Help me convert this character

iwatt

First Post
Simon was an old 2e character, that is making a comeback to 3.5.

He's a Level 10 half-elf Rogue with a slapped on Aasimar template added into the mix (LA+1), for a total ECL of 12.

His stats (including Aasimar effects in parenthesis, but not level increases are)

Str 10
Dex 17
Con 9 (Ouch)
Int 16
Wis 11 (13)
Cha 15 (17)

Simon was a spy.
A great actor (read liar), who could convince anybody of anything.
He was also maxed out in the Stealth area (Hide/MS)(95% both).
Find/Remove traps was also maxed out. (95%)
His Climb was excellent (I don't believe a character who loses magic items should be useles at what he's supposed to do best, in this case infiltration). (85%)
His listen sucked (mostly aided by his racial bonus, so few to none ranks). (35%)
He was a decent enough forger (not maxed out, since he once failed a very important one, almost caused a TPK).
He had no Decipher script though. (5%)
His pick pockets was pretty low as well. (30%)
His open Locks was pretty decent (75%)

In combat, Simon was not very couragous (low hps). He usually hid and would use a backstab in tactical situations (to bring down those lingering bad guys). His prefered mode of combat was knife-throwing. He also used 2 weapon proficiencies in learning martial arts (this is a must have for the character, since part of the whole schtick was never been weaponless).He was a masterful tumbler. A master of disguise. He had some knoledge of heraldry.

I need help in deciding what feats, skills and ability increase to use. This is what I've come up so far:
Abilities:
Lev 4 +1 Con
Lev 8 +1 Dex

Feats (4)
Improved unarmed strike (Vulcan neck pinch with SA dice :D)
Weapon Finesse (A must have for low str high Dex)
Quick Draw (for the knife throwing)
TWF (Knife throwing as well)

Skills (143 points):
Balance: 5 (4 Dex +2 Synergy give me +11)
Bluff: 13
Climb: 13 (+2 Climbing gear succeed on thos DC 25 with a take 10)
Diplomacy: at least 5. (+2 Half elf +3cha +6 Synergies= +16)
Disable device: 10 (plus Int and MW tools will give him that +15)
Forgery: 7 (+int gives me a +10)
Gather Info: 5 (Half elf + Cha gives me that +10)
Hide: 13
Jump: 5 (need those synergies baby, he also had th NWP in 2e)
Knowledge Nobility: 5 (cost me 10, but gives me that +2 to diplo)
Listen: NADA
Move Silently: +13
OPen Lock: 9 (plus dex and MW picks gives me +15)
Search: 12 (plus Int gives me that +15)
Sense motive: at least 5 (synergies baby)
Spot: 5 (+1 Wis +2 aasimar=+10)
Tumble:13 (+2 Synergy +4 Dex)

Which adds up to 143

He also has a Rogue Special ability. I'm caught up between:
Skill mastery (6 skills, would allow me to restudy my Skill distribution)
Imp Evasion (low hps)
Defensive Roll (low hps)

Remember, he really is an infiltartor, not a Combat machine.

By the way, Simon has disapeared for over a year, since he became the vessel for an extraplanar creature. This version of simon is actually the good aspect, while the evil aspect has a tiefling-like template. The Fused extraplanar/Simon entity is now prefectly CN, while the CG and CE sides are off searching for the Uber-artifacts only they know were.

Th GM is giving me 25,000 gp, but the party has an elven Chaimail +5 (wow) which I can talk them into allowing me to use. :D

So what Magic items to get?
Also, what are the stat for the 3.5 version of eleven Chainmail. I'm thinking Mithral Chainshirt. (ACP 0, +4 Armor Max Dex +6, Weight 12,5 lbs). My GM says it actually is Mithral Chainmail (but I'm supposed to be the rules expert so I can probably get the correct ruling (i.e chainshirt :D ) if I state this forum's opinion.

I'm thinking a +4 Dex Gloves (16,000), although the Monks belt would amp my unarmed strike from 1d4 to 1d8 for the same cost, although 2 more points of damage don't equate with a +2 to AC and +2 to hit. Probably get the Handy Haversack as well.

What do you guys think?
 
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iwatt said:
Simon was an old 2e character, that is making a comeback to 3.5.

