My Myth-Weavers sheet.[spoiler]
Marlowe, Clerk of MystraMedium male Human (Humanoid), Neutral (ECL 8)
Assassin 8Attributes:
[spoiler]Str 15 (+2, base 10+5 inherent)
Dex 24 (+7, base 16+3 enhancement+5 inherent)
Con 22 (+6, base 14+3 enhancement+5 inherent)
Int 26 (+8 base 18+3 enhancement+5 inherent)
Wis 19 (+4, base 14+5 inherent)
Cha 15 (+2, base 10+5 inherent)[/spoiler]
Combat Numbers:
[spoiler]Hit Dice: 8d6+48
Hit Points: 78 (currently 26)
Armor Class: 28 (10 base+6 armor+7 Dex+2 deflection+3 natural)
Touch: 22
Flat-footed: 24 (uncanny dodge)
Initiative: +11 (+2 Eager, +2 Belt of Battle, +7 Dex)
Base Attack Bonus: +6/+1
Speed: 30 feet
Fortitude: +15 (6 base+6 Con+3 resistance)
Reflex: +16 (6 base+7 Dex+3 resistance)
Will: +9 (2 base+4 Wis+3 resistance)[/spoiler]
Effects, Passive and Active (as much for my benefit as yours):
[spoiler]Darkstalker, Hide in Plain Sight, invisible to darkvision, etcetera.
Permanencied Darkvision, Feather Fall and See Invisibility are always active.
Disguise Self and Hide from Undead (no save!) at will.
3 melee attacks per day become touch attacks.
1 death effect/negative energy effect per day goes fizzle.
25% chance to ignore crits/sneak attacks.
3/day +5 Will save bonuses against mind-affecting stuff.
1 Black Rain maneuver of up to 3rd level per encounter.
That blade can hold spells, remember.
Belt of Battle, 3 charges (move/standard/full-round).
Reroll 1 each of attack rolls, saves, Listen/Spot, Balance/Climb/Tumble, and Disable Device checks.
1/day True Strike, Dampen (reduce all numeric values of a spell or power to minimum), immediate action for resist 10 to one energy type that lasts until the end of my next turn, and move 15 feet as a swift action.
2/day teleport 10 feet as a swift action.
No need for food or water, and can get by with two hours of sleep a night.[/spoiler]
Attacks (Ranged):
[spoiler]Notes: Precise Shot (ignore penalty for shooting into melee), Rapid Shot (add another attack at a -2 penalty), ranged attacks ignore all cover but total cover, ranged attacks do not provoke an AoO
Light crossbow: +16 ranged, 1d8+3 (19-20/x2) or +16/+11 (full attack)
or +16 ranged, 1d8+9 within 120' or +16/+11 (full attack)
or +19 ranged, 1d8+9 within 60' or +19/+14 (full attack)
Fukimi-bari: +13 ranged, 1 (x2) or +13/+8 (full attack)
or +15 ranged, 6 (within 15') or +15/+10 (full attack)
or +15 ranged, 1 (within 60') or +15/+10 (full attack)[/spoiler]
Attacks (Melee):
[spoiler]Hidden sleeve blade: +9 melee, 1d4+5 (19-20/x2) or +9/+4 (full attack)[/spoiler]
Skills and Languages:
[spoiler]Bluff +13 (11 ranks+2 Cha)
Concentration +17 (11 ranks+6 Con)
Disable Device +21 (11 ranks+8 Int+2 mwk tool)
Forgery +21 (11 ranks+8 Int+2 mwk tool)
Hide +28 (11 ranks+7 Dex+2 armor+8 item)
Listen +15 (11 ranks+4 Wis)
Move Silently +26 (11 ranks+7 Dex+8 item)
Search +21 (11 ranks+8 Int+2 mwk tool)
Sense Motive +26 (11 ranks+4 Wis+3 feat+8 item)
Spot +15 (11 ranks+4 Wis)
Tumble +18 (11 ranks+7 Dex)
Knowledge (the planes) +12 (1 rank+8 Int+2 mwk tool)
Abyssal, Celestial, Common, Draconic, and Infernal.
[/spoiler]
Feats:
[spoiler]Point Blank Shot (Combat):
+0: +3 to ranged attacks within 30'.
+1: Add BaB to damage with ranged attacks within one range increment.
+6: Ranged attacks don't provoke an AoO.
+11: Make ranged AoOs within 30' (doesn't apply to movement).
+16: Full attack: Make one attack roll, check against every single opponent within one range increment. Only one attack.
Sniper (Combat):
+0: Range increments increase by 50%, benefits of being within 30' are kept out to 60'.
+1: As Precise Shot (no -4 for firing into melee).
+6: Ranged attacks ignore all cover but total cover.
+11: Opponents struck by your ranged attacks do not know what square the attack originated from.
+16: Any ranged weapon attack is a critical threat. If your weapon has a 19-20 threat range, increase its critical multiplier by 1.
Rapid Shot: Make one extra ranged attack as part of a full-attack, all attacks that round are at -2.
Natural Empath (Skill):
0: +3 to Sense Motive.
4: Sense Motive check opposed by Bluff to gauge an opponent's relative challenge.
9: Sense Motive opposed by Bluff to determine alignment, beating DC by 20 or more reads surface thoughts.
14: Auto-detect remote scrying effects, opposed Sense Motive/Bluff reveals some details about them. Also works on someone influenced by enchantments (opposed by controller's Bluff).
