Let's just hope he doesn't suffer from treevenge.
Quote Originally Posted by Spiffy
Aboreal Destruction Experiment #376428
Test subject C
Code Name: "Spiffy"

Excerpt from the Journal of Sssilquarfugz, Project Manager, Illithid Surface Lands Unification and Reclamation Project (ISLURP), Forest Division

Day 1: In an effort to make full use of all resources at our disposal to our advantage, no matter how small, I have determined to begin the weaponization of the humble forest gnome. As per standard weaponization procedure, I have begun testing for psionic potential on several subjects. One, Subject C, seems to have responded strongly, hence I shall focus my experiments on it for the time being.

Spiffy: Chaotic Evil Forest Gnome Wilder 2 / Rogue 3
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Abilities: Str 8 Dex 19 Con 14 Int 12 Wis 10 Cha 14 (originally Str 10 (-2 racial) dex 18 (+1 level) con 12 (+2 racial) int 12 wis 10 cha 14)
Racial Traits: +2 Con, -2 Str Small size (+1 AC, +1 Atk, +4 Hide, -4 Grapple) Pass Without Trace (Su) (self only), +1 atk vs. kobolds, goblinoids, orcs, and reptilian humanoids, +4 Hide (+8 in wooded areas)
Saves: Base: Fort +1 Ref +3 Will +4 Total: Fort +3 Ref +7 Will +4
Base Attack: +3
AC: 19 (23 with Force Screen) Base 10, +4 Armor, +4 Dex, +1 Size
Touch AC: 15
Flatfooted AC: 15 (19 with Force Screen)
HP: 32
Speed: 20 Feet
Inititive: +4
Attacks: +1 Dagger: +9 Atk (+3 Base, +4 Dex, +1 Size +1 Enhancement) 1d3+1 Damage (+2d6 with Sneak Attack)
Full Attack: +1 Dagger and Dagger +7/+7 Atk 1d3+1 (+2d6 with Sneak Attack) and 1d3 (+2d6 with Sneak Attack) Damage
Skills: (Without modifiers) Concentrate 8, Hide 8, Move Silently 8, Disguise 4, Knowledge (Psionics) 2, Craft (Alchemy) 1, Disable Device 4, Search 4, Spot 5, Use Magic Device 8
(With modifiers) Concentrate 10, Hide 20, Move Silently 12, Disguise 6, Knowledge (Psionics) 3, Craft (Alchemy) 2, Disable Device 5, Search 5, Spot 5, Use Magic Device 10
Feats: Weapon Finesse, Two Weapon Fighting
Special Abilities: Wild Surge +1, Psychic Enervation, Elude Touch, Sneak Attack +2d6,
Trapfinding, Evasion, Trap Sense +1
Power Points: 8
Powers: Force Screen, Entangling Ectoplasm
Gear: +1 Dagger, Dagger, Mithril Chain Shirt, 898 GP


Comments: Initially, Spiffy will use Entangling Ectoplasm for basic battlefield control, keeping enemies from moving. Wild Surge even allows him to increase his manifester level just enough to augment Entangling Ectoplasm, allowing him to affect large creatures with the power. Once he begins taking rogue levels, he is more than capable of filling both scouting and trapfinding roles.

Excerpt from the Journal of Sssilquarfugz, Project Manager, Illithid Surface Lands Unification and Reclamation Project (ISLURP), Forest Division

Day 104: I have begun referring to Subject C as Ssspifferistezis or "Spiffy" for short. So far the Subject has succeeded enough in basic scouting roles to merit further augmentation. Pending Approval from the Committee for the Advancement of Fiery Doom (CAFD), the subject will enter into the Pyrotechnological Eruption Training Service (PETS).

