Level-Up Options – Eloy Brackensen

Character Level Changes

Character Level

XP Req

Feat?

Stat Increase?

Epic Attack Bonus

Epic Fort

Epic Ref

Epic Will

39th

741,000

Yes

No

+0

+1

+1

+1

Class Level Options

Class

Rogue

Fighter

Assassin

Cleric

 

Level

3rd

17th  

14th

8th

 

Hit Dice

d6

d10

d6

d8

 

Bonus Feat

-

No

-

-

 

Spells (totals)

-

-

Maximum – 3x1st 3x2nd 2x3rd 1x4th

Add 1x3rd, 1x4th

 

Special Abilities

Sneak Attack damage 10d6

-

Poison Save +7, Death Attack DC 26

Rebuke Undead, 4/day at 8th, damage 2d6+9

 

Skills

8 + Int +1= 11

2 + Int +1 = 5

4 + Int + 1 = 7

2 + Int +1 = 5

 

Attack Bonus

-

-

-

-

 

Fortitude Save

-

-

-

-

 

Reflex Save

-

-

-

-

 

Will Save

-

-

-

-

 

Class Skills
(skills costing 1 point per rank)

The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex).

The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate, Jump (Str), Ride (Dex), and Swim (Str).

Balance, Bluff, Climb, Craft, Decipher Script (exclusive skill), Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Open Lock, Pick Pocket, Read Lips (exclusive skill), Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device (exclusive skill), and Use Rope.

Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).

Rogue Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following:
Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.
Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
Improved Evasion: The rogue takes only half damage on a failed save.
Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attacks of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Skill Mastery: The rogue selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.
Feat: A rogue may gain a feat in place of a special ability.

Fighter Bonus Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.

Assassin Spells
1st Level Spells:         Change Self, Detect Poison, Ghost Sound, Obscuring Mist, Spider Climb
2nd level:                    Alter Self, Darkness, Pass Without Trace, Undetectable Alignment.
3rd Level:                   Deeper Darkness, Invisibility, Misdirection, Nondetection.
4th Level:                     Dimension Door, Freedom Of Movement, Improved Invisibility, Poison

Epic Assassin Bonus Feats
Dexterous Fortitude, Dexterous Will, Improved Combat Casting, Improved Death Attack, Improved Sneak Attack, Improved Spell Capacity, Legendary Tracker, Lingering Damage, Sneak Attack of Opportunity, Spell Knowledge, Spontaneous Spell, Superior Initiative, Tenacious Magic, Uncanny Accuracy.

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