Malumbrax "evil shadow"

Race: Human

Class: Monk/Assassin Level: 6/8

XP: 14.5

Next: Align: LN
Age:   29  Ht/Wt:  6'2"/198 Gender: Male

THE MASTER OF DRAGONS
Saving Throws
  [+. Con/+. Dex/ +. Wis]     Move: +20 +10

Saving Throws:

TOTAL

Base

Abil

Magic

Bonus

Fortitude (Con.):

  13

+5/2

+2

+4

??

Reflex (Dex.):

  17

+5/6

+2

+4

??

Will (Wis.)

  11

+5/2

+0

+4

??

Ability Scores

Str:

14 +2

Int:

18  +4

Wis:

10  0

Dex:

 14 +2

Con:

 14 +2

Cha:

 12  +1
 
 Wealth-gp

81,126

 HP: ..+..

..

Feats

Impr Init
Dodge

L1
L1
Mobility
Spring attack
L3
L6
Combat Expertise
Whirlwind Attack
L9
L12
Stunning Fist
Deflect Arrows
M1
M2
Sv vs poison +4
Uncanny Dodge
A2
A2
Improv Uncanny Dodge
Hide in plain sight
A5
A8
Martial Weapon-Katana
free

Languages
common
elven
drac
gnoll
gnome
goblin
orc
sylvan
treant


Armor

Natural AC

11

+7 Bracer

7
+4 ring 4

Dexterity

2

FINAL AC:

24

Skills (103 points) Total Abil Ability Rank
 Appraise    Int +4  
 Balance   Dex +  
 Bluff   Chr +1  

 Climb

5 Str +2 3
 Concentration    Con +2  

 Craft (___)

  Int +4  
 Decipher Script (N) 10 Int +4 6
 Diplomacy   Cha +1  
 Disable Device (N) 10 Int +4 6
 Disguise   Cha +1  
 Escape Artist   Dex +2  
 Forgery   Int +4  
 Gather Info   Cha +1  
 Handle Animal (N)   Cha +1  
 Heal   Wis  +0  
 Hide   Dex +2  
 Intimidate 10 Cha +1 9
 Jump 5 Str +2 3

 Knowl (Arcana) (N)

  Int +4  
 Knowl (Architecture & Engineering) (N)   Int +4  

 Knowl (Dungeon) (N)

5 Int +4  2(1)

 Knowl (Geograph) (N)

  Int +4  

 Knowl (History) (N)

  Int +4  
Skills (___points) Total Abil Ability Rank
 Knowl (Local) (N) 6 Int +4  2(1)

 Knowl (Nature) (N)

  Int +4  

 Knowl (Nobility) (N)

  Int +4  
 Knowl (Religion) (N)   Int +4  

 Knowl (The Planes) (N)

6 Int +4 2(1)

 Knowl (ALCHEMY) (N)

7 Int +4 6(3)
 Listen 10 Wis +0 10
 Move Silently 7 Dex +2 5
 Open Lock (N) 8 Dex +2 6
 Perform   Cha  +1  
 Profession (N)   Wis +0  
 Ride   Dex +2  

 Search

7 Int +4 3

 Sense Motive

10 Wis +0 10
 Slight of Hand (N) 10 Dex +2 8
 Speak Lang. (N)   ---    

 Spellcraft (N)

  Int +4  

 Spot

 10 Wis +0 10
 Survival   Wis +0  
 Swim    Str +2  
 Tumble (N) 3 Dex +2 1
 Use Mag. Device (N) 12 Cha +1 11
 Use Rope   Dex +2  
Weapon total magic feats Base Str Critical Dam
 fists        +9/+9 +2    1-8
 katana    +3    +10/+4 +2  19-20 (*2) 1-10
 Kusari Gama             20 (*2)  1-6
               

 