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Spiffy: Chaotic Evil Forest Gnome Wilder 2 / Rogue 3 / Assassin 1 / Pyrokineticist 4
Abilities: Str 8 Dex 22 Con 14 Int 12 Wis 10 Cha 14
Racial Traits: +2 Con, -2 Str Small size (+1 AC, +1 Atk, +4 Hide, -4 Grapple) Pass Without Trace (Su) (self only), +1 atk vs. kobolds, goblinoids, orcs, and reptilian humanoids, +4 Hide (+8 in wooded areas)
Saves: Base: Fort +5 Ref +9 Will +5 Total: Fort +7 Ref +15 Will +5
Base Attack: +7/2
AC: 23 (27 with Force Screen) Base 10, +5 Armor, +6 Dex, +1 Size + 1 Deflection
Touch AC: 19
Flatfooted AC: 16 (20 with Force Screen)
HP: 59
Speed: 20 Feet
Inititive: +6
Attacks: +1 Flaming Surge Dagger: +15 Atk (+7 Base, +6 Dex, +1 Size +1 Enhancement) 1d3+1 Damage (+3d6 with Sneak Attack, +2d6 with Weapon Afire, +2d6 with Flaming Surge usable 2/per day) or Fire Lash +14 Atk 1d8 Damage (+3d6 with Sneak Attack, Range: 15 Feet) or Bolt of Fire +14 Atk 4d6 Damage (Range: 60 Feet) or Hand Afire +14 Atk 1d2+2d6 (+3d6 with Sneak Attack) or Tentacle +14 Atk 1d3 Damage (+3d6 with Sneak Attack)
Full Attack: +1 Flaming Surge Dagger x2 +13/+13/+8/+8 Atk 1d3+1 (+3d6 with Sneak Attack, +2d6 with Weapon Afire, +2d6 with Flaming Surge usable 2/per day) and 1d3 (+3d6 with Sneak Attack) Damage and Tentacle x2 +10/+10 Atk 1d3 (+3d6 with Sneak Attack)
Skills: (Without modifiers) Concentrate 8, Hide 13, Move Silently 13, Disguise 4, Knowledge (Psionics) 2, Craft (Alchemy) 1, Disable Device 8, Search 7, Spot 5, Use Magic Device 8
(With modifiers) Concentrate 10, Hide 30, Move Silently 18, Disguise 6, Knowledge (Psionics) 3, Craft (Alchemy) 2, Disable Device 9, Search 8, Spot 7, Use Magic Device 10
Feats: Weapon Finesse, Two Weapon Fighting, Aberrant Blood (Bulging Eyes), Deepspawn
Special Abilities: Wild Surge +1, Psychic Enervation, Elude Touch, Sneak Attack +3d6,
Trapfinding, Evasion, Trap Sense +1, Death Attack, Poison Use, Fire Lash, Fire Adaptation, Hand Afire, Bolt of fire, Weapon Afire
Power Points: 8
Powers: Force Screen, Entangling Ectoplasm
Spells Per Day: 1st-1
Spells Known: True Strike, Obscuring Mist
Gear: (2) +1 Flaming Surge Daggers, +1 Mithril Chain Shirt, +1 Ring of Protection, +2 Gloves of Dexterity, 898 GP

Comments: Now we get to core of the build, the crazy gnome that sets things on fire. Between Sneak Attack, Poisons, Death Attack, Flaming Surge, and Weapon Afire, Spiffy has huge first strike potential. Even after that though, he still has plenty of things to do in combat with Bolt of Fire and Entangling Ectoplasm (no save ranged touch attacks) allowing him to stay away from enemies while still contributing. Force Screen improves his survivability, while obscuring mist helps him either hide or obscure enemies vision. Flame Lash can serve as a backup weapon should he choose to use his daggers as thrown weapons in the first round. His hide modifier is ridiculous due to his being a forest gnome, which makes things so much easier when trying to get those sneak attacks and death attacks off.

Excerpt from the Journal of Sssilquarfugz, Project Manager, Illithid Surface Lands Unification and Reclamation Project (ISLURP), Forest Division

Day 746: I am continually surprised at the increasingly vicious nature of Subject C. Ordinarily, mind control makes subjects more lethargic and docile, rather than energetic and prone to setting fires at every opportunity. Fortunately, our expanding needs in the area of aggressive reclaimation provide plenty of chances for long term field testing. "Spiffy" has recently been begun showing the results of several experimental procedures designed to introduce positive mutations into its body, and now possesses improved eyesite and a pair of tentacles, the use of which the subject has not yet mastered. Aggressive physical therapy and entrance into the Death to All Terrestrials (DAT) program willno doubt be the next logical steps into the subject's development.

