Article-At-A-Glance
- Guild Master[1] excels with a highly damaging Sneak Attack at level 20.
- Highlights unique roleplaying opportunities for the build, exploring themes of honor and betrayal.
- Combines 9 classes for a versatile skillset, focusing on sneak and spell abilities.
- Addresses weaknesses like low Strength, focusing on Dexterity-based combat strategies.

Click on the level for more information
This Kobold Rogue build focuses on utilizing natural Dexterity and a keen mind to deliver precise sneak attacks. The character uses a hand crossbow to stay at range, bolstered with feats like Dragonwrought and Dragon Wings to emphasize draconic heritage and improve mobility.
Stat Block Level 1:
Unnamed Kobold Rogue 1; CR 1; Small Humanoid (Reptilian); HD 1d6+1; hp 7; Init +5; Spd 30 ft.; AC 17, touch 15, flat-footed 12; Base Atk +0; Grp -3; Atk Hand Crossbow +4 ranged (1d4, 19-20) or Dagger +0 melee (1d3-1, 19-20); Full Atk Hand Crossbow +4 ranged (1d4, 19-20) or Dagger +0 melee (1d3-1, 19-20); SA Sneak Attack +1d6; SQ Trapfinding; AL any evil; SV Fort +2, Ref +7, Will +0; Str 8, Dex 20, Con 12, Int 17, Wis 11, Cha 11.
Skills, Abilities, and Feats:
Bluff +4, Disguise +4, Gather Information +3, Hide +10, Intimidate +3, Knowledge(Religion) +6, Move Silently +10; Dragonwrought, Dragon Wings, Persuasive. Trapfinding: Able to locate and disable traps with DC 20+.
Possessions: Hand Crossbow, Chain Shirt.
At level 5, the character is a Rogue with impressive stealth and evasion capabilities. They also possess significant Sneak Attack power while being experts at stealth and deception.
Stat Block Level 5:
Unnamed: male, winged Kobold Rogue 5; CR 5; Small Humanoid (Reptilian); HD 5d6+5; hp 22; Init +5; Spd 30 ft., fly 40 ft. (average); AC 18, touch 16, flat-footed 13; Base Atk +3; Grp -2; Atk Hand Crossbow +9 ranged (1d4/19-20) or Shortsword +4 melee (1d4-1/19-20); Full Atk Hand Crossbow +9 ranged (1d4/19-20) or Shortsword +4 melee (1d4-1/19-20); SA Sneak Attack +3d6; SQ Trapfinding, Evasion, Uncanny Dodge, Trap Sense +1; AL NE; SV Fort +2, Ref +8, Will +1; Str 8, Dex 20, Con 12, Int 17, Wis 11, Cha 11.
Skills, Abilities, and Feats:
Bluff +4, Disguise +4, Gather Information +3, Hide +10, Intimidate +3, Knowledge(Religion) +6, Move Silently +10; Dragonwrought, Dragon Wings, Persuasive, Hand Crossbow Focus. Special Attacks and Qualities: Sneak Attack +3d6 – extra damage when flanking or target is flat-footed, Trapfinding – locate traps with a DC over 20, Evasion – no damage on a successful Reflex save, Uncanny Dodge – retain Dex bonus to AC if caught flat-footed or struck by invisible attacker, Trap Sense +1 – +1 bonus on Reflex saves and AC against traps.
Possessions: Hand Crossbow, 20 bolts, Buckler, Chain Shirt.
This winged Kobold Rogue has one of the highest Sneak Attacks available without excessive optimization. Equipped for ranged sneak attacks, he combines stealth with precision. Specializing in rapid crossbow shots and evasion, he functions as a deadly hit-and-run specialist.
