Sultans of Smack

Glaurung: If you're using BoEM, you may as well use BoEM2, with Duplicity (Or Duplication, or whatever its called). It basically creates another duplicate of you, whch can have Two Minds, Haste, and Quickened spells itself, adding another 4 Ligtning Bolts.
 

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Roland's Ninja

I posted this on the temporary test boards, but got little response. So here it is again:

Roland's Death Blow Ninja Motha****er! v2.0

Monk1- Evasion, Improved Unarmed Strike, Combat Reflexes, Improved Initiative, Quick Draw
Monk2- Deflect Arrows
Ninja1- Ninja Dodge, Sneak Attack +1d6, Expert Tactician
Ninja2- Poison Use
Ninja3- Sneak Attack +2d6, ,Uncanny Dodge
Ninja4- Speed of Darkness (AKA Way of the Scorpion), Pincers and Tail
Ninja5-Sneak Attack +3d6, Ninja Dodge +2
NinjaotCM1- Sneak Attack +4d6
Ninja Spy1- Exotic weapon, Ki Breath, Death Blow
NinjaotCM2- Improved Evasion, Kuji-Kiri
NinjaSpy2- Slow Fall (20'), Sneak Attack +5d6
NinjaotCM3- Sneak Attack +6d6, Stunning Fist
NinjSpy3- Exotic Weapon, Acrobatics (+10), Leap of the Clouds
NinjaotCM4- AC Bonus +1, Fast Climb, Silencing Attack
Ninja Spy4- Slow Fall (30’), Hide in Plain Site, Freeze the Life Blood


Fifteen levels, stats are 32 point buy. Str- 10, Dex-14, Con-10, Int-16, Wis- 19 (23 with item), Cha- 10.

The monk levels swap out Stunning Attack for Combat Reflexes per the OA monk rules. Max Bluff, Hide, Move Silently, other ninja skills to taste. Add sneaky magic items to taste, possibly Cape of the Mountebank to escape? Goggles of Night are an excellent choice.

1st round sneak in and get close to your target without him knowing and attack. Should be easy with Hide in Plain Site. Take your free attack from Expert Tactician, doing a Freeze the Life Blood attack. If you have chosen you target well, like an arcane caster, he fails the Fort save and is both mute and Helpless for a round. Use your partial action to Death Blow him, he makes a Fort save vs. the damage you do, somewhere around 30+ easy. Likely he fails and dies.

Now you have a few choices in the first regular round. If alone, hide and run away, successful assassination. If there is an enemy close a Kusari gama should close the distance to reach him. Likely you have initiative and he is Flat Footed. Again, use your Expert Tactician attack to Freeze the Lifeblood and Standard Action to Death Blow him, then move or hide. Use Ninja Dodge and hope you don’t get hit. If its a regular combat just move close to your target in the partial round, utilizing Tumble to get past any obstructions. With good Dex, Imp Initative and Speed of Darkness your Init bonus is like +9, you will go first.

2nd regular round (remember you are next to your target) use Pincers and Tail to feint as a move equivalent action. Unless it’s a Bard with maxed Sense Motive, he will fail. Expert Tactician kicks in, use the free attack to Freeze the Life Blood your target. Fort save DC 21, so use this primarily on arcane casters and rogues. Now you get your Standard Action on a helpless foe. Good time to use Death Blow. Scratch another rogue.

Next round run away, or feint and Hide. Or fight, with Tumble you can get a flank to use Sneak Attack and your BAB is an awesome +13/+8/+3, or +11/+11/+6/+1 with Flurry. Or use Intimidate; hell you just killed a powerful caster in a single round.

That’s the level 15 version. For later levels, finish off Ninja of the Crescent Moon. Your sneak attack will increase, and all good saves, and BAB as well. NotCM also gets Opportunist, Blindsight, and Gaseous Form.

Any comments welcome! Let me know what you think.
 

