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Help me convert this character
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<blockquote data-quote="iwatt" data-source="post: 1118466" data-attributes="member: 11085"><p>Simon was an old 2e character, that is making a comeback to 3.5.</p><p></p><p>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.</p><p></p><p>His stats (including Aasimar effects in parenthesis, but not level increases are)</p><p></p><p>Str 10</p><p>Dex 17</p><p>Con 9 (Ouch)</p><p>Int 16</p><p>Wis 11 (13)</p><p>Cha 15 (17)</p><p></p><p>Simon was a spy. </p><p>A great actor (read liar), who could convince anybody of anything. </p><p>He was also maxed out in the Stealth area (Hide/MS)(95% both). </p><p>Find/Remove traps was also maxed out. (95%)</p><p>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%)</p><p>His listen sucked (mostly aided by his racial bonus, so few to none ranks). (35%)</p><p>He was a decent enough forger (not maxed out, since he once failed a very important one, almost caused a TPK).</p><p>He had no Decipher script though. (5%)</p><p>His pick pockets was pretty low as well. (30%) </p><p>His open Locks was pretty decent (75%)</p><p></p><p>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.</p><p></p><p>I need help in deciding what feats, skills and ability increase to use. This is what I've come up so far:</p><p>Abilities: </p><p>Lev 4 +1 Con</p><p>Lev 8 +1 Dex</p><p></p><p>Feats (4)</p><p>Improved unarmed strike (Vulcan neck pinch with SA dice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p>Weapon Finesse (A must have for low str high Dex)</p><p>Quick Draw (for the knife throwing)</p><p>TWF (Knife throwing as well)</p><p></p><p>Skills (143 points):</p><p>Balance: 5 (4 Dex +2 Synergy give me +11)</p><p>Bluff: 13</p><p>Climb: 13 (+2 Climbing gear succeed on thos DC 25 with a take 10)</p><p>Diplomacy: at least 5. (+2 Half elf +3cha +6 Synergies= +16)</p><p>Disable device: 10 (plus Int and MW tools will give him that +15)</p><p>Forgery: 7 (+int gives me a +10)</p><p>Gather Info: 5 (Half elf + Cha gives me that +10)</p><p>Hide: 13</p><p>Jump: 5 (need those synergies baby, he also had th NWP in 2e)</p><p>Knowledge Nobility: 5 (cost me 10, but gives me that +2 to diplo)</p><p>Listen: NADA</p><p>Move Silently: +13</p><p>OPen Lock: 9 (plus dex and MW picks gives me +15)</p><p>Search: 12 (plus Int gives me that +15)</p><p>Sense motive: at least 5 (synergies baby)</p><p>Spot: 5 (+1 Wis +2 aasimar=+10)</p><p>Tumble:13 (+2 Synergy +4 Dex)</p><p></p><p>Which adds up to 143</p><p></p><p>He also has a Rogue Special ability. I'm caught up between:</p><p>Skill mastery (6 skills, would allow me to restudy my Skill distribution)</p><p>Imp Evasion (low hps)</p><p>Defensive Roll (low hps)</p><p></p><p>Remember, he really is an infiltartor, not a Combat machine.</p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>So what Magic items to get?</p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ) if I state this forum's opinion.</p><p></p><p>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.</p><p></p><p>What do you guys think?</p></blockquote><p></p>
[QUOTE="iwatt, post: 1118466, member: 11085"] 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? [/QUOTE]
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