortitude saves
Does not breathe, eat, or sleep
Fast Healing 3 + 1d6
+2 profane bonus to will saves against Control Undead
+2 profane bonus on saving throws
3 NA
+4 Initiative, +10 feet land speed

Here's a little diddy I worked up a couple years ago.

Skippy the Dancing Venerable Dragonwrought White Dragonspawn Loredrake Desert Phrenic Magic-Blooded Kobold

1 Sorcerer/3 Dragon Heritage Kobold Paragon/1 Spirit Lion Totem Barbarian/2 Swiftblade/2 Abjurant Champion/1 Spelldancer/+2 Abjurant Champion/+8 Swiftblade

Spells as 19th level sorcerer (Caster Level 21)
Manifester Level 20
BAB: 17

Ability Scores: 32 PB; adjusted for races & templates
STR - 9 (3)
DEX - 16 (4) --> 22
CON - 16 (6) --> 22
INT - 16 (3)
WIS - 12 (3) +6 (Enhancement) = 18
CHA - 26 (13) + 5 (Levels) + 5 (Inherent) + 6 (Enhancement) + 2 (Dragon Heritage Kobold Paragon) =  44 + 4 (Unlisted: Inner Beauty) + 4 (Morale: Snowsong) = 52

Familiar: Rat

1 - Sorcerer: Dragonwrought, Expeditious Dodge (flaw), Mobility/Divine Sorcery - Destiny (Psyref Mobility out after armor below obtained) (flaw), Draconic Rite of Passage  
2 - Dragon Heritage Kobold Paragon
3 - Dragon Heritage Kobold Paragon: Draconic Reservoir
4 - Dragon Heritage Kobold Paragon: +1 CHA
5 - Spirit Lion Totem Barbarian
6 - Swiftblade: Combat Casting, Greater Draconic Rite of Passage
7 - Swiftblade
8 - Abjurant Champion:, +1 CHA
9 - Abjurant Champion: Endurance
10 - Spelldancer
11 - Abjurant Champion
12 - Abjurant Champion: Arcane Strike, +1 CHA
13 - Swiftblade
14 - Swiftblade
15 - Swiftblade: Extend Spell
16 - Swiftblade: +1 CHA
17 - Swiftblade
18 - Swiftblade: Persist Spell
19 - Swiftblade
20 - Swiftblade: +1 CHA

Spells Known at 20: (19th level sorcerer)
1 - (5) Nerveskitter, Shield, True Casting, True Strike, Unseen Servant, Detect Secret Doors (3x/day - Runestaff), Identify (3x/day SLA - Draconic Rite of Passage + Draconic Reservoir)
2 - (5) Wraithstrike, Resist Energy, Web, Wings of Cover, Rope Trick, Locate Object (3x/day - Runestaff)
3 - (4) Haste, Dragonskin, Slow, Greater Magic Weapon, Tongues (1x/day - Runestaff), Battlemagic Perception (3x/day - Runestaff), Spellcaster's Bane (1x/day - Runestaff), Shrink Item (Knowstone)
4 - (4) Greater Mirror Image, Celerity, Ruin Delver's Fortune, Greater Luminous Armor, Inner Beauty (Drake Helm), Greater Invisibility (Drake Helm), Locate Creature (3x/day - Runestaff)
5 - (4) Arcane Fusion, Draconic Polymorph, Greater Dimension Door, Telekinesis, Prying Eyes (3x/day - Runestaff), Duelward (3x/day - Runestaff)
6 - (3) Starmantle, Ruby Ray of Reversal, Greater Dispel Magic, Snowsong (Drake Helm), True Seeing (1x/day - Runestaff)
7 - (3) Limited Wish, Arcane Spellsurge, Elemental Body
8 - (2) Ghostform, Mystic Shield, Avascular Mass
9 - (1) Shapechange, Shades, Choose Destiny (Destiny Domain)

Spells/Day
0 - 6
1 - 6 + 6 = 12
2 - 6 + 5 = 11
3 - 6 + 5 = 11
4 - 6 + 5 = 11
5 - 6 + 5 = 11
6 - 6 + 4 = 10
7 - 6 + 4 = 10
8 - 6 + 4 = 10
9 - 4 + 4 = 8

