hi folks, no its time for my first PRC build....
.... i worked all night and i proudly present you.....
the "ABYSSAL EXECUTOR" *ggg* (again, sorry for bad english, i'm german)
illithids normally use their slaves in order to deal with enemies in melee. but maybe there is a small elite of illithid assassins out there in the underdark, which takes care for disloyal colonies, powerful rebellion leaders or even matrons of the drow (like the valsharess . tasks that cannot be ceded to slaves...however. the abyssal executor is a melee-stealth-char, with little magical skills, used to support stealth and martial arts. the abyssal executor is probably the most lethal thread to all of his foes, that are not protected against effects that cause instand death and apart from this, he is a an above average fighter&rogue due to the magical support of his combat skills. apart from this, this build is thought to use traps (i love it), which it can affort due it's high intelligence.
RACE: Illithid [choose "Illithid.e3" of the PRC shapes, for it is a shape that can equip its off hand visibly... and the style fits well to my imgaination of what this char should look like :]
ALIGNMENT: lawful evil seems to be the most logical choise. renegades (outcast of illithid society) should play chaotic evil.
BASE ABILITIES:
STR: 12 (+1)
DEX: 18 (+4)
CON: 16 (+3)
INT: 26 (+8)
WIS: 14 (+2)
CHA: 14 (+2)
CLASS (1. level): Ultimate Ranger
BASE SKILLS: Disc 4, Conc 4, Move Silent 4, Hide 4, all trap-skills of the U.R. Class 4, Disarm Trap 2, Spot 4, Listen 4, Search 4...and some Jump and Lore.
Definition: all the skills mentioned above are the 'Skill Set I' (SSI in short). i use this notation, beceause its shorter.
BASIC FEATS: Weapon Finess and Weapon Focus (Rapier)
Further progression: [class;ability increase, if any; skills; features, if any; comments, if any]
2: UR (Ultimate Ranger); max out SSI; Favoured Enemy (Abberations seems logical)
3: UR; max out SSI; Toughness
4: UR; INT+1; max out SSI, Two-Weapon Fighting
5: WIZ (Wizard); Spellcraft+8, Conc+1, Lore+1; please choose general school (very important!), it is very important to choose the spells True Strike, Shield and Mage Armor and spells that don't offer a chance for save throws, like Elemental Orbs, Burning Bolt and so on. The Eye-Ball is a well fitting familiar and a logical (but unimportant) decision.
6: WIZ; Spellcraft+1, Lore+5, Concentration+1, Save 3; Practised Spellcaster (Wizard)
7: UR; max out SSI (priority: Disc, Conc and stealth)
8: ASS (Assassin =D); INT+1, max out Hide&Move Silent, Disarm Trap+6, Open Lock+4
9: ASS; max out Disarm Trap&Open Lock, Hide+1; Extended Spell Duration (the feat); NOTE: i play the german version of nwn and i'm not sure if my translations contain the same synonyms as usual in the english version.
10: WIZ; max out Spellcraft, Lore and Conc (all 13); Spells: please choose Invisibility and it's Counterspell! other wise, you will have lesser efficiency in combat.
11: UR; Disc+4, Conc+1, Move Silent+3, Hide+2,Craft Trap+3
12: UR; INT+1, Disc+1, Conc+1, M.S.+1, Hide+1,Spot+5,Listen+4; Favoured Enemy i suggest Dragon), choose also the feat, that increases the AB of the off-hand by 4 points while fighting with two weapons...dunno exact translation :[
13: UR, Disc+1, Conc+1, Hide+1, M.S.+1, max out all trap-skills of the UR class.
14: UR; Search+3, Listen+5, Spot+1. all of the following skills define the 'Skill Set II' (SSII): Disc+1, Conc+1, Hide+1, Move Silent+1. All skills mentioned here in level 14 define the 'Skill Set III' (SSIII)
15: UR; max out SSII, Jump+10; Improved critical strike (Rapier)
-------- at this point, the build is optimized and well balanced in order to play the HotU campaign---------
16: UR; INT+1; max out SSII and all trap-skills of the UR class, Spot+1; Hide in plain sight, Two-Weapon Defense; as you can imagine, "hide in plain sight" is an essential aspect of this char's tactic while reaching the epic levels.
