1 - Kobold Paragon 1 - Shaky (flaw), Dragonwrought, Expeditious Dodge
2 - Sorcerer (Stalwart, Divine Companion) 1
3 - Kobold Paragon 2 - Mobility
4 - Kobold Paragon 3
5 - Sorcerer 2
6 - Sorcerer 3 - Draconic Reservoir *
7 - Swiftblade 1
8 - Swiftblade 2
9 - Swiftblade 3 - Minor Shapeshift
10 - Swiftblade 4
11 - Swiftblade 5
12 - Swiftblade 6 - Arcane Strike
13 - Swiftblade 7
14 - Swiftblade 8
15 - Swiftblade 9 - Combat Expertise
16 - Swiftblade 10
17 - Unseen Seer 1
18 - Unseen Seer 2 - Practiced Spellcaster
19 - Unseen Seer 3
20 - Unseen Seer 4
* - Draconic Reservoir is that mediocre feat required for Greater Draconic Rite of Passage.
That's the build, folks. Now, this doesn't work, of course. You can't enter Swiftblade with only five levels of Sorcerer (which includes two from Kobold Paragon)! But wait! You can, with the Greater Draconic Rite of Passage! And when can you take that? As soon as you reach 6 HD! This character hits 6th-level, immediately performs the rite, and gains a sixth level of sorcerer. By the time he's ready to level up, he's satisfied the requirements for Swiftblade! Also, we begin this character at the Venerable age category. As a Dragonwrought character he suffers no penalties to his physical stats for aging, so we get a free +3 int, wis and cha out of this. Give him the Slippers of Battledancing and a Belt of Battle.
In the morning, after performing his 15 minute kobold meditation, Skitter casts Greater Mage Armor and Heart of Earth on himself. Each lasts 20 hours. He then pulls out one of his wands of Magic Missile (1st) and casts from it twenty times into his Divine Companion, fully charging it. And heck, why not, how about Nondetection, too? Everyone loves Nondetection.
Combat goes something like this:
Round 1 - Skitter wins Initiative. He subsumes a Haste (as a free action) in an 8th-level slot to enter a 3-round Time Stop.
Time Stop Round 1 - Free action, Haste. Standard action, True Seeing. Standard action, Greater Blink. Move action to get in range as appropriate. Swift action, consume Divine Companion's 20 stored spell levels for a +20 deflection bonus to AC and +20 resistance bonus to saves for 21 rounds.
Time Stop Round 2 - Standard action, Greater Invisibility. Standard Action, Greater Heroism. Move action to get in range of target if still required. Swift action, activate Heart of Earth to gain Stoneskin for 21 rounds.
Time Stop Round 3 - Swift action, Minor Shapeshift to gain 20 temporary HP for 4 rounds. Standard action, Shield. Standard action, Greater Mirror Image. Move action, retrieve Rod of Lesser Extend Spell. Time Stop ends.
Continuing Round 1 - Move action, move towards target enemy you wish to totally own, drawing one-handed weapon of choice on the way (and gaining +2d6 damage, +2 dodge AC and +charisma bonus to damage and attack just for moving 40 feet). Swift action, Extended Hunter's Eye. Free action, Arcane Strike (8th-level slot). Full-round action, full-attack (five attacks total).
Round 2 - Assuming your target is a very dumb melee character, wait for him to finish uselessly trying to get the percentile dice to roll in his favor. On your turn: Swift action, use 1 charge from the Belt of Battle to grant a move action. Free action, Arcane Strike (8th-level slot). Move action + Standard action, Spring Attack and Bounding Assault, around the target, and then back, making sure to move a total of at least 40 feet in the process. Full-round action, full-attack (seven attacks total this round).
The end result after two rounds?
Your target has taken 132d6 of precision damage (from sneak attack or skirmish-like abilities), 96d4 of arcane strike damage, weapon damage (and any relevant enchantments) x 12, Charisma-bonus to damage x 12, and any other bits of damage you might have picked up along the way due to equipment or buffs.
This works out to an average of (assuming a weapon with a d6 damage die for small creatures and a +5 enhancement bonus, as well as a reasonable +10 Charisma bonus) 924 damage in two rounds. Stack a few more weapon enchantments on there and you can easily boost that over 1,000.
One of the best aspects of this build is that it isn't a late-bloomer. It has fantastic pick-ups all along its progression, especially if you know some nifty tricks. For instance, because the Dragonwrought feat gives you the Dragon type, you can use Alter Self to turn into a Shadow Dragon Wyrmling at character level 5! This gives you an 60 ft. land speed, 120 ft. fly speed (average), Tiny size, and a +7 natural armor bonus, and you can still cast spells! You also get two claw attacks and a bite, but those aren't a huge deal. (Credit goes to Molot for the idea) And what better theme for a speedy kobold than one of the speediest dragons around? Heck, why not make it our Dragonwrought draconic heritage? So what if the skill bonus is to Escape Artist.