He's a Level 10 half-elf Rogue with a slapped on Aasimar template added into the mix (LA+1), for a total ECL of 12.
10 Class levels + LA+1 = ECL 11 I think unless the character has a Racial HD or a great LA he should be a level 11 Rogue.
iwatt said:
I need help in deciding what feats, skills and ability increase to use. This is what I've come up so far:
Abilities:
Lev 4 +1 Con
Lev 8 +1 Dex
Those look like good choices to me, +1 con is 1hp per level and the Dex is +1 to AC, Reflex, and Attack with weapon Finesse.
iwatt said:
Feats (4)
Improved unarmed strike (Vulcan neck pinch with SA dice :D)
Weapon Finesse (A must have for low str high Dex)
Quick Draw (for the knife throwing)
TWF (Knife throwing as well)
I think unless you are dead set on IUS you should take Improved Two-Weapon Fighting instead and just use the sap for non-lethal damage.
iwatt said:
Skills (143 points):
Balance: 5 (4 Dex +2 Synergy give me +11)
Bluff: 13
Climb: 13 (+2 Climbing gear succeed on thos DC 25 with a take 10)
Diplomacy: at least 5. (+2 Half elf +3cha +6 Synergies= +16)
Disable device: 10 (plus Int and MW tools will give him that +15)
Forgery: 7 (+int gives me a +10)
Gather Info: 5 (Half elf + Cha gives me that +10)
Hide: 13
Jump: 5 (need those synergies baby, he also had th NWP in 2e)
Knowledge Nobility: 5 (cost me 10, but gives me that +2 to diplo)
Listen: NADA
Move Silently: +13
OPen Lock: 9 (plus dex and MW picks gives me +15)
Search: 12 (plus Int gives me that +15)
Sense motive: at least 5 (synergies baby)
Spot: 5 (+1 Wis +2 aasimar=+10)
Tumble:13 (+2 Synergy +4 Dex)

Which adds up to 143
Your skills look good but I think you should put some points into Listen. What good is being sneaky if everyone can sneak up on you? Also depending on your group UMD can be really handy.

iwatt said:
He also has a Rogue Special ability. I'm caught up between:
Skill mastery (6 skills, would allow me to restudy my Skill distribution)
Imp Evasion (low hps)
Defensive Roll (low hps)
Skill mastery is nice if you are going to rely on certain skills like Tumble, Move Silently, Hide, Bluff, Listen, and UMD. Improved Evasion is nice especial against higher level magic and monsters. I am not all that big a fan of Defensive Roll but it can be useful. I don't know if you considered Crippling Strike but that is a very nice ability.

iwatt said:
Th GM is giving me 25,000 gp, but the party has an elven Chaimail +5 (wow) which I can talk them into allowing me to use. :D

So what Magic items to get?
Also, what are the stat for the 3.5 version of eleven Chainmail. I'm thinking Mithral Chainshirt. (ACP 0, +4 Armor Max Dex +6, Weight 12,5 lbs). My GM says it actually is Mithral Chainmail (but I'm supposed to be the rules expert so I can probably get the correct ruling (i.e chainshirt :D ) if I state this forum's opinion.
From the SRD
Elven Chain: This extremely light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. It is considered light armor and weighs 20 pounds.
 

Camarath said:
10 Class levels + LA+1 = ECL 11 I think unless the character has a Racial HD or a great LA he should be a level 11 Rogue.

My bad he's ECL 11, a rogue 10

I think unless you are dead set on IUS you should take Improved Two-Weapon Fighting instead and just use the sap for non-lethal damage.

I'm under strict order to recreate this character faithfully. Even back in 2e the martial arts was pretty useless, but it was typical of the character. Besides, I can use TWF with IUS as well.
Also ITWF implies I'll be hitting with those secondary attacks. Since I'll try to steer away from melee (20' to 30' away), I'm gonna be taking those range penalties (-2 to -4). A level 10 rogue has +7 BAB, +4 Dex=+11/6 attack. I won't be hitting very often anyways except at the beginning of combat.

Your skills look good but I think you should put some points into Listen. What good is being sneaky if everyone can sneak up on you? Also depending on your group UMD can be really handy.

I've got a +3 from the aasimar. I would put in some extra skill points, but they can't be too much (MY GM was very adamant about recreating Simon the Deaf, as stated before). I can probably move around a couple of points, specially if I take Skill Mastery. But some of those will go to the other uber skill: Diplomacy :D
UMD: I like it, But we have a Wizard and a Cleric in the group, so it isn't a must have yet. Although the Wiazrd will take craft wand. hmm

Elven Chain: This extremely light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. It is considered light armor and weighs 20 pounds.

I'm guessing it's non-magical. So if I've got a Elven Chain Mail +5, it would have to be Masterwork (i.e an additional decrese in the ACP), bringing it to -1. But I'd be getting a +10 to AC, maximizing my Dex contribution. Therefore the Gloves of Dex loose some of their allure, unles I can get the armor enchanted with the Nimbleness quality (+2 max Dex, decrese the penalty an additional 1). This will probably never happen with my GM. :D

Those 20 lbs of weight take a hefty chunk out of my carring capacity(33 lbs), hence I MUST have the Haversack.
Because of a campaign specific rule I can't buy either weapons or amor (of the magic kind) so it would have to be something else (wondrous item of some sort). Also, the magic items are fairly uncommon, except for quest items like the aforementioned chainmail. So I've gotta be convincing in what I buy. I'm probably gonna stock up in the thousand knifes of different materials (i.e cold iron, adamantine. silver). As well as a couple

defensive blow is a kinda of "Not very usful until it's very useful" kinda deal.
Improved Evasion: My character will have a Ref save of: +7 (BRS) +4 (Dex) =+11. An evoker of 11th level can cast 5th level evocations with 18 Int and SF and GSF=DC of 21. That's a 55% no damage, 45% half damage. That means on average 22,5% damage against DC 21. Without it: 45% damage against DC 21. Probably take it with my next Special Ability.

