Okay, Raena v4.0 is here. I like this one the best. She's not as focused in skills and such, but she's still really skilled. With her potions and such, she's as good as (better than?) a straight rogue. (And don't give me, "Well, if she were a straight rogue, the potions would make her even better!" Yeah, I know, I'm not dumb!)
I love the Shadowdancer. I named her shadow companion "Peter" for two reasons. A) I like the name Peter and B) Peter Pan's shadow kept falling off.
I like this build the most, so Rae, this is my official submission.
EDIT: I fixed the things you asked me to, and I traded +1 of my armor's enhancement and my CSW potion for Boots of Striding and Springing and a Cloak of Elvenkind.
Code:
[B]Name:[/B] Raena Celeste Everglade
[B]Class:[/B] Rogue/Fighter/Shadowdancer
[B]Race:[/B] Strongheart Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] True Neutral
[B]Region:[/B] The Western Heartlands
[B]Deity:[/B] Mask
[B]Str:[/B] 10 +0 ( 4p.) [B]Level:[/B] 11:5/2/4 [B]XP:[/B] 55,100
[B]Dex:[/B] 22 +6 (10p.) [B]BAB:[/B] +8.75 [B]HP:[/B] 63 (5d6+2d10+4d8)
[B]Con:[/B] 10 +0 ( 2p.) [B]Grapple:[/B] +4 [B]Dmg Red:[/B] ~/~
[B]Int:[/B] 16 +3 (10p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] ~
[B]Wis:[/B] 10 +0 ( 2p.) [B]Init:[/B] +6 [B]Spell Save:[/B] ~
[B]Cha:[/B] 14 +2 ( 6p.) [B]ACP:[/B] -0 [B]Spell Fail:[/B] N/A
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +7 +4 +6 +1 +1 +3 32
[B]Touch:[/B] 20 [B]Flatfooted:[/B] 32
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 6 +0 +3
[B]Ref:[/B] 7(1/6) +5 +12
[B]Will:[/B] 3(2/3) -1 +2
[B]Weapon Attack Damage Critical Range Type[/B]
+1 Rapier +16/+11 1d4+1 18-20/x2 ~ P
+1 Dagger +16/+11 1d3+1 19-20/x2 10' P/S
+1 Rapier +14/+9 1d4+1 18-20/x2 ~ P
& +1 Dagger +13 1d3+1 19-20/x2 ~ P/S
Dagger (thrown) +16/+11 1d3 19-20/x2 10' P
+1 Longbow +16/+11 1d6+1 x3 100' P
Light Mace +15/+10 1d4 x2 ~ B
[B]Languages:[/B] Chondathan, Halfling, Common, Draconic, Gnome
[B]Abilities:[/B]
[B]Strongheart Halfling Traits:[/B]
+2 racial bonus on Climb, Jump, Move Silently, and Listen
1 Extra feat @ L1
+2 morale bonus to saving throws vs. fear effects
+1 racial bonus to attack rolls with slings and thrown weapons
[B]Rogue Abilities:[/B]
Sneak Attack +3d6
Trapfinding (Can find traps of DC>20)
Evasion (Take no damage on a successful Ref save vs. effects that deal half damage)
Trap sense +1 (+1 to Ref saves vs. traps, +2 AC to attacks vs. traps)
Uncanny Dodge (Retain Dex bonus to AC when flat-footed)