Stat Block Level 10:
Unnamed Kobold Male, Kobold Rogue 5/Guild Thief 1/Shadow Thief of Amn 1/Spellthief 1/Thug Fighter 2; CR 10; Small Humanoid (Reptilian, Dragonblood); HD 5d6+5 + 1d6+1 + 1d6+1 + 1d6+1 + 2d10+2; hp 52; Init +6; Spd 30 ft., fly 20 ft. (average); AC 19, touch 12, flat-footed 18; Base Atk +6; Grp +2; Atk Hand Crossbow +10 ranged (1d4+1/19-20) or Dagger +4 melee (1d3+0/19-20); Full Atk Hand Crossbow +10/+5 ranged (1d4+1/19-20) or Dagger +4 melee (1d3+0/19-20); SA Sneak Attack +7d6; SQ Trapfinding, Evasion, Uncanny Dodge, Trap Sense +1, Doublespeak, Steal Spell (0 or 1st lvl); AL CN; SV Fort +6, Ref +14, Will +3; Str 8, Dex 20, Con 12, Int 17, Wis 11, Cha 11.
Skills, Abilities, and Feats:
Bluff +4, Disguise +4, Gather Information +3, Hide +17, Intimidate +3, Knowledge (Religion) +6, Move Silently +17; Dragonwrought, Dragon Wings, Hand Crossbow Focus, Improved Dragon Wings, Craven. Special Attacks and Qualities: Highest Sneak Attack for deadly precision, skilled in evasion and stealth, can steal low-level spells.
Possessions: Hand Crossbow, Buckler, Chain Shirt.
This winged Kobold Guild Master[1] excels at ranged sneak attacks. With 11d6 sneak attack damage and impressive dexterity, it’s a deadly force both in stealth and direct confrontations. Equipped with a simple weapons and equipment it remains mobile and hard to hit. Feats like Dragonwrought and Craven enhance its offensive capabilities, while its diverse class levels provide a broad skill set.
Stat Block Level 15:
Winged Guild Master[1]: male, Kobold Rogue 5/Assassin 3/Thug Fighter 3/Nightsong Enforcer 1/Ronin 1/Spellthief 1/Shadow Thief of Amn 1; CR 15; Small humanoid (reptilian); HD 1d10+1d10+1d10+1d10+1d8+1d6+1d6+1d6+1d6+1d6+1d6+1d6+1d6+1d6+15; hp 82; Init +9; Spd 30 ft., fly 60 ft. (good); AC 21, touch 16, flat-footed 16; Base Atk +9; Grp +6; Atk Hand crossbow +15 (1d4+1/19-20) or short sword +13 (1d4+1/19-20); Full Atk Hand crossbow +15/+10 (1d4+1/19-20) or short sword +13/+8 (1d4+1/19-20); SA Sneak attack +11d6, Death Attack; SQ Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trapfinding, Trap Sense +1, Steal Spell (0 or 1st lvl), Ki Power, Poison Use; AL Neutral Evil; SV Fort +8, Ref +15, Will +5; Str 8, Dex 20, Con 12, Int 17, Wis 11, Cha 11.
Skills, Abilities, and Feats:
Bluff +6, Disguise +6, Gather Information +4, Hide +23, Intimidate +5, Knowledge(Religion) +9, Move Silently +23; Dragonwrought, Dragon Wings, Persuasive, Hand Crossbow Focus, Improved Dragon Wings, Craven, Improved Initiative, Exotic Weapon Proficiency(Bastard Sword), Point-Blank Shot. Special Attacks and Qualities: Sneak Attack +11d6, Death Attack, Poison Use, Ki Power, Steal Spell.
Possessions: Hand Crossbow, buckler, chain shirt.
The build capitalizes on high Sneak Attack damage, reaching +14d6 from combined rogue and prestige classes. The Kobold’s dragon features enhance mobility and defense, making it a formidable Guild Leader. Strong stealth skills and ranged attacks with a Hand Crossbow are key components.