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Spiffy: Chaotic Evil Forest Gnome Wilder 2 / Rogue 3 / Assassin 2 / Pyrokineticist 5
Abilities: Str 8 Dex 23 Con 14 Int 12 Wis 10 Cha 14
Racial Traits: +2 Con, -2 Str Small size (+1 AC, +1 Atk, +4 Hide, -4 Grapple) Pass Without Trace (Su) (self only), +1 atk vs. kobolds, goblinoids, orcs, and reptilian humanoids, +4 Hide (+8 in wooded areas)
Saves: Base: Fort +5 Ref +10 Will +5 Total: Fort +7 Ref +16 Will +5
Base Attack: +9/4
AC: 24 (28 with Force Screen) Base 10, +5 Armor, +6 Dex, +1 Size + 1 Deflection +1 Natural
Touch AC: 19
Flatfooted AC: 17 (21 with Force Screen)
HP: 73
Speed: 20 Feet
Inititive: +6
Attacks: +1 Flaming Surge Dagger: +17 Atk (+9 Base, +6 Dex, +1 Size +1 Enhancement) 1d3+1 Damage (+3d6 with Sneak Attack, +2d6 with Weapon Afire, +2d6 with Flaming Surge usable 2/per day) or Fire Lash +16 Atk 1d8 Damage (+3d6 with Sneak Attack, Range: 15 Feet) or Bolt of Fire +16 Atk 5d6 Damage (Range: 60 Feet) or Hand Afire +16 Atk 1d2+2d6 (+3d6 with Sneak Attack) or Tentacle +16 Atk 1d3 Damage (+3d6 with Sneak Attack)
Full Attack: +1 Flaming Surge Dagger x2 +15/+15/+10/+10 Atk 1d3+1 (+3d6 with Sneak Attack, +2d6 with Weapon Afire, +2d6 with Flaming Surge usable 2/per day) and 1d3 (+3d6 with Sneak Attack) Damage and Tentacle x2 +15/+15 Atk 1d3 (+3d6 with Sneak Attack)
Skills: (Without modifiers) Concentrate 8, Hide 13, Move Silently 13, Disguise 4, Knowledge (Psionics) 2, Craft (Alchemy) 1, Disable Device 8, Search 8, Spot 5, Use Magic Device 15
(With modifiers) Concentrate 10, Hide 30, Move Silently 18, Disguise 6, Knowledge (Psionics) 3, Craft (Alchemy) 2, Disable Device 9, Search 9, Spot 7, Use Magic Device 17
Feats: Weapon Finesse, Two Weapon Fighting, Aberrant Blood (Bulging Eyes), Deepspawn, Multiattack
Special Abilities: Wild Surge +1, Psychic Enervation, Elude Touch, Sneak Attack +3d6,
Trapfinding, Evasion, Trap Sense +1, Death Attack, Poison Use, Fire Lash, Fire Adaptation, Hand Afire, Bolt of fire, Weapon Afire, Nimbus, +1 save against Poison, Uncanny Dodge
Power Points: 8
Powers: Force Screen, Entangling Ectoplasm
Spells Per Day: 1st-2
Spells Known: True Strike, Obscuring Mist, Ghost Sound
Gear: (2) +1 Flaming Surge Daggers, +1 Mithril Chain Shirt, +1 Ring of Protection, +2 Gloves of Dexterity, Amulet of Natural Armor +1, 3898 GP

Comments: This is where I think the build goes from useful and playable, to powerful. Multiattack makes the tentacle attacks more accurate, dramatically increasing sneak attack damage. Nimbus kicks in as well, adding yet another source of fire damage.

Excerpt from the Journal of Sssilquarfugz, Project Manager, Illithid Surface Lands Unification and Reclamation Project (ISLURP), Forest Division

Day 927: Subject C has shown admirable progress in the area of hostile extermination, enough so that I believe continued training and development in this area is simply necessary. The subject is, however, becoming very difficult to restrain. "Spiffy" seems incapable of understanding that an order to kill all humanoids in the area does not always mean "burn everything down" as well (granted, sometimes it does, but not always). Perhaps some time spent in the death through restraint and subtlety brigade (DTRSB) will help stabilize the subject somewhat.