[B]Shadowdancer Abilities:[/B]
Hide in Plain Sight (Hide even when being observed as long as a shadow is w/in 10')
Darkvision 60'
Improved Uncanny Dodge (Can't be flanked except by rogues of L13 or higher)
Shadow Illusion ([i]Silent image[/i] 1/day using shadows)
Summon Shadow (Shade companion, see below)
Shadow Jump 20' ([i]Dimension door[/i] between shadows, 10' increments)
[B]Feats:[/B]
Dodge (Strongheart feat) (+1 AC vs. selected foe)
Mobility (L1) (+4 AC on AOOs when moving through threatened areas)
Quick Draw (Ftr 1) (Drawing is a free action)
Weapon Finesse (Ftr 2) (Add Dex mod to atk rolls w/ some weapons)
Two-Weapon Fighting (L3) (Only -2 penalty to attacks with two weapons)
Improved Buckler Defense (L6) (Buckler AC is added even when using 2 weapons)
Combat Reflexes (L9) (Extra AOOs per round)
[B]Skill Points:[/B] 134 [B]Max Ranks:[/B] 14/7
[B]Skills Ranks Mod Misc Total[/B]
Bluff (Cha) 5 +2 +7
Climb (Str) 0 +0 (+2) +0/+2 (Use Rope synergy when using rope)
Diplomacy (Cha) 11.5 +2 +4 +17 (+2 Sense Motive & +2 Bluff synergy)
Disable Device (Int) (SD cc) 10 +3 +2 +15 (+2 MW tools)
Escape Artist (Dex) 5 +6 (+2) +11/+13 (+2 when escaping from ropes)
Hide (Dex) 14 +6 +9 +29 (+4 small, +5 cloak)
Jump (Str) 5 +0 +4 +14 (+2 halfling, +2 Tumble synergy, +5 boots)
Listen (Wis) 0 +0 +3 +3 (+2 halfling, +1 thieving helmet)
Move Silently (Dex) 14 +6 +3 +23 (+2 halfling, +1 shoe soles)
Open Lock (Dex) (SD cc) 10 +6 +7 +23 (+5 ring, +2 MW tools)
Perform (Dance) (Cha) 5 +2 +7
Search (Int) 10 +3 (+5) +13/+18 (+5 for traps, doors, etc.)
Sense Motive (Wis) 5 +0 +5
Sleight of Hand (Dex) 14 +6 +2(+1) +22/+23 (+2 Bluff synergy, +1 when picking pockets)
Spot (Wis) (SD cc) 0 +0 +0
Tumble (Dex) 10 +6 +2 +18 (+2 Jump synergy)
Use Rope (Dex) 5 +6 (+2) +11/+13 (+2 Escape Artist synergy when binding)
[B]Equipment: Cost Weight[/B]
+1 Rapier 2320gp 1lb
+1 Longbow 2375gp 1lb
Quiver, scabbard (A&E) 10gp 1lb
- Arrows x20 1gp .5lb
- +1 Dagger 2335gp .5lb
+3 Buckler 9165gp 2.5lb
+3 Mithral Chainshirt 9850gp 6.25lb (price -250gp from regional equipment)
Cloak of Elvenkind 2500gp 1lb (+5 Hide)
Gloves of Dexterity +2 4000gp ~lb
Belt of Protection +2 8000gp ~lb (As [i]Ring of Protection +2[/i])
Ring of Lockpicking (CA) 4500gp ~lb (+5 Open Lock, [i]knock[/i] 1/day)
Ring of Sustenance 2500gp ~lb (No food or water needed, only 2 hrs of rest)
Amulet of Natural Armor +1 2000gp ~lb
Goggles of Minute Seeing 1250gp ~lb (+5 for traps, doors, etc.)
