Sneaking, Trapping, Slashing and Casting Illusions PvM (1-40) and PvP

The Leprechaun (Fighting Spirit of Ireland)
By Deborah “Tyr” Templar

Concept: The Leprechaun; a Celtic Faerie of Irish lore, known as the leith brog (or, leith brogan and, in some places, pronounced Luchryman), which means, the shoemaker. Believed to be a wealthy and master craftsman, with a crock of gold, the Leprechaun is an unsociable and solitary faerie. Many believe they are good-natured and intelligent, with a sharp wit; while unsociable, the Leprechaun is nevertheless capable of highly stimulating and most interesting conversations, whenever the mood to engage in such discussion should strike. Similar faeries are the Cluricaun, and Far Darrig which are believed to be either relatives of the Leprechaun, or the Leprechaun itself when in a different mood or shape (but which all Leprechauns deny).

While the Leprechaun is believed to be good-natured overall, a practical joker with the power of magic (illusion) and stealth, the Cluricaun and Far Darrig are most mischievous spirits; according to O’Kearney, in the Feis Tigh Chonain: (the Cluricaun and Far Darrig) “dress with unfairy homeliness, and are the most (loose), slouching, jeering, and mischievous phantoms.” Whereas the Cluricaun is a known nuisance and sometimes dangerous faery, making himself drunk in gentlemen’s cellars, the Far Darrig (or, Red Man, so-called due to his/her fondness for wearing a red cloak) busies itself with grotesque jokes, and nothing more: in fact, s/he delights in playing gruesome games against humans, his/her favorite prank being to invite a human over for dinner, for the purpose of causing its guest to faint in horror by serving up an old woman’s corpse, which corpse Far Darrig either magically creates or fetches from a local grave, in accordance with a cruel sense of humor. Whether these spirit folk be one and the same faerie, such as a Leprechaun on a spree, or be they three entirely different albeit related spirits, nary an Irish writer agrees. As to what these fae spirits look like, different accounts exist depending as to where in Ireland you are, but similar attributes are shared, in that they all be practical jokers of small stature, with a preference also for the color red.

Character: in keeping within the spirit of true Irish lore (and differing from the 3 other characters in the pulse cap that use the same class combo but different levels) the Leprechaun, is a magical, stealth-character, being balanced between rogue and wizard, in order to achieve good, buffable AB with decent buffable damage, stealth (skills and HiPs), and a rather nice assortment of skills (incl. UMD). With ample access to wizard spells (including 9th level), and although vulnerable to dispelling, Leprechaun can buff all stats, saving throws, AC, and AB/damage. S/he also has Time Stop which, among other things, enables some rather exciting damage. Without further adieu, please meet Leprechaun, a fighting fae-phantom with stealth and illusion, being the pride, fun and spirit of Ireland.


The Leprechaun (Fighting Spirit of Ireland) -- Overview
Wizard (18), Rogue (17), Shadowdancer (5)
Race: Halfling: (Fearless, Good Aim, Lucky, Skill Affinity: Listen, Move Silently; Small Stature)
Alignment: Leprechaun (Chaotic Good); Cluricaun (Chaotic Neutral); Far Darrig (Chaotic Evil)