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Spiffy: Chaotic Evil Forest Gnome Wilder 2 / Rogue 3 / Assassin 5 / Pyrokineticist 5
Abilities: Str 8 Dex 23 Con 14 Int 12 Wis 10 Cha 14
Racial Traits: +2 Con, -2 Str Small size (+1 AC, +1 Atk, +4 Hide, -4 Grapple) Pass Without Trace (Su) (self only), +1 atk vs. kobolds, goblinoids, orcs, and reptilian humanoids, +4 Hide (+8 in wooded areas)
Saves: Base: Fort +6 Ref +11 Will +6 Total: Fort +8 Ref +17 Will +6
Base Attack: +11/6/1
AC: 27 (29 with Force Screen) Base 10, +7 Armor, +6 Dex, +1 Size, + 2 Deflection, +1 Natural
Touch AC: 18
Flatfooted AC: 19 (23 with Force Screen)
HP: 91
Speed: 20 Feet
Inititive: +6
Attacks: +1 Spell-Storing Flaming Surge Dagger: +19 Atk (+11 Base, +6 Dex, +1 Size +1 Enhancement) 1d3+1 Damage (+5d6 with Sneak Attack, +2d6 with Weapon Afire, +2d6 with Flaming Surge usable 2/per day) or Fire Lash +18 Atk 1d8 Damage (+5d6 with Sneak Attack, Range: 15 Feet) or Bolt of Fire +18 Atk 5d6 Damage (Range: 60 Feet) or Hand Afire +18 Atk 1d2+2d6 (+5d6 with Sneak Attack) or Tentacle +18 Atk 1d3 Damage (+5d6 with Sneak Attack)
Full Attack: +1 Spell-Storing Flaming Surge Dagger x2 +17/+17/+12/+12/+7/+7 Atk 1d3+1 (+5d6 with Sneak Attack, +2d6 with Weapon Afire, +2d6 with Flaming Surge usable 2/per day) and 1d3 (+3d6 with Sneak Attack) Damage and Tentacle x2 +17/+17 Atk 1d3 (+5d6 with Sneak Attack)
Skills: (Without modifiers) Concentrate 8, Hide 18, Move Silently 18, Disguise 4, Knowledge (Psionics) 2, Craft (Alchemy) 1, Disable Device 9, Search 9, Spot 5, Use Magic Device 18
(With modifiers) Concentrate 10, Hide 35, Move Silently 23, Disguise 6, Knowledge (Psionics) 3, Craft (Alchemy) 2, Disable Device 10, Search 10, Spot 7, Use Magic Device 23
Feats: Weapon Finesse, Two Weapon Fighting, Aberrant Blood (Bulging Eyes), Deepspawn, Multiattack, Darkstalker
Special Abilities: Wild Surge +1, Psychic Enervation, Elude Touch, Sneak Attack +5d6,
Trapfinding, Evasion, Trap Sense +1, Death Attack, Poison Use, Fire Lash, Fire Adaptation, Hand Afire, Bolt of fire, Weapon Afire, Nimbus, +2 save against Poison, Uncanny Dodge, Improved Uncanny Dodge
Power Points: 8
Powers: Force Screen, Entangling Ectoplasm
Spells Per Day: 1st-4 2nd-2
Spells Known: 1st-True Strike, Obscuring Mist, Ghost Sound, Disguise Self 2nd-Alter Self, Darkness, Invisibility
Gear: (2) +1 Spell Storing Flaming Surge Daggers, +3 Mithril Chain Shirt, +2 Ring of Protection, +2 Gloves of Dexterity, Amulet of Natural Armor +1, Wand of Fireball, 3648 GP

Comments: Spiffy's sneak attack damage continues to increase. His new Assassin spells, particularly invisibility, continue to make his already formidible stealth capabilities even better. The Darkstalker feat helps him deal with enemies with blindsense and similar abilities.

Excerpt from the Journal of Sssilquarfugz, Project Manager, Illithid Surface Lands Unification and Reclamation Project (ISLURP), Forest Division

Day 1221: Disaster! Subject C has escaped! While it is quite certain that "Spiffy" will wreak havoc wherever he goes, without the guiding hands of the Committee for Organized Weapon Protocol, Ignition, and Execution (COWPIE) I fear that the subject might turn against its creators. Apprehension of the subject is now top priority.