Boots of Striding and Springing 5500gp ~lb (+10' base movement, +5 Jump)
Ioun Stone (Dusty Rose, +1 AC) 5000gp ~lb
Explorer's Outfit ~gp ~lb
Thieving Helmet (A&E) 10gp .5lb (+1 to Listen)
Shoe soles, silent (A&E) 10gp .5lb (+1 to Move Silently)
Finger Blades (A&E) 20gp ~lb (+1 to pick pocket attempts)
Signet Ring 5gp ~lb
[b]Handy Haversack[/b] 2000gp 5lb
[b]Main Compartment[/b] (64/80lb)
-Dagger 100x 200gp 50lb
-Light Mace 5gp 2lb
-Rope, silk 100' 20gp 10lb
-Grappling hook, collapsible (A&E) 3gp 2lb
-+1 Arrow of Distance 167gp ~lb (Double range increment)
[b]Secondary Compartment[/b] (7.35/20lb)
-Waterskin (full) 1gp 4lb
-Whetstone .02gp 1lb
-Chalk x2 .02gp ~lb
-Flint & Steel 1gp ~lb
-Vial (Empty) 1gp ~lb
-Vial (Empty) 1gp ~lb
-Vial (Empty) 1gp ~lb
-Signal Whistle .8gp .1lb
-Ink vial 8gp ~lb
-Inkpen .1gp ~lb
-Parchment (10) 2gp ~lb
-Sealing wax .03gp .25lb
-Entertainer's Outfit 3gp 2lb
[b]Tertiary Compartment[/b] (17.1/20lb)
-Elixer of Hiding 250gp .1lb (+10 to Hide for 1 hr)
-Elixer of Sneaking 250gp .1lb (+10 to Move Silently for 1 hr)
-CLW Potion x3 150gp .3lb
-CMW Potion x2 600gp .2lb
-Cat's Grace Potion 300gp .1lb
-Protection from Arrows 10/magic Potion 300gp .1lb
-Softfoot (Alch from CA) 50gp 1lb (+1 alch bonus to Move Silently for 1 hr)
-Lockslip grease (Alch from CA) 50gp ~lb (+1 alch bonus to Open Lock for 1 min)
-Bolt Cutters (A&E) 6gp 5lb
-Glass Cutter (A&E) 2gp 1lb
-Marbles (A&E) 2sp 2lb
-Table case, folding (A&E) 2gp 2lb
-Sparker (A&E) 2gp ~lb (10 uses)
-MW Longspoon Thieves' Tools (CA) 150gp 3lb (+2 skill, pick locks etc from 5' away)
-MW Thieves' Tools 100gp 2lb (+2 to Disable Device and Open Lock)
[B]Total Weight:[/B]18.75lb [B]Money:[/B] 22gp 8sp 3cp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 24.75 49.5 75 150 375
[B]Age:[/B] 27
[B]Height:[/B] 2'10"
[B]Weight:[/B] 29lb
[B]Eyes:[/B] Copper brown
[B]Hair:[/B] Auburn
[B]Skin:[/B] Fair
Appearance: Coming soon...
On occasion she will wear her mask, but usually she just ties it around her wrist, ankle, or ponytail.
Background:
[sblock]Raena Celeste Everglade was born in Baldur’s Gate to a single mother. She was very promiscuous with her body and slightly crazy. She always told Raena that she didn’t have a father (biologically), that she was all woman. The mother also told her that she wasn’t born in the city but rather in a cottage by a great field and a deep forest, a magical place where it was always springtime, which is why she gave Raena her surname, Everglade. Raena never knew if her mother actually believed these lies or if she was just trying to raise Raena’s spirits from the bleak existence they shared in the city. And a bleak existence it was indeed.
The two washed clothes in a tiny, crummy shop, where they also lived. They eked out a bare existence on extremely little money. Her mother died soon after Raena turned ten years old. A group of traveling gypsies happened to be in town, and Raena, having basically nothing left, joined them.
The gypsies, like many of their kind, were entertainers by day and thieves by night. Raena, a particularly graceful little Halfling, became the lead dancer for the gypsies. Her talents on stage won them some extra money, and in return they fed her and taught her. She learned to be a thief and how to live off of the excess of other people. A clever girl, Raena spent a few years developing a technique to combine her two skills of dancing and thieving into one art, an art she dubbed “shadow dancing”. Impressed, some of the gypsies asked her to teach them as well. She did so, and soon Raena had her own troupe of shadow dancers.
Splitting off from the gypsy caravan, she and her troupe returned to the streets of Baldur’s Gate. They took the gypsies’ message to heart and only stole from the rich. As they grew in skill, they stole more than they needed and gave some of their wealth to poor families of all races. Rumors of a group of dancers who stole from the rich and gave to the poor spread quietly across the city, and the urban underprivileged began to have hope again.