Final Stats:
STR: 10
DEX: 20 (34)
CON: 10
WIS: 8
INT: 15 (19)
CHA: 8

Level Guide:
01: Rogue(1): dodge
02: Illusionist(1): {Scribe Scroll}
03: Rogue(2): weapon finesse, {Evasion}
04: Rogue(3): DEX+1, {Uncanny Dodge I}, (DEX=21)
05: Rogue(4)
06: Rogue(5): extend spell
07: Rogue(6)
08: Rogue(7): DEX+1, (DEX=22)
09: Rogue(8): weapon focus: shortsword
10: Rogue(9)
11: Rogue(10): improved evasion
12: Illusionist(2): DEX+1, mobility, (DEX=23)
13: Shadowdancer(1): {Hide in Plain Sight}
14: Rogue(11)
15: Rogue(12): knockdown
16: Shadowdancer(2): DEX+1, {Darkvision}, (DEX=24)
17: Shadowdancer(3)
18: Illusionist(3): empower spell –OR- improved knockdown
19: Shadowdancer(4)
20: Illusionist(4): DEX+1, (DEX=25)
21: Illusionist(5): great dexterity I, great intelligence I, (DEX=26), (INT=16)
22: Shadowdancer(5): {Defensive Roll}
23: Illusionist(6)
24: Rogue(13): DEX+1, great dexterity II, epic dodge, (DEX=28)
25: Illusionist(7)
26: Illusionist(8)
27: Illusionist(9): epic weapon focus: shortsword
28: Illusionist(10): DEX+1, great intelligence II, (DEX=29), (INT=17)
29: Rogue(14)
30: Rogue(15): epic prowess
31: Rogue(16): improved sneak attack I –OR- crippling strike
32: Illusionist(11): DEX+1, (DEX=30)
33: Illusionist(12): great dexterity III, (DEX=31)
34: Illusionist(13)
35: Illusionist(14)
36: Illusionist(15): DEX+1, great intelligence III, great intelligence IV, (DEX=32), (INT=19)
37: Illusionist(16)
38: Illusionist(17)
39: Illusionist(18): great dexterity IV, (DEX=33)
40: Rogue(17): DEX+1, (DEX=34)

*Magic School : Illusion chosen for theme reasons; for the Far Darrig, Necromancy would be his/her school, but feel free of course to specialize (or not) in another school, as you please.

*Skillpoints: 335
Concentration 42(42), Hide 43(55), Listen 41(42), Move Silently 43(57), Open Lock 1(13), Spellcraft 41(45), Tumble 40(52), UMD 41(40), Set Trap 43(55)*

*Feel free to train in something else, such as disable trap, or another skill of your choosing.
-------

I. The Basics:

* Hitpoints: 214 (> 450-plus Buffed)
i.e., Endurance, +40-80 Endurance; Greater Stoneskin, +150; Tenser’s, +18d6 (100)

* Saving Throws:
Fort: 17 (24 w. Endurance, Tenser’s)
Will: 19 (21 w. Owl’s)
Reflex: 36 (42 w. Cat’s, Tenser’s)

Saving Throw bonuses:
Spells: +9 Spellcraft (another +8 w. protection), Traps: +5, Fear: +2
Note: in addition to UMD, stealth, and HiPs, has many protections, self-buffs, immunities from 9th level Wizard spells & incl: mind effects/mind spells; death magic & necromancy spells (incl. negative energy); energy buffer; damage reduction 20/+5: see spells, below.


II. Combat Vitals:

Mundane Short-Sword
Sleeping AB: +41 (melee)
Buffed AB: +67 (self-capped)

Damage (mundane short-sword):
1d6 (crit: 17-20/x2); w. Keen: crit: 15-20/x2
--
+6 capped STR (bull’s, tenser’s)
+5 Greater Magic Weapon
+ Flame Weapon: 1d4+10 (or, 11-14)
+ Self-Hasted (spell) & Keen (spell)
--
+10d6 Sneak Damage
--
Extra attack (haste) / Widened Crit: 15-20/x2 damage (keen)


Other – “On-Hit” Damage:
+Death Armor: (1d4)+5 damage suffered by the enemy, each time enemy hits you;
+Mestil’s Sheath: (1d6)+36 damage dealt to enemy each time said enemy hits you.
See, also: IGMS, Mords, Black Blade of Disaster, among other “protection” spells

***Can also shoot fireballs, rain ice, and spam IGMS, among other offensive spells, including the Bigby’s-spell line, Mord’s, and TIME STOP


III. Defense Vitals:

AC (naked): 31
+6 capped DEX (cat’s, tenser’s)
+2 from Mage Armor
+4 from Shield
+4 from Haste
+5 from Shadow Shield
--
Self-Buffed AC: 52 (Does NOT include any magical equipment)

Note: among other protections, has Damage Reduction: 20/+5 (Greater Stoneskin), concealment (Ethereal Visage), Greater Sanctuary, can spam IGMS, and also Time Stop.