17: UR; max out SSIII, especially: Search+7; Favoured Enemy (i'd suggest Elves)
18: UR; max out SSIII; Greater Two-Weapon Fighting.
19: UR; max out all tactically relevant skills; Sneak Attack +3D6
-----the abbysal executor should now have 4 attacks per round, using only the main hand----------
20: ASS; INT+1, max out all stealth-and-trap-skills (trap-skills hould now be 23,22,23)
Epic Levels:
21: ASS; same thing with the skills like in last lvl; Improved INT I
22: WIZ, Spellcraft+12, Conc+1; please choose Darkness & Ultra Vision
23: WIZ, max out Conc & Spellcraft (both should be 26 now), save the rest; Improved INT II; please choose Improved Mage Armor & Spider Skin.
(the abyssal executor is now able to increase it's AC by 15 points in total due to his spell choise).
24: ASS; INT+1, max out all stealth-and-trap-skills (all 27), Open Lock+3;
Improved INT III
25: ASS; max out trap&stealth-skillz, listen+6, Spot+1, search+1, Tumble+3
26: ASS; Tumble+14, Hide+1, M.S.+1, Jump+2
27: UR; Disc+8, Conc+4, Hide+1, M.S.+1, Jump+2; Improved Two-Weapon Defense, Armor Skin (AC naked is now 22)
28:ASS, INT+1, max out skills like before, espcieally tumble&jump
29: ASS, max out trap&stealth skills, Spot Search and Listen and Tumble+1
30: ASS; skills: same procedure as last level (bzw. happy new year); feat: Improved INT IV
31: ASS (now, its an epic ass ; skills: what ever, just don't forget jump.
32: ASS; INT+1; all importent tactical skills up to level 35 now, save about 5 points.
33: ASS; skill increment is obviuos, save about 13 points; Epic Skill Focus (Hide)
34: ASS; skill increment is obvious. you can do f. ex. +20 intimidate now, if you like. in my version of this char, i did this earlier;
Epic Skill Focus (Move Silent)
35: UR; Now it's time for Disc+8 and Conc+8 (both lvl 38 now), max out the trap&stealth-sector.
36: ASS; INT+1, skill increment is obvious, max out Jump&Tumble;
Epic Weapon Focus (Rapier)
37: ASS; any important tactical skill now should be at lvl 40. save about 5 points.
38: ASS; skill increment obvious, save about 13 points
39: ASS; skill increment obvious; Epic Combat Strength (the epic AB+1 -thing), Improved Sneak Attack +1D6
40: UR; INT+1, max out anything up to 43, or whatever (i took the animal-thing +22 to lvl 29) Feats: Favoured Enemy (f. ex. Outsiders); Hawk totem or Dodge favoured Enemy (i took the latter).
-End-
Standart Tactic (example): cast Darknes, hide, go to target, Death Attack, hide, wait till 6 second countdown, wait 3 more seconds and cast True Strike, attack target. DC for death Attack is 43 (unbuffed) can be increased to 49 with INT+12 gear, AB is 53 with a normal Rapier. nothing survives this, exept if target is immune to effects that cause instant death. Other: cast True Strike and suck out your opponents brain if it has one
Final Stats:
STR 12 (+1)
DEX: 18 (+4)
CON: 16 (+3)
INT: 40 (+15)
WIS: 14 (+2)
CHA: 14 (+2)
AC (naked): 27 can be increased to 42 with spells
BAB: 27
HP: 406 (unbuffed example)
Saves: 24/25/20
Spell Resistance: 65(!)
some characteristical skills (with ab. mod.): Disc 44, Conc 46, Move Silent (or Sneak, as you might call it also, sorry not sure how to translate) 57, Hide 61, Craft Trap 62 (unnecessary high, but what else is better?)
Pros: absolutely lethal with the true death attack, massive skill, nearly immune to magic, acceptable AB and AC, cool, and lots of other goodies, like traps and death attack (16D6 in total)...lot of fun...
Cons: helpless against dragon breath (just kill them quickly or run), moderate saves (but good saves versus spells), undead creatures are a little bit uncomfy and there is a slight weirdness upon this char, which doesn't want to disappear during the whole game o_O