shallowsoul
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11th level fletchling infiltrator Sorcerer “The Shadowman"
Str: 7
Dex: 20
Con: 12
Int: 12
Wis: 12
Cha: 24
HP: 11d6 + 11
AC: 17
Touch: 17
Flat: 12
Spd: 30ft
Init: + 5
Fort: + 8 (+13 vs Traps)
Ref: + 13 (+18 vs Traps)
Will: + 13 (+18 vs Traps)
Traits: Eyes and Ears of the City, Gold Finger
Feats: Light Armor Proficiency, Skill Focus (Stealth), Stealthy, Weapon Finesse (Touch Spells), Silent Spell, Skill Focus (Perception), Arcane Blast
Racial “Fletchling”: Native Outsider, Darkvision 120, Low-light vision, Skilled, Shadow Blending, Shadowy Resistance, Spell-like abilities.
Sorcerer “Shadow Bloodline”: Class Skill (Stealth), Bonus Spells “Ray of Enfeeblement, Darkvision, Deeper Darkness, Shadow Conjuration, Shadow Evocation”, Eschew Materials, Cantrips, Bloodline Arcana,
Bloodline Powers “Shadowstrike, Nighteye, Shadow Well”.
Headband of Alluring Charisma + 4, Belt of Incredible Dexterity + 4, Improved Shadow Silken Ceremonial Robe + 1, Ring of Spell Knowledge II (Silence), Gloves of Reconnaissance, Minor Burglar Boots, Cloak of Resistance + 4, Masterwork Tool (Padding added to boots to add +2 to Stealth), Masterwork Tool (Extra layered spectacle lenses grant +2 to Perception), Masterwork Tool (Rune Bracelet grants +2 to Use Magic Device), Masterwork Tool (Arcane Focus Earring grants +2 to Spellcraft), Masterwork Tool (Mystic Tuning Fork grants +2 to Knowledge Arcana), Masterwork Tool (Shiny coin grants + 2 to Bluff), Masterwork Thieves Tools, Eyes of the Eagle,
Skills: Stealth: + 41, Use Magic Device: + 17, Perception: + 29, Spellcraft: + 10, Knowledge(Arcana): + 10, Bluff: + 18, Disable Device: + 14, Acrobatics: +5, Knowledge (Planes): + 3
Spells Per Day: 6/8/8/7/5
Spells Known:
0 lvl: Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Disrupt Undead, Read Magic, Acid Splash, Touch of Fatigue, Open/Close.
1st level: Shield, Ray of Sickening, Vocal Alteration, Forced Quiet, Ray of Enfeeblement, Disguise Self,
2nd level: Rope Trick, Create Pit, Locate Object, Darkvision, Spectral Hand, Dust of Twilight
3rd level: Suggestion, Marionette Possession, Deeper Darkness, Gloomblind Bolts, Silence, Dispel Magic
4th level: Shadow Projection, Shadow Conjuration, Greater Invisibility, Charm Monster,
5th level: Shadow Evocation, Dominate Person, Undead Anatomy II
Shadowstrike: Melee touch attack for 1d4 + 5 Nonlethal damage + Dazzled for 1 minute. Dazzle doesn’t work against creatures with low-light or darkvision. 10/day.
Nighteye: 120 ft darkvision.
Shadow Well: Can use the Stealth skill even while being observed as long as he is 10ft away from a shadow. Once per day, can switch places with a willing ally that is within 60ft.
Shadow Blending: 50% miss chance as long as fletching is in dim light.
Shadow Resistance: Resist 5 to Cold and Electricity.
Disguise Self: 1/day.
Shadow Walk: 1/day.
This is my infiltrator build. I call him "The Shadowman". I may change a few things like spell list and feats. I'm not too sure about Arcane Blast but the reason I took it was to give him a little offense if needed because most of his spells aren't direct damage. I'll come back when I think of some more changes.
shallowsoul
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You should definitely take the shadow magic fetchling alternate racial trait. Also, the umbral wildblooded version of this is a bit better, with a superior arcana and first-level power. You don't need proficiency if your armor has no check penalty. That's what proficiency deals with.
Are you sure about the armor issue? It is listed as armor and sorcerers aren't proficient. I only took it so I could get Improved Shadow added to the armor and me be allowed to use it.