IV. Spell Casting Info:
Wizard(9), SR 18+1d20
School: Illusion (Leprechaun) or Necromancy (Far Darrig)

Spells per Day (or rest period)
Cantrips – 5 Spells / 1st Level – 6 Spells
2nd Level – 6 Spells / 3rd Level – 6 Spells
4th Level – 6 Spells / 5th Level – 5 Spells
6th Level – 5 Spells / 7th Level – 4 Spells
8th Level – 4 Spells / 9th Level – 3 Spells

To see all the great spells available to your Leprechaun, and to customize his/her spell book, please: http://www.nwnwiki.org/Wizard


V. Skills Progression:

01: Hide(4), Listen(4), Move Silently(4), Open Lock(1), Set Trap(4), Tumble(4), UMD(4), Save(15),
02: Concentration(5), Spellcraft(5), Save(9),
03: Hide(2), Listen(2), Move Silently(2), Set Trap(2), Tumble(2), UMD(2), Save(7),
04: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(11),
05: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(15),
06: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(19),
07: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(23),
08: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(27),
09: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(31),
10: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(35),
11: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(39),
12: Concentration(10), Spellcraft(10), Save(23),
13: Hide(2), Listen(2), Move Silently(2), Tumble(2), Save(23),
14: Hide(1), Listen(1), Move Silently(1), Set Trap(3), Tumble(1), UMD(3), Save(23),
15: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(27),
16: Hide(1), Listen(1), Move Silently(1), Tumble(1), Save(31),
17: Hide(1), Listen(1), Move Silently(1), Tumble(1), Save(35),
18: Concentration(6), Save(33),
19: Hide(2), Listen(2), Move Silently(2), Tumble(1), Save(34),
20: Concentration(2), Spellcraft(5), Save(31),
21: Concentration(1), Spellcraft(4), Save(30),
22: Hide(3), Listen(3), Move Silently(3), Tumble(4), Save(26),
23: Concentration(2), Spellcraft(2), Save(27),
24: Hide(2), Listen(2), Move Silently(2), Set Trap(9), Tumble(2), UMD(9), Save(12),
25: Concentration(2), Save(15),
26: Concentration(1), Spellcraft(3), Save(16),
27: Concentration(1), Spellcraft(1), Save(19),
28: Concentration(1), Spellcraft(1), Save(22),
29: Hide(5), Listen(5), Move Silently(5), Set Trap(5), Tumble(5), UMD(5), Save(3),
30: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(8),
31: Hide(1), Listen(1), Move Silently(1), Set Trap(1), Tumble(1), UMD(1), Save(13),
32: Concentration(4), Spellcraft(4), Save(10),
33: Concentration(1), Spellcraft(1), Save(13),
34: Concentration(1), Spellcraft(1), Save(16),
35: Concentration(1), Spellcraft(1), Save(19),
36: Concentration(1), Spellcraft(1), Save(22),
37: Concentration(1), Spellcraft(1), Save(26),
38: Concentration(1), Spellcraft(1), Save(30),
39: Concentration(1), Save(35),
40: Hide(9), Listen(7), Move Silently(9), Set Trap(9), Tumble(6), UMD(7).

Edited main build at OP's request to suit suggestions given. Grim

Edited By Grimnir77 on 08/23/06 12:05

Dear Lord, Tyr. That's the closest thing to a masterpiece I've seen in a long time. That's sexeh. Good job, mate.
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~Blake~ Rogue/Wizards are always nifty, and this is an interesting spin on the concept.

Your HP is low even for a caster, which is problematic. Drop Still Spell, it's useless, and pick up toughness for those nifty 40 points of HP.

Your saves are also problematic. Fortitude you can't really do much about, so you'll have to roll with that. Will, by contrast, you can bump simply by moving more wizard levels pre-epic. While this slows down Epic Dodge quite a bit, I think it's overall worth it. AB goes down some, but it's already good enough for an 18th level Wizard.