Psi-Like Abilities - Manifester Level 20, augmented as though spending ML in power points for each
3/day - Defensive Precognition, Empty Mind, Mind Thrust, Intellect Fortress, Psionic Teleport
1/day - Force Screen, Body Adjustment, Brain Lock, Aversion, Psionic Blast, Psychic Crush, Psionic Dominate, Energy Current, Tower of Iron Will, Fission, Ultrablast

HP: 252 (max hit points per level)

Power/Spell Resistance: 30

Speed: 30 (Base) + 30 (Haste) + 10 (Slippers) + 5 (Armor enhancement) + 20 (Swift Surge) = 95 Land/Flight (Perfect), 190 (Flight: Average)

Initiative: 6 (Dex) + 5 (Insight/Scimitar) + 21 (Arcane Reflexes/Competence) +5 Nerveskitter (Untyped) = 37

AC (Incorporeal): 10 (Base) + 6 (Dex bonus) + 12 (Armor Bonus) + 21 (Deflection from Ghostform) + 8 (Shield) + 3 (Dodge) + 1 (Size) = 61 + 4 (Mobility vs. AoO) = 65 + 8 (Wings of Cover) = 73

AC (Not Incorporeal):10 (Base) + 6 (Dex bonus) + 12 (Armor Bonus) + 12 Natural Armor + 8 (Shield) + 3 (Dodge) + 1 (Size) = 52 + 4 (Mobility vs. AoO) = 56 + 8 (Wings of Cover) = 64

Touch AC: 10 (Base) + 6 (Dex) + 21 (Deflection) + 3 (Dodge) +1 (Size) = 41

Attack: 17 (BAB) + 21 (CHA) + 5 (GMW) + 1 (Haste) +1 (Size) = 45/40/35/30 against Touch AC before Arcane Strike (add 20 when using True Strike) 

Damage: 1d4 + 5 (GMW) + 21 (CHA) + 21 (Fire/CHA) + 2d6 (Swiftblade) = 1d4 + 47 + 2d6 before Arcane Strike

Saves:
Fort: 1 1/3(Sorc) / 2.5 (Barbarian) / 1/3 (Spelldancer) / 1 1/3 (Abjurant Champion) / 3 1/3 (Swiftblade) = 8.833 Base + 6 (CON) + 5 (Resistance) + 21 (RDF) + 2 (Familiar) = 42.833 = 42
Ref:  1 1/3 (Sorc) / 1/3 (Barbarian) / 2.5 (Spelldancer) / 1 1/3 (Abjurant Champion) / 7 (Swiftblade) = 12.5 Base + 6 (DEX) + 5 (Resistance) + 21 (RDF) +2 (Swift Surge) = 46.5 = 46
Will:  4 (Sorc) / 1/3 (Barbarian) / 2.5 (Spelldancer) / 4 (Abjurant Champion) / 7 (Swiftblade) = 17.833 Base + 4 (WIS) + 5 (Resistance) + 21 (RDF) = 47.833 = 47

The Morning Spelldance
Persisted/Extended Spells via Spelldance:
Shield, Ruin Delver's Fortune x3, Greater Mirror Image, Mystic Shield, Ghost Form, Dragonskin, Wraithstrike, True Seeing (Runestaff), Arcane Spellsurge, Choose Destiny, Inner Beauty, Snowsong, True Seeing, Greater Invisibility, Shapechange, Greater Luminous Armor, Elemental Body, Tongues, Greater Magic Weapon, Duelward, Battlemagic Perception, Spellcaster's Bane

After resting to recuperate spells, wake up in the morning and don my "dancin' shoes." The DC to spelldance is 10 + Modified Spell level, so the highest DC I have to hit is 25, which is impossible for me to fail. First, perform a spelldance for 7 rounds and apply Extend and Persist to Shapechange. Next, Shapechange into a construct form that lacks magic immunity or spell resistance (such as a homunculus, or animated object) making Skippy immune to fatigue, exhaustion, and ability damage. Next, spelldance and use extend and persist on any spell we want, since the fatigue and exhaustion cannot affect Skippy. Enjoy the effects of all buffs for 48 hours.