Very nice. Sword & Fist errata somewhat nerfs the Ninja of the Crescent Moon, but I personally feel the class is not attractive enough to leave the rogue class with the errata. So I ignore it. :o

The modified version using your expert tactician attack to do the freezing the lifeblood attack so the standard action is free for the deathblow is very nicely done.

I'd throw in a monk's belt for haste to get you up there and give you extra AC and options, and also list the DC of the Freezing the Lifeblood attack, smackishly modified of course, to add to the amazement.

Bravo good sir.

(Edit: Nice timing on the multi-classing BTW. Might want to note, though I don't think you should have to, that the Ninja class is from the Rokugan book, but it is available by itself for download--the class, not the book.)

(Second Edit: See? What'd I tell ya? :) Riga Mortus, the Ninja1 up there stands for the first level of the Ninja base class in the Rokugan 3e book put out by AEG. Interesting class, that. It's available for download on their website as a preview for the Rokugan book.)
 
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If you can find room for a single level of Wujen, the once per day boost to initiative should practically ensure you get round one init. Plus, the hide in shadows spell will help get in and out.
 


The Path to a Higher DC

If you use Relics and Rituals, why not use Creature Compendium 2?

"Bloodless" (Template from CC2) Human Sor 6/Shadow Adept 9/Archmage 3

Charisma: Start at 18, +4 mod, +6 item, +5 wish, +5 tome (forgot if wishes and tomes stacked or not :))=38 Charisma

Feats: Shadow Weave Magic, Spell Prodigy, Spell Focus (Illusion, Necromancy, or Enchantment), Greater Spell Focus (Illusion, Necromancy, or Enchantment), 1 Metamagic Feat, Skill Focus: Spellcraft, Spell Focus in one other school.+All other Shadow Weave feats

Archmage Powers: Spell Power +1-3

Bloodless template allows you to drain charisma from people, 1d3 points a round (permanent), gaining 1 temporary charisma point, doing this on the average commoner this will require about 8 commoners + 1 more every day to mantain a charisma of 76.

DC with Chosen School from Illusion, Enchantment, or Necromancy: 10+33 (Charisma)+6 (Archmage Spell Power)+3 (Shadow Adept Spell Power)+4 (Greater Spell Focus)+1 (Spellcasting Prodigy)+1 (Shadow Weave Magic)+Spell level

Making the DC for a 9th level spell 67, excluding any other spell enhancers and the like, although of course the charisma is temporary, it lasts a long time (you lose 1 point a day, but you can drain it back up) and you're probably a very evil character :)

Edit-With Spell Enhancer and the two doses of that drug, the 9th level spell above would be DC 72

Also, Adding Old Age Bonuses you could get a base of 41 charisma, which, when doubled would be 82 instead making the DC for a 9th level spell w/o extras 70, with 75 :)


Further Edit-Okies, forgot if the inherent bonuses stacked which I even stated myself, so thats 72 charisma, 80 with that plate of command, making the DCs 69 and 74, respectively :) Might I note that most of the wizards who use Red Wizard PrCs as well as the Shadow Adept PrC are usually evil as well ;)
 
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Hmmmm... Maybe for a bad guy, but then you wouldn't want the DC that high.

Oh yeah, and for smackdown's, don't forget the mithral buckler of command. Since you aren't proficient in it, you'll take the armor check penalty (0) to attacks, damage, and a lot of skills, and you'll have to check your arcane spell failure chance (0%) since it's armor, but you get +4 competence bonus to Charisma, so I think it's worth it. :D

Sheez. I need to read better. Thanks CRG. Tome = Inherent, Wish = Inherent. No, they don't stack. ;)
 
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Fixed :) Anyways, new proposal for Path to a Higher DC

Shugenja from the Phoenix clan (OA) with around 10 levels or more, decently high charisma, leadership.

Just make sure all your followers are from the phoenix clan and have the Spellcaster Support feat, and make them all take 10 to give you +2 DC per follower...just watch out for those fireballs...
 

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