So there you have it. Skitter, the haste-junkie kobold - hours of fun and a demon in combat. Suggestions and criticisms are welcomed and appreciated.
Defining Characteristics / Dirty Tricks:
* BAB of 16 for 4 attacks per full-attack (5 while under haste)
* CL of 21 for Divinations, 19 for all others (23/21 with equipment), and 8th-level spells
* Identify (or whatever) 3/day as a spell-like ability
* 90-foot move speed while under Haste (65-foot move speed while under Haste and Greater Blink)
* A huge initiative bonus (at least +18). He goes first.
* 50% miss, 50% spell target failure, freedom of movement, haste as an extraordinary ability and free action, etc.
* Can cast two spells per round, or full-attack and a spell, or full-attack and standard attack
* Time Stop as a free action in a 6th-, 7th- or 8th-level slot
* Immune to magical sleep and paralysis, 90 ft. darkvision and superior low-light vision, no aging penalties despite being venerable, ER Cold 10, no light sensitivity
* Like eight different bonuses just from moving around a lot each round, which he can always do
* The ability to spring attack and then ready an action to blink away from his opponent's next attack, making him basically untouchable against another melee character without his own dirty trick
* With the Hunter's Eye spell stolen from the Ranger spell list (using Unseen Seer's Advanced Learning), deals 11d6 precision damage on each attack (better than a level-20 rogue!)
* Go ahead, dispel his combat buffs! One free-action Time Stop later, they'll all be back again!
* Find yourself running out of spells too quickly? Buy a Wand of Hunter's Eye. You can get by in combat just fine as long as you've got some way of Haste-ing yourself. Use that extra standard action each round to add an extra 7d6 to each swing of your full-attack!
* Use Combat Expertise and your extra standard action on a full defense to grant yourself a total of +19 dodge bonus to AC while full-attacking! Use your swift action that round to activate your weapon's Defensive Surge and make that +25!
* Has the Dark Creature template from the Collar of Umbral Metamorphosis, granting Skitter the Hide in Plain Sight ability in addition to some rather nifty un-typed skill bonuses.
* All those totally awesome Kobold Paragon class features that are really just icing on the cake! Check out the class at
http://www.wizards.com/default.asp?x=dnd/we/20060127aPreliminary Equipment Load-out:
* Small Eager, Brilliant Energy, Sudden Stunning, Defensive Surge Longsword +4
* Ring of Wizardry III
* Ring of Arcane Might
* Ring of Evasion
* Hand of Glory
* Metamagic Rod of Lesser Extend x 3
* Wand of Extended Haste (14 rounds)
* Cloak of Charisma +6 (addition to cloak)
* Tome of Leadership and Influence +5
* Cloak of Resistance +5 (addition to cloak)
* Amulet of Natural Armor +5 (addition to collar)
* Belt of Battle
* Slippers of Battledancing
* Amulet of Health +6 (addition to collar)
* Cloak of Stone
* Continuous Collar of Umbral Metamorphosis
* Personal Oasis
* Infinite Scrollcase
* Scroll of Haste (5th) x 20
* Bag of Holding, Type IV
* Orange Ioun Stone
* Wand of Magic Missile (1st) x 4
* Shadow Dragon Frightful Crest Graft
* Total: 754,460 gp
Skill Rank Assignment:
* Concentration - 23
* Diplomacy - 3
* Hide - 12
* Knowledge (arcana) - 5
* Listen - 7
* Move Silently - 10
* Perform (dance) - 5
* Search - 12
* Sense Motive - 5
* Spellcraft - 23
* Spot - 12
* Tumble - 10
Yes, this is a rather spread-out skill list, but that's okay. Like most spellcasters, skill bonuses aren't a huge concern. I do recommend picking up some skill-boosting items (I chose the Cloak of Stone and Continuous Collar of Umbral Metamorphosis, myself) to make up for the sparse skill point allotment. Bear in mind that some of these ranks are cross-classed to qualify for Unseen Seer and meet the 5-rank Perform (dance) requirement that the Slippers of Battledancing have. The skills have been improved to make caster skills (Spellcraft, Concentration) more competitive with the addition of Kobold Paragon to the mix.
Suggested Spells Known:
* 0th - Pick any, you get tons and they're not that important.
* 1st - Shield, True Casting (*), Benign Transposition (*), Protection from Evil (*), Greater Mage Hand (*)
* 2nd - Alter Self, Cat's Grace, Heroics, Heart of Air (*), Surefooted Stride (*), Hunter's Eye
* 3rd - Haste, Greater Mage Armor, Nondetection, Slow (*)
* 4th - Heart of Earth, Greater Invisibility, Polymorph (*), Greater Mirror Image
* 5th - Greater Blink, Teleport (*), Dominate Person (*), Arcane Fusion (*)
* 6th - Greater Heroism, True Seeing, Ruby Ray of Reversal (*)
* 7th - Limited Wish (*)
* 8th - Greater Arcane Fusion (*)
(*) denotes a spell that is not critical to the build. Such spells can be replaced at personal discretion without severely impacting playability.