Effects of Spelldance:
By persisting the above spells via spelldance, Skippy gains an extraordinarily high armor class and saves. He gains Greater Mirror Image for 24 hours. Ghostform grants him a deflection bonus to AC, incorporeality, touch attacks for melee (can attack corporeals due to ghost touch weapon), immunity to non-magical attack forms, and the other typical ghost defenses. Mystic Shield grants him immunity to spells 6th level and below, and causes all weapons that attack him to be treated as non-magical. In this way he basically become immune to melee, especially coupled with my high AC and miss chances granted by Ghost Form, Greater Mirror Image, and Swiftblade class features. He gains perfect flight at his land speed, 60 ft. Darkvision, immunity to flanking, critical hits, and poison from Elemental Body. He gains +8 to his charisma score, which governs initiative, to-hit, bonus spells, DC's, saves, and damage. He gains the ability to attack as a touch attack. He may speak any language. He can be invisible, even while attacking. All his spells are cast as 1 step faster than they are listed. He has permanent true seeing. Skippy may roll twice for any attack roll, saving throw, skill check, or ability check and take the better result.

Skippy utilizes Shades to create a Contingency, which activates Greater Dimension Door when he is in the area of effect of area dispel that he has not counterspelled. The Greater Dimension Door moves him to the nearest square outside the area of effect.

Just in case Skippy's contingency were to fail, he wears a shrunken, lead lined 5 foot diameter and 5 foot deep basket on top of his head. He instructs his familiar to speak the command word if his counterspell and contingency fails. This blocks line of effect to Skippy for purposes of spells like Mordenkainen's Disjunction.

Skills:
1 - Concentration (4) [4], Spellcraft (4) [4],  Perform (Dance) (4) [2], Tumble (4) [2], Profession (Basket Weaving) (1) [1]
2 - Concentration (1) [5], Spellcraft (1) [5], Perform (Dance) (2) [3], Profession (Basket Weaving) (1) [2]
3 - Concentration (1) [6], Spellcraft (1) [6], Perform (Dance) (2) [4], Profession (Basket Weaving) (1) [3]
4 - Perform (Dance) (4) [6], Swim (1) [1]
5 - Concentration (2) [7], Spellcraft (2) [7], Knowledge (Arcana) (2) [1], Tumble (2) [4]
6 - Concentration (2) [9], Spellcraft (2) [9], Tumble (4) [8]
7 - Concentration (1) [10], Spellcraft (1) [10], Knowledge (Arcana) (4) [5], Tumble (2) [10]
8 - Concentration (1) [11], Spellcraft (1) [11], Knowledge (Arcana) (2) [7], Ride (1) [1]
9 - Concentration (1) [12], Spellcraft (1) [12], Knowledge (Arcana) (2) [9], Ride (1) [2]
10 - Concentration (1) [13], Spellcraft (1) [13], Knowledge (Arcana) (1) [10], Perform (Dance) (2) [8], Tumble (2) [12]
11 - Concentration (1) [14], Spellcraft (1) [14], Knowledge (Arcana) (2) [12], Ride(1) [3]
12 - Concentration (1) [15], Spellcraft (1) [15], Knowledge (Arcana) (2) [14], Ride(1) [4]
13 - Concentration (1) [16], Spellcraft (1) [16], Knowledge (Arcana) (2) [16], Balance (1) [1]
14 - Concentration (1) [17], Spellcraft (1) [17], Knowledge (Arcana) (1) [17], Spot (1) [1], Balance (1) [2]
15 - Concentration (1) [18], Spellcraft (1) [18], Knowledge (Arcana) (1) [18], Spot (3) [4], Balance (1) [3]
16 - Concentration (1) [19], Spellcraft (1) [19], Knowledge (Arcana) (1) [19], Spot (1) [5], Tumble (2) [14], Balance (1) [4]
17 - Concentration (1) [20], Spellcraft (1) [20], Knowledge (Arcana) (1) [20], Spot (1) [6], Tumble (2) [16], Balance (1) [5]
18 - Concentration (1) [21], Spellcraft (1) [21], Knowledge (Arcana) (1) [21], Spot (1) [7], Tumble (2) [18], Balance (1) [6]
19 - Concentration (1) [22], Spellcraft (1) [22], Knowledge (Arcana) (1) [22], Spot (1) [8], Tumble (2) [20], Balance (1) [7]
20 - Concentration (1) [23], Spellcraft (1) [23], Knowledge (Arcana) (1) [23], Spot (1) [9], Tumble (2) [22], Balance (1) [8]