Stat Block Level 20:
Kobold Guild Master[1]: male, Kobold Rogue 5/Assassin 3/Thug Fighter 5/Nightsong Enforcer 1/Ronin 1/Spellthief 1/Guild Thief 1/Justiciar of Taiia 1/Ninja 1/Shadow Thief of Amn 1; CR 20; Small Humanoid (Reptilian); HD 5d6+3d6+5d10+1d8+1d10+1d6+1d6+1d6+1d10+1d10; hp 108; Init +9; Spd 30 ft., fly 60 ft. (average); AC 22, touch 16, flat-footed 16; Base Atk +14; Grp +11; Atk +25 ranged (Hand Crossbow) or +18 melee (Bastard Sword); Full Atk +25/+20/+15 ranged (Hand Crossbow) or +18/+13/+8 melee (Bastard Sword); SA Sneak Attack +14d6, Sudden Strike +1d6, Death Attack, Poison Use, Steal Spell (0 or 1st lvl); SQ Evasion, Uncanny Dodge, Improved Uncanny Dodge, Ki Power, Teamwork, Infamy, Spell Resistance, Double Speak, Trapfinding, Trap Sense +1; AL CE; SV Fort +12, Ref +26, Will +10; Str 8, Dex 24, Con 12, Int 17, Wis 12, Cha 11.
Skills, Abilities, and Feats:
Bluff +4, Disguise +4, Gather Information +3, Hide +32, Intimidate +3, Knowledge(Religion) +6, Move Silently +32, Persuasive, Dragonwrought, Dragon Wings, Hand Crossbow Focus, Craven, Improved Initiative, Rapid Shot, Exotic Weapon Proficiency (Bastard Sword), Point-Blank Shot, Doublespeak. Special Qualities: Spell Resistance, Steal Spell, Ki Power, Trapfinding, Trap Sense, Death Attack, Poison Use, Improved Uncanny Dodge.
Possessions: Hand Crossbow, Buckler, Chain Shirt, Bastard Sword, assorted potions and scrolls, pile of gold and silver.
Milestones Of Character Development
- Levels 1-5: Establish base Rogue abilities with Sneak Attack progression (+3d6), Evasion, Uncanny Dodge, and Trap Sense. Feats gained include Dragonwrought, Dragon Wings, and Hand Crossbow Focus.
- Levels 6-10: Transition into Guild Thief, Shadow Thief of Amn, and Spellthief. Gain Improved Dragon Wings, Doublespeak, Steal Spell (0 or 1st lvl), while Sneak Attack advances to +7d6.
- Levels 11-15: Inclusion of Thug Fighter, Ninja, Nightsong Enforcer, Justiciar of Taiia, and Ronin. Gain Sudden Strike, Infamy, and a significant boost to Sneak Attack, reaching +11d6. Key feats acquired include Craven, Improved Initiative, and Point-Blank Shot.
- Levels 16-20: Finalizing character growth with Assassin and additional Thug Fighter levels. Acquire Death Attack, Poison Use, and Rapid Shot, while Sneak Attack caps at +14d6. Key saving throws and enhancements include +1 Save vs Poisons and Improved Uncanny Dodge.
Core Abilities & Features of the Guild Master
Unmatched Sneak Attack
The strength of this Guild Master[1] build lies in its incredible Sneak Attack progression. By level 20, a whopping +14d6 Sneak Attack damage serves as the core offensive feature. This devastating attack combines with various class features to maximize damage and strategic positioning during combat.
Nigh-Invisible Mobility
With a Dexterity score of 20 and skills like Hide (10) and Move Silently (10), this build is designed for stealth and evasion. Evasion, Uncanny Dodge, and Improved Uncanny Dodge further protect from damage. The addition of the Winged Kobold race adds aerial maneuverability, granting both tactical advantage and unexpected angles for attacks.
Versatility through Multiclassing
This build blends nine different classes to offer a diverse skill set. It begins with five levels in Rogue for Sneak Attack and Trapfinding, followed by various levels in classes such as Assassin (for Death Attack) and Spellthief (for Steal Spell). Each class adds unique abilities, enhancing versatility both in and out of combat.