So Skill Mastery it is. 6 skills to pick:

Tumble (decrease ranks to 9, freeing 4 for UMD)
Climb (decrease to 9, +2 climbing gear, -1 from ACP, freed 4)
Balance (can fight anywere, good for running away)
UMD 7 ranks +3 cha, I can use wands :D
Hide
MS

The free skill point goes to listen raising it to a wooping +4 :D.
 

iwatt said:
I'm guessing it's non-magical. So if I've got a Elven Chain Mail +5, it would have to be Masterwork (i.e an additional decrese in the ACP), bringing it to -1. But I'd be getting a +10 to AC, maximizing my Dex contribution. Therefore the Gloves of Dex loose some of their allure, unles I can get the armor enchanted with the Nimbleness quality (+2 max Dex, decrese the penalty an additional 1). This will probably never happen with my GM. :D
Sorry about this but Mithral items count as being masterworked so you can't reduce the ACP that way.
From SRD
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)
Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Mithral has 30 hit points per inch of thickness and hardness 15.
 

Camarath said:
Sorry about this but Mithral items count as being masterworked so you can't reduce the ACP that way.
From SRD

dammit. :)

Must retool some skills then.
I need to milk some 3 more points out of somewere (Tumble, Balance, Climb).
Probably take away skill points from Forgery (he really sucked at it anyways :D)
So Basically amp up Tumble, Balance, Climb by one each.
Reduce Forgery from 7 to 4.

I've gotta make use of that armor (+10 to AC for light armor is nothing to snear at).

I'd be packing a 24 AC (nothing to great, except he'll probably fight defensively most of the time +3, for a measly 27). He'll still be the top end of AC in this party anyways.
 

Unless I missed something in the post, I think your missing a mighty fine option for bringing back the character per the earlier version - prestige classes. Master spy, acrobat. Since skills now stack, take 1-2 levels monk, 4-5 levels rogue, and the remaining skills in either or both of those classes. Their is also guild thief, but that does not sound very accurate. Also, I believe in the book of poisons was the class infiltrator - who specialized in messing with your mind and tricking folks.

Simon was a spy.
A great actor (read liar), who could convince anybody of anything.




13k Belt of the Monk
5.2k Vest of escape (and very important - I think it was RR book, the "does not detect as magic" option)
1.8k Hat of Disguise (no brainer)
1k +1 saves robe
1k +1 ac bracers
.9k Believe it or not, Bag of Tricks - Rust (throw a tiny fuzz ball only to have a cat appear, creating a minor (and believable) distraction. they do your bidding, so you can pull similiar tricks to this
.9 Hand of the Mage
 

Unless I missed something in the post, I think your missing a mighty fine option for bringing back the character per the earlier version - prestige classes. Master spy, acrobat. Since skills now stack, take 1-2 levels monk, 4-5 levels rogue, and the remaining skills in either or both of those classes. Their is also guild thief, but that does not sound very accurate. Also, I believe in the book of poisons was the class infiltrator - who specialized in messing with your mind and tricking folks.

Simon was a spy.
A great actor (read liar), who could convince anybody of anything.




13k Belt of the Monk
5.2k Vest of escape (and very important - I think it was RR book, the "does not detect as magic" option)
1.8k Hat of Disguise (no brainer)
1k +1 saves robe
1k +1 ac bracers
.9k Believe it or not, Bag of Tricks - Rust (throw a tiny fuzz ball only to have a cat appear, creating a minor (and believable) distraction. they do your bidding, so you can pull similiar tricks to this
.9 Hand of the Mage
 

Ehm... I thought Simons preferred attack method was knife throwing? Think about changing IUS to Point Blank Shot... and get a spiked gauntlet for cheating in the brawls! ;)
 

I could take 1 level of monk (reflecting the years of unarmed training, will have to talk it through with my GM). The good side to this is that I get Flurry-o-Misses as well, which although doesn't work with knives is still a good option. This would free up a Feat, probably taking up PBS. This would allow me to change TWF for Rapid Shot as well. In melee I could fight unarmed for better damage. The only cost is that I miss out on Skill-mastery for a whole level (I think I can wait) and miss out on 4 skill-points.

What do you guys think? I could take prestige classes, like thief acrobat or even guild thief (campaign specific). I'm gonna have to talk it through with my GM though.
 

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