Skill Totals:
Concentration - 23 + 6 + 5 (Tunic) = 34
Spellcraft - 23 + 3 + 10 = 36
Knowledge (Arcana) - 23 + 3 = 26
Spot - 9 + 3 + 10 = 22
Tumble - 14 + 6 + 5 (Slippers) = 25
Perform (Dance) - 8 + 21 = 34 + 5 (Dancin' Boots) = 34
Profession (Basket Weaving) = 3 + 4 = 7
Ride = 4 + 6 = 10
Balance = 8 + 6 = 14

Wealth (760,000 gp to spend)
+1 Keen (+1) Ghost Touch (+1) Everbright (2000) Transmuting (+2) Warning (+1) Sudden Stunning (2,000) Spellblade (Chain Dispel) (6000) Scimitar (84,315)
+1 Twilight Mobile Called Quickness Leather Armor (15560)
Slippers of Battledancing (33,750)
Tome of Leadership and Influence +5 (137,500)
Dexterous (+6) Bracers of Mighty Fists (+1, Ghost Touch) (52,000)
Spiked (+1 Spellblade: Reaving Dispel) Gauntlets of Heartfelt Blows (20,305)
Charismatic (+6) Cloak of Resistance +5 (61,000)
Boots of Perform (Dance) +5 (2,500)
Heward's Handy Haversack (2,000)
Wise (+6) Necklace of Health (+6) (72,000)
Ring of Arcane Might (20,000)
Ring of Negative Protection (36000)
Belt of Battle (12,000)
Tunic of Steady Spellcasting (2,500)
Spellcraft (+10) Goggles of Draconic Vision (16,000)
Orange Ioun Stone (30,000)
Jade Circlet (focus for Shapechange) (1,500)
Ruby (focus for RRR) (500)
4 x Eye Ointment (mat Comp for True Seeing) (250x4=1,000)
5 x Clear Gem (mat comp for Mystic Shield) (400x5=2,000)
20 x Pinch of Pixie's Wing Dust (mat comp for Starmantle) (20x20=400)
Skippy's Runestaff of Divination and Counterspelling (24,100)
Eternal Wand of Knock (4,420)
Knowstone (Shrink Item) (9000)
Three-slotted Drake Helm (Inner Beauty, Greater Invisibility, Snowsong) (116,000)
Field Provisions Box (2,000)
3 x Spell Component Pouch (3 x 5 = 15)
Small Steel Mirror (10)
Silk Rope (50)
Magic Bedroll (500)
Lead Lining for basket (10 gp)
1065 gp in gems

Skippy is an extremely accomplished assassin. A typical strategy is to penetrate a stronghold while invisible and incorporeal and find his quarry. He casts haste while still in the wall. Then he casts Avasculate to weaken his foe and stunning him, followed by a pouncing charge utilizing both Arcane Strike and Arcane Boost with level 8 spell slots. He full attacks in his charge with his ghost touch scimitar, dealing 1d4 + 45 + 2d6 + 16 + 8d4 damage per strike, and his natural weapons (bite and claw) dealing damage of 1d3+47+2d6+16+8d4 and 1d3+26+2d6+16+8d4, respectively. Assuming he only misses on a 1 (and this is a fairly safe assumption, he also may reroll any 1) he deals, on average:(0.9975*5*(2.5+47+7+15+20) + ((0.3*(2.5+47+15)))5)+(0.9975(2+47+7+15+20))+(0.9975*(2+26+7+15+20))+(0.05*(2+47+7+15+20))+(0.05*(2+26+7+15+20)) = 721.7538 damage before his opponent has even reacted.

If his opponent lives through the first round, he full attacks again for 721.7538 damage, and activates his sudden stunning effect on his scimitar as a swift action and the opponent (if he's not dead) makes a DC 40 reflex save on each strike (5 strikes) or be stunned for 1d4+1 rounds.

Skippy is almost entirely immune to everything. He is incorporeal, immune to all spells below level 6, he has extraordinarily high saves, armor class, and touch armor class. He is completely immune to negative levels. All spells have a 40% chance to fail entirely on him. He has evasion. Weapons that attempt to strike him lose their magical enchantments, and are destroyed completely and turn into motes of light if they hit him, doing no damage. He has spell and psionic power resistance 30. He may roll any attack roll, save, skill check, or ability check twice and take the best result. He is completely immune to Chain Dispel and Reaving Dispel. He has a contingency in place for avoiding area dispels such as Greater Dispelling Screen and Mordenkainen's Disjunction

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