Monk abilities (at 6th lvl): Assassin abilities (at 8th lvl):
--AC+1
--Move +20
--bonus feat-stunning fist
--flurry of blows
--unarmed strike
--bonus feat-deflect arrows;
--evasion
--still mind
--Ki strike
--slow fall 20'
--purity of body (immune to disease)
--sneak attack (+4d6)
--death attack
--poison use
--spells
--+4 save vs poison
--uncanny dodge
--improved uncanny dodge
--hide in plain sight
Magic Items:
Ring of Protection +4 AC (with BCB gem encrusted)
Ring of Night:
   +1 Protection (AC)
   60' infravision
   no need eat/drink when in relative darkness
   +10hp for 20 rds: 2/day
   Burning Hands (at 16th lvl): 2/day
   Magic Missle (at 16th lvl) 3/day
Bracers of Armor +7 AC
Clothes of Blending (as Robe):
   +10 hide
   Disguise Self
Cloak of Resistance +4
Boots of Striding & Springing
+3 Katana of Sharpness (and free training in its use)
Wrist Repeating Crossbow (shoots 3 small bolts/round)
   damage: 1-3
   bolts discharge powders/dust/acids/gas stored within on contact
   clip holds 6 shots
Pouch of Accessibility
   30 pouches, each 1 cubic foot
   call forth item desired and appears on top
Figurine of Wonderous Power
   Ebony Dire Bat (as ebony fly: rideable)-see below for stats
   3*12hrs/week
Dao in a bottle
Gems:   
    5000gp emerald
    3600gp tiara
    9-2000gp gems
    6-1000gp gems
    1-500gp gem
    21-100gp gems 
2 Safe Houses:
Dark Tower of Calibar (Dungeon #1)
   Guarded by:
   Caratid Columns (7 feet tall)
   AC 5
   HD 12
   hp 52 (each)
   1 attack (each) 2D8 +7
   immune to: all nonmagic attacks/ poisons/
   immune to: all gases/ magic control
   movement rate = 6"

Lord Shimada Oda's Home contains:
   sake
   9 shurikens
   2 katana of quality
   1 black ninja outfit
   1 ninja-to
   2 fitted O-yoroi (armor)
   142 ch'ien (money)
   Guarded by:
   Iron dragon (3 feet long)
   AC1
   HD8
   hp15
   breath fire 3/day (dam 1d6)
   4 claw attacks 1d4
   1 bite 1d6
   immune to: all nonmagic attacks / poisons /
   immune to: gases / all magic but electric

Whirlwind Attack feat: You can attack every opponent within reach once per round at your full BAB.

Kusari-Gama: T
his small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that has reach. It can strike opponents 10 feet away. In addition, unlike other weapons with reach, it can be used against an adjacent foe. It can be used in all respects like a spiked chain (see page 115 of the Player's Handbook) for trip attacks, disarming other foes, and using its weilder's Dexterity modifier instead of her Strength modifier in attack rolls.
The Kusari-gama is an exotic light melee weapon. It costs 10 gp. It inflicts 1d6 base damage when used by a medium-size user and crits for x2 on a 20. It weighs 3 pounds. And it is a reach weapon that does slashing damage.

Assassin Spells Known (castable):
(4) 1st (4) 2nd (4) 3rd (2) 4th

0000

disguise self

0000

alter self

0000

deep slumber

0000

clairaud/clairvoy
0000 feather fall 0000 cat's grace (+4 dex) 0000 deeper darkness 0000 dimension door
0000 jump 0000 pass without trace 0000 false life 0000 freedom of mvt.
0000 obscuring mist 0000 spider climb 0000 misdirection 0000 modify memory


Dire Bat Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Blindsense 40 ft.
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness, Stealthy
Environment: Temperate deserts
Organization: Solitary or colony (5-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral


Pouch of Accessibility: 30 pouches, call forth item desired
  ELIXERS   TOXIC POWDERS   COMPOUNDS / BLADE VENOMS
1 poison antidote 15 sneezing powder 26 ghoul's venom
   (sv or paralyzed 2d6+20rds)
2 flying 16 incendiary powder (dam 4d4 in 5' radius) 27 spider venom [duration d8+20rds]
   (dam 2d8 for )
3 invisibility 17 smoke powder  
4 lock picking 18 Poison (Type 3)   SOLVENTS
5 prot from vampires 19 truth powder 28 standard acid
6 truth serum 20 powder of madness 28 organic acid
7 minor healing     28 inorganic acid
  POTIONS   DUSTS   GAS
8 flying 21 amnesia 29 amnesia
9 healing 22 confusion 29 confusion
10 extra healing 23 panic 29 panic
11 night vision 24 poison (type 3) sv or 4d8 dam + incapacitated 2d12 hrs 29 poison
12 stone to flesh 25 appearance   MISC
13 ogre strength     30 Bottled Dao (insane/angry/trapped)
14 detect invisibility        

 

The Best Dungeons and Dragons Weapon

If you are a serious sneak attacker, the best magic item in the core books is the Ring of Blinking. While you are blinking, every attack you make is a sneak attack. No more trying to surprise flat-footed foes. No more figuring out who you are flanking and who you are not. No more feinting or sniping. It is simple: every attack you make is a sneak attack.