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Spiffy: Chaotic Evil Forest Gnome Wilder 2 / Rogue 3 / Assassin 5 / Pyrokineticist 10
Abilities: Str 8 Dex 25 Con 14 Int 12 Wis 10 Cha 14
Racial Traits: +2 Con, -2 Str Small size (+1 AC, +1 Atk, +4 Hide, -4 Grapple) Pass Without Trace (Su) (self only), +1 atk vs. kobolds, goblinoids, orcs, and reptilian humanoids, +4 Hide (+8 in wooded areas)
Saves: Base: Fort +9 Ref +14 Will +8 Total: Fort +11 Ref +21 Will +8
Base Attack: +15/10/5
AC: 32 (36 with Force Screen) Base 10, +9 Armor, +6 Dex, +1 Size + 3 Deflection +3 Natural
Touch AC: 20
Flatfooted AC: 26 (30 with Force Screen)
HP: 126
Speed: 20 Feet
Inititive: +11
Attacks: +1 Flaming Spell-Storing Flaming Surge Dagger: +24 Atk (+15 Base, +7 Dex, +1 Size +1 Enhancement) 1d3+1d6+1 Damage (+5d6 with Sneak Attack, +4d6 with Weapon Afire, +2d6 with Flaming Surge usable 2/per day) or Fire Lash +23 Atk 1d8 Damage (+5d6 with Sneak Attack, Range: 15 Feet) or Bolt of Fire +23 Atk 10d6 Damage (Range: 60 Feet) or Hand Afire +23 Atk 1d2+2d6 (+5d6 with Sneak Attack) or Tentacle +23 Atk 1d3 Damage (+5d6 with Sneak Attack)
Full Attack: +1 Flaming Spell-Storing Flaming Surge Dagger x2 +22/+22/+17/+17/+12/+12 Atk 1d3+1d6+1 (+5d6 with Sneak Attack, +4d6 with Weapon Afire, +2d6 with Flaming Surge usable 2/per day) and 1d3 (+3d6 with Sneak Attack) Damage and Tentacle x2 +22/+22 Atk 1d3 (+5d6 with Sneak Attack)
Skills: (Without modifiers) Concentrate 8, Hide 18, Move Silently 18, Disguise 4, Knowledge (Psionics) 2, Craft (Alchemy) 1, Disable Device 9, Search 9, Spot 5, Use Magic Device 18, Bluff 15
(With modifiers) Concentrate 10, Hide 36, Move Silently 24, Disguise 6, Knowledge (Psionics) 3, Craft (Alchemy) 2, Disable Device 10, Search 10, Spot 7, Use Magic Device 23, Bluff 17
Feats: Weapon Finesse, Two Weapon Fighting, Aberrant Blood (Bulging Eyes), Deepspawn, Multiattack, Darkstalker, Improved Inititive
Special Abilities: Wild Surge +1, Psychic Enervation, Elude Touch, Sneak Attack +5d6,
Trapfinding, Evasion, Trap Sense +1, Death Attack, Poison Use, Fire Lash, Fire Adaptation, Hand Afire, Bolt of fire, Weapon Afire, Nimbus, +2 save against Poison, Uncanny Dodge, Improved Uncanny Dodge, Firewalk, Fear No Fire, Greater Weapon Afire, Heat Death, Conflagration
Power Points: 8
Powers: Force Screen, Entangling Ectoplasm
Spells Per Day: 1st-4 2nd-2
Spells Known: 1st-True Strike, Obscuring Mist, Ghost Sound, Disguise Self 2nd-Alter Self, Darkness, Invisibility
Gear: (2) +1 Flaming Spell Storing Flaming Surge Daggers, +5 Mithril Chain Shirt, +3 Ring of Protection, +2 Gloves of Dexterity, Amulet of Natural Armor +3, Wand of Fireball, Ring of Freedom of Movement, 21,648 GP

Comments: As the build comes to a close, we get to some of the Pyro's fun abilities. Greater Weapon Afire continues the damage progression, While Firewalk gives Spiffy Flight. Bolt of Fire now does 10d6 Damage, making ranged combat a viable option, especially considering Spiffy's +36 Hide modifier makes it tough for enemies to spot him even after he's successfully shot them.

Excerpt from the Journal of Sssilquarfugz, Project Manager, Illithid Surface Lands Unification and Reclamation Project (ISLURP), Forest Division

Day 1595: Test Subject C has been recaptured via a clever trap involving a town filled with sawdust, oil, unstable magic items. Post-capture tests indicate the subject's Fire based abilities have increased considerably since its escape. As such, I have begun preparing to begin testing the viability of Subject C as ammuntion for siege weapons, or simply strong-armed slave troops. If all goes well, I hope to see "Spiffys" mass-produced in time for Operation Stubborn Buffalo.

Final Comments:My goal with this build is to combine the PyroKineticist's Fiery Damage Abilities with as many sources of extra damage and effects as possible. Two-Weapon Fighting, Sneak Attack, Death Attack, Poison Use, Tentacles (from the Deepspawn feat) all contribute. The Assassin Spells make hiding easier, while the Wilder Powers (Entangling Ectoplasm and Force Screen) remain useful throughout the game. Rogue abilities allow you to fill scouting and trapfinding roles within the party, while Pyrokineticist increases combat ability and versitility. Furthermore, the build is designed to be viable from the beginning of the game not just the end.

Books Used:
Players Handbook (Rogue class, core feats)
Dungeon Master's Guide (Assassin Prestige Class, Magic Items)
Monster Manual (Forest Gnome, Multiattack feat)
Expanded Psionics Handbook (Pyrokineticist Prestige Class, Wilder Class)
Lords of Madness (Aberrant Blood, Deepspawn, and Darkstalker feats)
Dungeon Master's Guide II (Flaming Surge weapon ability)