If you can find a way to fit Spell Focus in there, too, that'd be nice.
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CATS! Nifty. I suggest one small tweak though. Switch:

19: Shadowdancer(5): {Defensive Roll}
20: Illusionist(3): DEX+1, (DEX=25)
21: Illusionist(4): great dexterity I, (DEX=26)

to:

19: Illusionist(3)
20: Illusionist(4): DEX+1, (DEX=25)
21: Shadowdancer(5): {Defensive Roll}: great dexterity I, (DEX=26)

This will net you +1 AB and you'll lose nothing.

*edit* Better yet, take the SD 5 at level 22 and WIZ 5 at level 21, which allows you to top up Tumble.
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It's rogue, dammit, ROGUE!!!

Edited By Cinnabar Din on 08/20/06 02:03

It looks good Tyr, really well done. There are a couple of tweaks that might make it slightly better.

I'll echo CD's suggestion, picking up 1 AB for free is always a good thing.

Also you might want to consider crippling strike instead of improved sneak attack. 2 points of attribute damage a hit, is typically better than 1D6 extra damage.

Finally, empower or maximize might be better metamagic choices than still spell (or you could take blind-fight or IKD). You aren't really going to be wearing much armor and even in leather armor arcane failure isn't that big of a problem.
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Two wrongs don't make a right but three lefts do.
Quote: Posted 08/20/06 01:50:44 (GMT) -- Blake Whelm

Dear Lord, Tyr. That's the closest thing to a masterpiece I've seen in a long time. That's sexeh. Good job, mate.

Thanks, Blake, and everyone, for the wonderful response and very kind praises: yeah, this be one tough bugger, and wouldn't wanna try and sneak this one's gold

First, lemme apologize for what might seem like a bit of a delay in responding, but classes officially start this week and I've incoming students to prepare for - please know, though, that I appreciate all your great comments (as usual, and that polish, such a fine shine, indeed; changes PM'd, and we've tweaked him a bit, as follows:

CD: extra AB - with you and Mith I so totally agree; 40 on a wiz always good, but heck, one more indeed better - done (and thanks! Also gets us a will point, which be neat, but saves and HPs I'm really not worried about. And while I don't think Still entirely useless, your point be good, and empower def. the better power option (and so, having tweaked a bit, we drop SS for EmpSpell). Also, puts in crippling strike as an option, too (while extra sneak be good, when it comes to PvP, listen to Mith, folks: cripple be better (thanks, Mith).

As to saves and HPs...As an 18th wiz, got buffs and immunities for just about everything (mind effects/spells, death magic and even crits (polymorph), not to mention stealth, early ED, HiPs, UMD, spellcraft, and other stuff. HPs also aren't a concern; with his buffs and DR, effective HPs are about 580 (over 600 with premonition, which also grants DR 30/+5 .. Remember, too, that this be a magical-stealth/rogue character that fights not head-on, but lurks/casts/hits from shadow, with early ED, & can also spam HiPs, IGMS and...

Toughness be nice I agree, AV, but not necessary: in light of the above and fact empowered endurance also gives you an extra 40 hps (over non-empowered), well ... again, I not be worried (that said, I realize it's a personal thing, and thus puts out the choice as b/w ES and toughness for players to make for themselves, bein' a matter of style/comfort -- thanks).

As to my thoughts on Blind-fight and IKD: yeah, I agree with you Mith that empower's much better; while IKD could be fun, i.e., if you play on a world where say ogres and giants be a menacing problem, then by all means ... but as a halfling, we can never knock a dragon unfortunately (though, with KD we can and do knock 'em humans, which me thinks works out just fine for us ) BF, same thing, not necessary, since 18 level wiz has true sight, purge invis., & we've listen skills, too; Still, if you just gotta knock a giant....