Enhanced Feat Selection
The build’s feats complement its core abilities — Dragonwrought and Dragon Wings for racial advantages, Hand Crossbow Focus for precision, Craven for additional Sneak Attack damage, and Improved Dragon Wings for improved flight. Feats like Improved Initiative and Rapid Shot ensure this character strikes first and often.
Equipment Progression of the Guild Master
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Hand Crossbow | Early main weapon focusing on precision and adaptability. |
| Chain Shirt | Provides a balance of defense and mobility. | |
| L6-10 | Hand Crossbow +1 | Enhanced accuracy and damage for sneak attacks. |
| Buckler | Additional defense without major penalties. | |
| L11-15 | Hand Crossbow +2 | Further increased damage output. |
| Mithral Shirt | Improved defense with minimal repercussions on stealth. | |
| L16-20 | Hand Crossbow +3 | Optimal weapon for high damage sneak attacks. |
| Amulet of Natural Armor +2 | Boosts AC, addressing the build’s inherent vulnerability. |
Combat Scenarios
- Dungeon Crawls:
- Leverage your high Dexterity and Move Silently skill to scout ahead, spotting traps and enemies without being detected. Use Sneak Attacks to swiftly eliminate isolated enemies.
- Open Fields:
- Utilize your Dragon Wings and Hand Crossbow to take advantage of ranged attacks. Hover out of melee range and target foes with Sneak Attacks, exploiting cover when possible to avoid retaliation.
- Ambushes:
- Set up traps using your high Bluff and Sneak Attack bonuses. Coordinate with party members to create distractions, allowing you to deliver deadly opening shots from the shadows.
- Defensive Stands:
- Position yourself at chokepoints and use your Hand Crossbow to keep advancing enemies at bay. If they break through, fall back to use your mobility and evasive abilities to strike back efficiently.
- Urban Encounters:
- Use your knowledge of the city and skills like Bluff and Disguise to blend into the crowd. Position yourself on rooftops or hidden alleys, delivering ranged Sneak Attacks while remaining elusive.
Weaknesses & Counters of the Guild Master
| Weakness | Counter |
|---|---|
| Low Strength (Str 8) | Focus on Dexterity-based combat. Use finesse weapons like the Rapier or Dagger. Enhance with items like Gauntlets of Ogre Power. |
| Noncombattant (Flaw: -2 to melee attacks) | Stay in range combat whenever possible. Equip Hand Crossbow with Rapid Shot feat for extra attacks. Use magic items that boost Dexterity. |
| Low Constitution (Con 12) | Increase HP with items like Amulet of Health. Consider spells like False Life or items like a Belt of Constitution. |
| Vulnerable (Flaw: -1 to AC) | Maximize Dexterity to increase AC. Equip protective gear: +1 Chain Shirt for starting, but aim for a +2 Mithral Shirt. Use a Buckler +1. |
| Multiple Classes | Stick to core strategies and invest in items that augment Sneak Attacks, such as Gloves of the Balanced Hand or Bracers of Striking. |
| Low Washing Time: Fewer skill ranks overall due to class spread. | Prioritize key skills: Hide, Move Silently, and Use Magic Device. Enhance skill checks with Cloak of Elvenkind (Hide) and Boots of Elvenkind (Move Silently). |
| Resource Management | Manage consumables like potions and poisons effectively. Use Keoghtom’s Ointment for healing and utility magic items for versatility. |
Roleplaying a Guild Master
Opportunities for Intrigue
The Guild Master[1] is more than just a thief; they’re a mastermind[2]. You’re the puppet master pulling the strings of a vast web of informants and rogues. Use disguise and bluff to infiltrate other factions, gather vital intelligence, or plant false information.
The constant play of deception adds an element of suspense. Every conversation can turn into a delicate negotiation, where you leverage secrets and lies to your advantage. Crafting alliances or breaking them becomes a game of wits.
Themes of Honor and Betrayal
As a Guild Master[1], balancing honor and pragmatism is key. Showcase internal conflicts between noble ideals and ruthless guild politics. Maybe a past betrayal fuels your drive to lead the guild with an iron fist or seek vengeance.