(Well, yes, you can do the same thing without the Ring. The mage sneak attacker (such as an Arcane Trickster) can cast his own Blinks and Greater Invisibilities. With plenty of Use Magic Device Ranks, you can use scrolls and wands of those spells. But the idea is to achieve that state of perfection in which all your attacks are sneak attacks.)

Once you are sitting in that tactical catbird seat, it naturally behooves you to make as many attacks as possible. That’s why a two-weapon fighting strategy is very attractive. So far, though, this screed is pretty redundant. Let’s get to the second course.

One of the most impressive ways to get lots of attacks is with the Whirlwind Attack feat. With it, you can attack every opponent within reach once per round at your full BAB. To get the most out of “within reach,” you want to use a reach weapon, like a spiked chain, that can hit foes near and far up to ten feet away. If you are a mage sneak attacker, then Enlarge Person is your friend, since your Enlarged reach with that spiked chain zooms to 20 feet.

The problem is, Whirlwind Attack takes a lot of devotion. Required feats are Combat Expertise, Dodge, Mobility, and Spring Attack. For a human rogue or rogue/mage, that means waiting until 9th level; for a non-human, such as a liontaur, even higher. Plus, the required feats are not really the ones you might have picked yourself, if they were not required. So you may want to consider the poor-man’s Whirlwind Attack, Combat Reflexes.

With a 10- (or 20-) foot reach, foes moving in combat around and toward you are bound to provoke attacks of opportunity (AoOs). With a high dexterity (you DO have a high dex, right, oh you sneak attacker?), that translates into four or five or more AoOs a round. If an enemy both moves and casts while in your reach, you can make two attacks on that foe -- better than Whirlwind Attack. AND you get your normal attacks on your turn. All for the low low cost of just a single feat.

Which finally gets us to the whole point of this screed -- weapons. What’s the best weapon for this kind of a strategy? To maximize your attacks of opportunity when it is the enemies’ turn, you have to have a reach weapon. To maximize your sneak attacks on your own turn, you want to fight two-handed.

You could contort your way around this dilemma with two gloves of storing. At the start of your turn, store your spiked chain and retrieve your staff or other double weapon. At the end of your turn (after making two-handed attacks), store the staff and retrieve the spiked chain, so that you can use it to make AoOs when others provoke them. But this is not only extremely kludgey and pricey (those gloves are expensive!), but it prevents you from wearing Gloves of Dexterity. And if you are trying to leverage your high dex with weapon finesse, that works fine with the spiked chain, but not so well with a double weapon.

Far far better would be to weild a one-handed reach weapon, freeing the othe hand for an off-hand attack. The problem is, there are not many one-handed reach weapons in the game. Let’s look at the two most obvious. The whip is a one-handed reach weapon, but it does not threaten any squares, making it useless (you have to threaten squares in order to make AoOs). The lance is one-handed if you are mounted. That is tough on those needing horses and ponies as mounts, since it is hard to get them down slimey dungeon stairs. If you are a halfling or gnome, using a lance while riding on dog-back is theoretically possible, but a realism-focused DM might balk at the way you whip that lance around in battle. Besides, a more ideal solution would include a one-handed reach weapon that works with weapon finesse.

At this point, the resurceful PC might be thinking about making their own one-handed weapon-finessible reach weapon -- maybe a barbed whip with a ten-foot reach and the ability to threaten squares. But don’t go there yet, innovator! Monte Cook did you one better when he wrote the Asian Flavor section of the Dungeon Masters Guide.

Students, please open your texts now to page 144, and also study the table on page 145. Jimmy, would you please read aloud the section on the Kusari-gama?

Kusari-Gama: This small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that has reach. It can strike opponents 10 feet away. In addition, unlike other weapons with reach, it can be used against an adjacent foe. It can be used in all respects like a spiked chain (see page 115 of the Player's Handbook) for trip attacks, disarming other foes, and using its weilder's Dexterity modifier instead of her Strength modifier in attack rolls.

Very good, Jimmy. And Joanie, what can you tell us from the table?

The Kusari-gama is an exotic light melee weapon. It costs 10 gp. It inflicts 1d6 base damage when used by a medium-size user and crits for x2 on a 20. It weighs 3 pounds. And it is a reach weapon that does slashing damage.

There you have it. A one-handed spiked chain. Since it is a light weapon, you can even use one in each hand at only a -2 to hit (with Two-Weapon Fighting). That makes feats like Weapon Focus (Kusari-gama) much more attractive. For the sneak attacking combat reflexologist, there is no sweeter weapon in all the core books. And to think you had never even heard of it!

Taken from the Web. http://www.cayzle.com/screeds/book030.html  Original author retains all rights to write up (credit where credit is due!)