Thanks so much, everyone: really appreciate your great thoughts, tweaks, and kind praises - May the Leprechaun bring ya all the luck o' the Irish, and lead you to an over-flowin' crock of gold. Enjoy, and thanks! ~ Tyr

Edited By TyrTemplar on 08/23/06 03:47

One thing I dont understand. How can you get epic dodge at level 24 when one of the prerequisitions is 30 ranks in tumble?
Quote: Posted 08/23/06 10:17:19 (GMT) -- blixen71

One thing I dont understand. How can you get epic dodge at level 24 when one of the prerequisitions is 30 ranks in tumble?

Because the manual is wrong and you only need 1 rank in Tumble.
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CATS! The prereqs is wrong, yes. Like he said you only need 1 point in tumble and you don't need Dodge feat.

Wish I had a dollar for every time that question has been asked on these forums.
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Dragonlance ROH is back, better than before! and I spend a little time here WoG Im building this facinating build just now.. just a quick question to anyone.. why not 20 wiz 19 rogue and 1 sd..
I know you get def roll at lvl 5 sd but 2 more rogue lvls get you that and more skill points and an extra d6 on sneak.. and 2 more wizard get a couple more spells (possibly another exta wiz feat)..
Just curious before i get up to were it might count in my character. =
Again love the build (although i need a meatshield at the moment lol) I believe the intention was to avoid going Rogue 16/Wizard 4 pre-epic, which means 2 bonus feats are now non-epic and you have worse saves. You could push your 1 SD into, say level 8 to get the early HiPS, but you compromise a point of AB.

So, we assume you want that extra epic feat, resulting in (Rogue 15/ Wizard 4/ SD 1) pre-epic the level 40 difference is:
-1 BAB
+2d6 SA
-1 Reflex
-Random SD abilities
+4 Skill Points
+1 9th level wizard spell
+1 7th level spell
+1 Caster Level
-2 HP

Plus, 1 level of SD is often considered cheap.

Edited By Ariel Thomas on 07/17/07 09:51

Thanks for the information

I'm sure cheapness wont come into it when i play pvp though hmm pluses and minuses to it then, but i think i will build it as was intended after all.

Since you were good enough to explain the differences i do have one other question to ask. How does the ab hit the cap? i cant say i know all the spells but not counting something like true strike i cant really see where the damage or ab will come from? The only obvious bonsues to me are:
+5 Weapon
+9 Tenser's Transformation

I don't know where the other +6 is supposed to come from. Thanks again for the reply, after some thought though i might just go 17 rogue, 1 sd and 22 wiz. 15 rogue and 1 sd 4 wiz should comue out with the same bab and a little more wiz power!!
Quote: Posted 07/17/07 23:39 (GMT) -- Rabbac

Thanks again for the reply, after some thought though i might just go 17 rogue, 1 sd and 22 wiz. 15 rogue and 1 sd 4 wiz should comue out with the same bab and a little more wiz power!!

No, it won't. Rogue 15/SD 1/WIZ 4 = BAB +13.

Rogue 12/SD 4/WIZ 4 = BAB +14.
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It's rogue, dammit, ROGUE!!! I'm sure your right mr moderator but why?
Arent Rogue and SD in the same category for bab? does that mean if i go 5 wm and 11 fighter and 4 wiz for example i would loose bab? As opposed to say 12 fighter and 4 wm and 4 wiz?
Your really learn so much on here lol
Quote: Posted 07/18/07 16:53 (GMT) -- Rabbac

I'm sure your right mr moderator but why?
Arent Rogue and SD in the same category for bab? does that mean if i go 5 wm and 11 fighter and 4 wiz for example i would loose bab? As opposed to say 12 fighter and 4 wm and 4 wiz?
Your really learn so much on here lol

While they share the same BAB progression, you must count each class separatley. So a Rogue2/SD2 would have less BAB than a Rogue4, in this case a 2BAB vs. a 3BAB from just the Rogue.

