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Thread: [3.5] Indigo Trickster (PEACH)

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    Jul 2010

    Default Re: [3.5] The Indigo: Tempest and Trickster (PEACH)


    Indigo Aptitude
    You learn an additional least invocation.
    Prerequisite: Ability to use least invocations.
    Benefit: You learn one additional least invocation from the list available to you.
    Special: You can gain this feat multiple times. Each time, you gain an extra least invocation.

    Sample Encounter

    Indigo Tricksters can be encountered anywhere, but are more likely to be found in large cities where their impressive stealth abilities can be used to great effect.

    EL 9: The thief known as Ezreal plagues the wealthy and powerful citizens of Free City. It's rumored that there is no building that he cannot break into and, though many have tried, he can never be caught. His affiliation with the local thieves' guild has made the guild powerful players on the scene, with almost everyone paying them for "protection insurance."

    Human Indigo Trickster 9
    CN Medium Humanoid
    Hit Dice: 9d8+18 (58hp)
    Initiative: +9 (+3 DEX +2 Quick to Act, +4 Improved Initiative)
    Speed: 30 ft
    Armour Class: 22 (+3 Dex, +6 armor, +3 AC Bonus), touch 16, flat-footed 19
    Base Attack Bonus/Grapple: +9/+11
    Attack: +1 scimitar +12 (1d6+3, 18-20/x2)
    Full Attack: +1 scimitar +10/+5 (1d6+3, 18-20/x2) and +1 scimitar +10/+5 (1d6+3, 18-20/x2)
    Ranged Full Attack: +1 dart +11/+6 (1d4+3, x2) and +1 dart +11/+6 (1d4+3, x2)
    Space/Reach: 5 ft/5 ft
    Special Qualities: Invocations, AC Bonus, Quick to Act +2, Evasion, Lowered Guard -2, Arcane Fission, Uncanny Agility
    Saves: Fort +5, Ref +9, Will +2
    Abilities: Str 14, Dex 16, Con 14, Int 16, Wis 8, Cha 8 (28pb)
    Skills: Bluff +4, Concentration +7, Disable Device +15, Escape Artist +8, Gather Information +4, Hide +15, Knowledge (arcana) +8, Knowledge (local) +8, Listen +11, Move Silently +15, Open Lock +6, Search +8, Sense Motive +4, Spellcraft +8, Spot +11, and Tumble +15
    Feats: Improved Initiative (human), Indigo Aptitude (1), Quick Draw (3), Two Weapon Fighting (indigo trickster), Extra Invocation (6), Improved Two Weapon Fighting (indigo trickster), Extra Invocation (9)
    Treasure: +1 scimitar, +1 mithril breastplate, +1 darts (x50)

    Invocation list: Least: 7 Lesser: 4 (DC 17 for all)

    Least: Rogue's Cunning, Indigo Jaunt, Indigo Spark, Blur, See the Unseen, Sudden Opportunity, Silent Image

    Lesser: Arcane Detonation, Bait n' Switch, Crashing Wave, Phantom Duo

    Ezreal pre-buffs with Blur if given the opportunity. He prefers to ambush his target if possible, employing his impressive stealth skills to gain a surprise round.

    Getting off full attacks for surge points is the name of the game. Ezreal usually starts combat with Sudden Opportunity activated if the target is denied their DEX (for example, if they haven't acted yet) and Crashing Wave for a pouncing full attack. If that's not possible, he'll use Indigo Jaunt to get a full attack off. If he has surge points available, he uses a surge'd Phantom Duo and move them adjacent to other opponents but not immediately attack (delaying until right before it expires works best).

    Ezreal makes liberal use of Bait n' Switch to keep opponents guessing on his true location, to avoid attacks against him as an immediate action, or to get beside a target for a full attack. Whenever an opponent attacks one of his figments he'll try to punish it with an Arcane Detonation.