One fateful night, one of the troupe’s dancers was caught when sneaking through a Shadow Thief’s room for valuables. The dancer was tortured until he gave up some information about his affiliations and then was killed. The leader of the Baldur’s Gate Shadow Thieves took the opportunity to show his iron fist to the people and sent out his formidable army of thugs and rogues to find the troupe and “bring them to justice.”
Seeking refuge from the Shadow Thieves, the shadow dancers went to the houses of the poor that they helped. For fear of being targeted by the Shadow Thieves as well, the poor folk denied them their sanctuaries. Enfuriated, Raena told her troupe that they should split up, leave the city, and meet in the forest to formulate a plan. They did. Raena expertly avoided all the Shadow Thieves on her way out of Baldur’s Gate, thanks, especially, to her shadow dancing skills.
When she reached the forest meeting place, nobody was there. She waited for three days, nobody came. Bitterly blaming the poor for the deaths her friends, Raena stalked off into the woods. In a small hamlet she found, she paid a retired warrior named Ethos to train her in the ways of fighting. Ethos grew to have an odd, father-like affection for the surly Halfling girl. At the end of her training, he gave her a rapier, her weapon of choice, that he had found in his adventuring days. It wasn’t the most powerful sword ever created, but she appreciated the spontaneous gift enormously. She named the blade “Etholan,” (Blade of Ethos) in his honor. She lived in the hamlet until the warrior died of old age, about 5 years. She practiced her dancing for the villagers and her thieving with some tools she brought for just that purpose. When he died, she cried, and her once benevolent, generous heart hardened more. She left the hamlet.
Angry once again, Raena returned to Baldur’s Gate for one purpose: vengeance. She learned of the God of Thieves, Mask, and learned also that the leader of the Shadow Thieves had apparently done something to displease that god. Praying for the first time in her life, she asked Mask to help her slay the man. She tracked him down. Confident that she now surpassed him in skill, she snuck up to him and stole his dagger right from its sheath on his hip. He didn’t notice. He did notice when the dagger entered his back, immediately piercing his heart and instantly killing him. The magic dagger she named “Vengeance” then and there. Stealing the black cloth handkerchief from his pocket, she cut two holes in it and wrapped it around her face, in reverence to her newfound god. She left the city with the mask on and never returned.
With nothing more to lose and wanting to lose nothing more, Raena became dispassionate and intentionally avoided making emotional contact with others. Deep down, under several layers of thick, hardened wood, her good heart still beat, but it hardly showed.
She traveled east because she felt like it, and for no other reason than that. In her journeys she began to her a faint call at night. As she moved farther east, the voice grew louder but not clearer. Yet she could tell that the voice was beckoning her. Usually untrusting of such things, Raena decided, on a whim, to heed the call. She has ended up in a hamlet not unlike the one where she trained to fight. The beckoning feeling is gone from it, but the voice has grown strong. Now Raena waits patiently and unexcitedly for the appearance of her summoner.[/sblock]
Peter
Shadow, Medium Undead (Incorporeal)
Hit Dice: 3d12 (27 hp)
Initiative: +2
Speed: Fly 40 ft. (good)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
BAB/Grapple: +1/--
Attack: Incorporeal touch +3 melee (1d6 Str)
Full Attack: Incorporeal touch +3 melee (1d6 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str --, Dex 14, Con --,Int 6, Wis 12, Cha 13
Skills: Hide +8*, Listen +7, Search +4, Spot +7
Feats: Alertness, Dodge
Alignment: True Neutral
Peter is 5 feet tall and is weightless.
Shadow Companion: Peter can communicate intelligibly with Raena. Peter cannot be turned or rebuked.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks.
*Peter can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
[sblock]Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
-Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Uses its Charisma modifier for Concentration checks.
-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Undead do not breathe, eat, or sleep.[/sblock]
Incorporeal Subtype:
[sblock]An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.[/sblock]