In your above example, both FTR/WM/Wiz builds have the same BAB because Fighters and WMs do not lose any BAB, so you can use those interchangeably. The only BAB lost there is from Wizard levels, and in both instances it is the same amount. For example, A Bard9/Rogue5/SD6 has a 13BAB. But a Bard12/Rogue4/SD4 has a 15BAB. Remember your Rule of 4s for those 3/4BAB Classes (Rogue, Bard, SD, Cleric, Druid, Assn, HS, RDD, Shifter, etc)
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Ariel, Ookla, RIDE! Wow, thank you so much, Rabbac, for all of your great questions and interest in this fun Leprechaun (yes, rogue/wiz are fabulous combos, and anything w. 9 level spells can of course pvp ... that much more fun w. rogue and SD (lots of synnergies, and can go many ways w. this combo, but yes, there are costs/benefits, always to keep in mind; I sent to you some info, and hope you find it helpful.

And thank you so much Ariel, Cinn and Grizzled One for helping out here - please know that I, too, appreciate it very much, and very kind of you all (why I love this community, really; everyone helping everyone else out! Just so wonderful! and thanks, please know I appreciate it very much

Rabbac, here's some further info for you re:

BAB Progression Information: http://www.nwnwiki.org/BAB
Might help to remember it this way: rules of four – 3 rogue don’t give a point, but 4 rogue do, etc.

On Leprechaun, as per AB, Damage, etc., I compiled a list for you (which you can also read more about in the link provided under spells section, in build post.

Also, check your inbox and if you have any further questions, by all means, feel free to pm me. Really hope this helps, and enjoy (I assure you this character is a ton of fun, gets better once Weap.Fin hits, and is pretty much smooth sailing once you get your HiPs in order, and smile as all your spells come rolling in ...

More wiz. would def. be a nice variants, but it would in turn cost you an AB point as Ariel et al. point out (i.e., rules of four, unless of course you delay SD til epics, which is okay of course, although I like to get my HiPs in sooner than later (and also, there are many PWs that disallow characters who only take 1 level of SD; if your PW doesn't adhere to that rule, well then, you do have options, just (not to belabor the point, but bears repeating) remember the rule of four, and you'll be fine. Most of all, have fun, and enjoy!

Again, many thanks for your kind comments and interest in Leprechaun, which I appreciate very much. Wonderful that some of the older ones still get noticed, and if I can be of any help to you whatsoever, just ask!

Kindest Regards, Deb Tyr.


Quote: 
...and now, for that info:

AB - avail. enhancements:
+3 Emp. Cat’s
+5 GMW
+9 Tenser’s Transformation
+20 True Strike (short, hence of questionable duration, but for sneakinng/rogue purp -- auto.provides +20 Weap. Cap, and nice to know you have)

Damage Enhancements (illustrative)
Tenser’s, raises your STR to 20 (so, +5 dam/str. mod.)
+5 GMW
1d4, +10 flame weapon (note: stacks w. other dam. enhancements, as in, UMD/darkfire scroll, etc.)

Other Enhancements:
Greater Spell Breach: strips enemy of protections
Mord’s Disjunction: ult. Magic-stripper: Click Here

Ultimate Offense: Time Stop (enjoy)

Shape-Shifting (special abilities/enhancements, in case you need "something else" in a pinch):
You also have polymorph and shapechange as req’d, so can change into i.e. umberhulk for auto./perma true seeing for eg., undead/zombie for immunity to sneak, criticals (denying a dev.critter of his/her dev.crit? awww
For more info, see above link (spells)

Damage, Other (remember, you've the empowered feat)
Damage Shields (wonderful-each time someone hits you, they take damage!):
Death Armor 1d4+5 – on hit dam.
Mestil’s Acid Sheath: 1d6+2/caster (at 18, 1d6+36) – no save, ignores SR, etc.(enemy monk w. a gazillion apr buggin you? No problem, watch 'em apre-on to his/her own death

Need some allies?
You've various Summons, incl: Mord’s Sword: a faithful powerful sword/helmed horror, http://www.nwnwiki.org/Helmed_horror ; Black Blade of Disaster: http://www.nwnwiki.org/Black_blade_of_disaster