19: Make an opposed Sense Motive/Bluff check whenever someone attacks you. If successful, you get a surprise round.
Darkstalker (item bonus): Creatures with special senses have to roll to find you anyway.[/spoiler]
Special Abilities:
[spoiler]Death Attack (Ex): By studying an opponent for a round in which they would be denied their Dexterity bonus to AC, then attacking within one round (in which the opponent is denied their Dexterity bonus to AC), Marlowe deals 10d6 extra points of damage. If he makes a full attack, every attack in the round gains this damage. Boom headshot, etcetera.
Poison Immunity (Ex): Constant exposure to various exotic inks has given Marlowe an innate resistance to drow poison, black lotus extract, blue whinnis poison, carrion crawler brain juice, dragon bile, and oil of taggit. He is no longer affected by these substances, though he'll complain if they get on his clothes.
Uncanny Dodge (Ex): Marlowe retains his Dex bonus to AC when caught flat-footed (though not when immobilized).
Hide in Plain Sight (Ex): Marlowe can hide while being observed or when no cover/concealment is nearby.
Cloak of Discretion (Su): Some people
are just plain boring blend in really well. Marlowe has a constant
nondetection effect up (CL=character level).
Trapfinding: Spotting things that are seemingly innocuous but really deadly is a skill any clerk learns. Some of them apply it to dungeon-crawling as well. Marlowe can find traps with a DC greater than 20.
Trapmaking (Ex): Sheer bloody-mindedness and a really inventive mind mean that Marlowe is entirely willing to and capable of constructing simple, CR 1 traps as long as he has proper materials.
Palm Weapon (Su): Any weapon Marlowe conceals successfully with Sleight of Hand can't be found with divination magic. Since Marlowe is not trained in the skill (yet), this is a moot point.
Nerve of the Assassin (Ex): While studying a target for a death attack and for one round after, Marlowe is treated as being within a Protection from Evil effect, except he does not receive the bonus to AC.
Armour (based off Move Silently ranks): 4 ranks=+2 Hide synergy bonus, 8=ignore 10 points of penalty on MS checks for moving rapidly, 13=ignore 10 points of falling damage, 18=hide while being observed 1/round.[/spoiler]
Equipment (Mundane):
[spoiler]5 bags of marbles (A&E, DC 15 Balance check or stop moving/fall
Bolt cutters (A&E, deal 15 points of damage to bars and wires)
Silk rope, 50 feet
Grappling hook
Small steel mirror
Small black leather-bound notebook (mwk tool for Knowledge: The Planes)
2 vials of acid
Fukimi-bari (OA)
Forger's Paper (five sheets) (CSco, +2 alchemical bonus to Forgery)
Masterwork pens and inks (mwk Forgery tool)
Masterwork magnifying glass (mwk Search tool)
Masterwork thieves' tools (mwk for Disable Device/Open Lock)
3 doses of drow poison (Unconsciousness/same for 2d4 hours, DC 13 injury)
2 doses of blue whinnis (1Con/Unconsciousness DC 14 injury)
[/spoiler]
Equipment (Magical):
[spoiler]
Non-attuned:
+3 Force (can hit incorporeal opponents, bypass DR) light crossbow (quick-loads)
Attuned items:
1) +3 Eager (+2 initiative, +2 damage on surprise/first rounds) Spell Storing (holds one spell of up to 3rd level) hidden sleeve blade with Dexterity enhancement and a Heartseeking Amulet (3/day melee attack becomes touch attack)
2) +3 Death Ward (1/day immunity to a death effect/negative energy effect) Ghost Ward (add enhancement bonus to touch AC) Light Fortification (25% chance to ignore criticals/sneak attacks) Mindarmour (3000 gp, 3/day add +5 to Will saves against mind-affecting effects) grey armour (with silk-steel abilities; see above) with Deflection (AC bonus, 2000 gp) and Resistance (bonus to saves, 1000 gp)
3) The Tome of Battle (lesser ToB item for Black Rain and Belt of Battle)
4) Extrasensory Eyepiece (bonus to Sense Motive checks and permanent See Invisibility)
5) Shadow Walker's Cloak (bonus to Hide and Move Silently checks, Darkstalker feat, and invisibility to darkvision)
6) Master Strategist Gloves (Gloves of Storing and 1/day True Strike, along with a Shirt of Wraith Stalking--Hide from Undead at will, even intelligent undead get no save--and an Amulet of Fortune Prevailing [reroll 1 save/day])
7) Quantum Pendant (Third Eye Dampening, permanent Feather Fall, Anklet of Translocation, chronocharms--Laughing Rogue, Horizon Walker, Celestial Wanderer, and Fateweaver--Intelligence enhancement, and Gloves of Fortunate Striking [reroll 1 attack/day])
8)
Batman's Utility Belt (Handy Haversack, Hat of Disguise, natural armour enhancement, Constitution enhancement, and Cloak of Elemental Protection)
Master Strategist Gloves are from Ghostwalk, all other items are from the DMG or the MiC.
[/spoiler]
Spells:
[spoiler]DC 18+level, 3/5/5/3 per day
0: Detect Magic, Detect Poison, Ghost Sound, Silent Portal (SpC)
1: Silent Image, True Strike, Guided Shot (SpC), Instant Locksmith (SpC)
2: Detect Thoughts, Locate Object, Invisibility, Mirror Image
3: Ray of Exhaustion, Clairaudience/Clairvoyance, Unluck (SpC)[/spoiler]