Last time I combined all the Tier 5-6s. This time around I'm trying some Tier 4s, and blending a bit more thoroughly.
Classes used: Adept, Barbarian, Fighter (Zhentarim soldier), Marshal, Ranger (+ Mystic Ranger), Rogue, Scout, Spellthief, Warlock, Warmage
HD: d8
Class Skills (6+Int): All
1 Eldritch blast, Favored enemy (1st), Sneak attack +1d6, Special companion, Steal spell (0th), Track, Trapfinding, Warmage edge, Wild empathy 2 Bonus feat, Detect magic, Evasion, Rage, Steal spell (1st), Steal spell effect 3 Danger sense +1, DR 1/cold iron, Sneak attack +2d6/+1, Steal energy resistance 10, Trackless step 4 Bonus feat, Deceive item, Steal spell (2nd), Uncanny dodge 5 Extended intimidation, Favored enemy (2nd), Sneak attack +3d6/+1, Steal spell-like ability 6 Auras, Bonus feat, Danger sense +2, Flawless stride, Steal spell (3rd) 7 Absorb spell, DR 2/cold iron, Sneak attack +4d6/+2 8 Bonus feat, Camouflage, Improved uncanny dodge, Steal spell (4th) 9 Arcane sight, Danger sense +3, Sneak attack +5d6/+2, Swift demoralisation, Swift tracker 10 Blindsense 30ft, Bonus feat, Favored enemy (3rd), Steal spell (5th) 11 DR 3/cold iron, Sneak attack +6d6/+3, Steal energy resistance 20 12 Bonus feat, Danger sense +4, Imbue item, Steal spell (6th) 13 Discover spells, Sneak attack +7d6/+3 14 Bonus feat, Hide in Plain Sight, Steal spell (7th) 15 Danger sense +5, DR 4/cold iron, Favored enemy (4th), Sneak attack +8d6/+4, Steal Spell Resistance 16 Bonus feat, Steal spell (8th) 17 Grant move action (at will), Sneak attack +9d6/+4 18 Bonus feat, Danger sense +6, Free movement, Steal spell (9th) 19 DR 5/cold iron, Sneak attack +10d6/+5, Steal energy resistance 30 20 Absorb spell (immediate casting), Blindsight 30ft, Bonus feat, Favored enemy (5th)
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Invocations: An eldritch commando may apply eldritch essence invocations to spells he casts.
Spells: An eldritch commando casts arcane spells spontaneously based on Wisdom, and has knowledge of every spell on his spell list plus one wizard/sorcerer spell per spell level. He may ignore the spell failure chance from light armor.
Special Companion: An eldritch commando gains a special companion with the abilities of both a familiar and an animal companion. His effective wizard and druid levels are equal to his class level and half his class level respectively. This counts as a familiar and an animal companion for all purposes.
Sneak Attack (Ex): The eldritch commando's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two class levels thereafter. Whenever he strikes an enemy with a sneak attack, he gains a +1 circumstance bonus to AC against that creature per two damage dice (round down) for 1 round.
Warmage Edge: When he uses a spell or spell-like ability that deals hit point damage, the eldritch commando deals additional damage equal to the spell level times his Int modifier. For this purpose, treat 0-level spells as half-level and eldritch blasts as spells of the highest level you can cast.
Bonus feat: At every even level, an eldritch commando gains a bonus feat for which he meets the prerequisites from the list available to fighters. At 10th level and higher, he may select a rogue special ability instead.
Rage (Ex): At 2nd level, by expending a spell slot of 1st level or higher as a swift action an eldritch commando can gain a bonus to Strength and Constitution equal to the level of the spell +3. This benefit lasts for a number of rounds equal to the level of the spell, after which he is staggered for an equal amount of time. During this time his DR/cold iron converts to DR/-, and in any round he moves at least 10ft he applies the benefits of sneak attack to all attacks and gains the AC bonus at all times.
While raging, the commando cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Danger Sense (Ex): An eldritch commando gains a +1 bonus on saving throws and AC against traps and spells per three class levels.
Auras (Ex): At 6th level an eldritch commando gains one minor and one major aura, as a marshal. The bonus for his major aura is equal to +1 per four class levels.
Spell List0th | create water, cure minor wounds, detect magic, flare, ghost sound, guidance, know direction, light, mending, purify food and drink, read magic, resistance, touch of fatigue, virtue. |
1st | alarm, animal messenger, bless, burning hands, calm animals, charm animal, cause fear, command, comprehend languages, cure light wounds, delay poison, detect animals or plants, detect chaos, detect evil, detect good, detect law, detect poison, detect snares and pits, endure elements, entangle, hide from animals, jump, longstrider, magic fang, obscuring mist, pass without trace, protection from chaos, protection from evil, protection from good, protection from law, resist energy, sleep, speak with animals, summon nature's ally I. |
2nd | aid, animal trance, barkskin, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, hold animal, invisibility, mirror image, owl's wisdom, protection from energy, scorching ray, snare, speak with plants, spike growth, summon nature's ally II, see invisibility, web, wind wall. |
3rd | animate dead, bestow curse, command plants, contagion, continual flame, cure serious wounds, darkvision, daylight, deeper darkness, lightning bolt, magic fang (greater), neutralize poison, plant growth, reduce animal, remove curse, remove disease, repel vermin, summon nature's ally III, tongues, tree shape, water walk. |
4th | animal growth, commune with nature, cure critical wounds, freedom of movement, minor creation, nondetection, polymorph, restoration, stoneskin, summon nature's ally IV, tree stride, wall of fire.
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5th | awaken, baleful polymorph, break enchantment, commune, control winds, heal, major creation, raise dead, summon nature's ally V, true seeing, wall of stone, wall of thorns. |