What about damaging w.o getting your hands dirty?
Mestil’s acid breath: 10d6 cone of effect
Melf’s acid arrow (single target): 3d6 acid dam, +1d6 dam./round for 1 round/3 caster levels

Evard’s tentacles: 1d4+(1 per caster level, to max. +20 tentacles): each doing 1d6+4 bludgeoning to target (w. chance to paralyze, barring fort save- ignores spell resist., but keep in mind small creatures (ie. Gnomes, Halflings) are completely immune)

Other (remember, can be empowered):
My personal fave -- Ice Storm: http://www.nwnwiki.org/Ice_storm (and has no save)

Also:
Meteor Storm: 20d6 dam. all in area of effect (refl. ½),
Chain Lightning: at 18 caster, 18d6 electrical damage to initial target, and ½ that to his/her allies (refl. ½)

Finger of Death: assuming fort save avoidin' death (hey, can always roll a "1"), still take 3d6+18 dam.

Power word, stun: barring immunity to mind-effects, target is Stunned

Now, use your rogue/sneak, and go finish what’s left standing …

Some notes re: DEFENSE:

In addition to what’s listed,

Special: re, defense note – how to give yourself +20 dodge AC (self-buff to cap):
Shadow Conjuration: mage armor:
“The dodge AC from this spell will stack with the dodge AC from the level 1 mage armor spell if cast first. If cast again after the level 1 mage armor, it will not stack, but an additional level 1 mage armor will. This sandwich effect can be carried until the target has hit the +20 dodge AC cap.”

Improved Invisibility: in addit. to giving you invis., unlike invis., doesn't end when you strike, but rather becomes 50% concealment when you strike

Greater Spell Mantles: absorbs incoming spells;
Various DR spells, elemental resistances, etc.

Other (worthy mentions-and formulae):
- Bigby’s Interposing hand: lowers target’s AB -10 (thus raises your AC +10)
- Bigby’s Forceful Hand (Bullrush): Bull rush works as follows: caster rolls 1d20 + 14 versus the target's roll: 1d20 + target's strength modifier + target's size modifier
- Bigby’s Grasping Hand: http://www.nwnwiki.org/Bigby%27s_grasping_hand
- Bigby’s Clenched Fist: 1d8+11 dam./round (for 1 round/caster lev.), plus chance of stunning http://www.nwnwiki.org/Bigby%27s_clenched_fist
- Bigby’s Crushing Hand: http://www.nwnwiki.org/Bigby%27s_crushing_hand

Ultimate protection Spell: Timestop, and saunter on out
Thank you all for your response.. i'm off to lie down now cos my head hurts with so much information lol.
Deb Tyr thank you for all my questions I had answered in one go and of course for providing such a great build. I'm struggling a bit (not used to being a rogue!!) but im managing to tag along with a meat shield or two to help me out. Thanks also to the Grizzled one glad to see your still alive and kicking in the forums.. ive read many of your stories Pity you dont all play on GvM (ive played there for 5 years now and still know nothing hee hee.
I'm inspired and am going to put up a build of my own a dd 22, cleric 16 and 2 assassin for umd and beat the sp penalty. Mr Kaliban99 has done something simular Duergar Crusader......Cleric 17/DwD 18/Assassin 5 but lacks the dr III which i managed to get. Looked good in the tester but i prefer to test them for real on the Mod i play to see how it lvls etc. I look forward to all your comments and suggestions. Back to the grind, life with get easier when i get HIPS. Thanks again, im building as seen
Quote: Posted 07/20/07 17:52 (GMT) -- Rabbac

Thanks also to the Grizzled one glad to see your still alive and kicking in the forums.. ive read many of your stories Pity you dont all play on GvM (ive played there for 5 years now and still know nothing hee hee.

GvM?
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Ariel, Ookla, RIDE! Gondor vs Mordor is my guess.
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It's rogue, dammit, ROGUE!!! your guess would be correct