Introduce the theme of trust. Who in the guild can truly be relied upon? Explore how your character handles loyalty and betrayal within their ranks. Use conspiracies and mistrust to deepen roleplaying sessions.
Exploit Flaws for Depth
Your character has notable flaws: Noncombatant and Vulnerable. Play up these weaknesses to create tension in scenarios. A situation where physical combat isn’t an option can force you to rely on cunning and sneak attacks.
Noncombatant status can lead to interesting roleplay dynamics. You must depend on allies for protection, forming unique bonds. Vulnerable forces you to be extra cautious and strategic, always thinking two steps ahead.

FAQ
What makes the Guild Master[1] build so powerful?
The core of the Guild Master[1] build is its devastating +14d6 Sneak Attack at level 20. This is paired with abilities to maximize damage and tactical positioning. High dexterity and skills in Hide and Move Silently make it nearly impossible to detect.
How does the Guild Master[1] handle multiple weaknesses?
To counter low strength, focus on Dexterity-based combat with finesse weapons. For low constitution, enhance HP with items like Amulet of Health. Use magic items for protection against flaws, such as a +2 Mithral Shirt for improved AC.
Why is the Winged Kobold race chosen for the Guild Master[1]?
Winged Kobold adds aerial maneuverability, giving tactical advantage in combat. You can attack from unexpected angles and evade melee threats more efficiently.
How can the Guild Master[1] excel outside of combat?
Outside combat, the Guild Master[1] is a mastermind[2] in deception and intrigue. Skills in Bluff and Disguise allow for infiltration and gathering vital intelligence. Use stealth to plant false information and manipulate other factions.
What role does the Guild Master[1] play in urban encounters?
In urban settings, leverage Bluff and Disguise to blend into the crowd. Position yourself on rooftops or in alleys for ranged Sneak Attacks. Use your knowledge of the city to stay elusive and control the battlefield.
Join us at Stellar Dragons!
Consider trying out the Guild Master[1] in your next D&D 3.5 game. Do you think the Guild Master[1] could be the best build in D&D 3.5? Join the discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.
Guild Master

As the young man made his way inside the thieves guild hideout, many heads turned his way. He knew the risks, but he had to do it. After what the traveling woman had told him about the White Wolf, he had to help. His mark had to be stopped, less the consequences destroy the city – if not, even, the kingdom.
Perhaps it was his idiotic noble ideals resurfacing, or maybe he was just trying to do something right for once in his life. It even could have been that he was a sucker for a pretty face. Possibly just the gold, half in advance and half after the task was complete.
At least the task itself, once he found her was to be simple enough. In any case, he was thinking himself a fool to have become so embroiled in this mess. If it got out that he was here, the consequences for his House would be dire. Or at least more paperwork.
Yet here he stood, in front of a pile of gold and silver pieces upon which a Bastard Sword was raised. A Kobold with draconic wings sat atop the pile, and stared at the nobleman. The Kobold, leader of the Thieves Guild, played idly with his crossbow. A crossbow that was known to be quick to fire, and the temper behind it even quicker to kill.
–“I suspected you would eventually come to me noble scum. You’ve been snooping around a lot lately. Again, even though I had warned you to stay in your place. What kind of idiocy have you found yourself stuck in?”
The young man took a deep breath. Even if the Guild Leader was a Kobold, that needle shooter was vicious, he had to play this out carefully.
–“I may know how to root out the White Wolf for you.”
Silence fell in the chatty hall. The Kobold’s eyes stared at him even more intensely.
-“I’m listening.”
Race
Kobold
Class
Rogue 5/Assassin 3/Thug Fighter 5/Nightsong Enforcer 1/Ronin 1/Spellthief 1/Guild Thief 1/Justiciar of Taiia 1/Ninja 1/Shadow Thief of Amn 1
Ability Scores
Str 8/Dex 20/Con 12/Int 17/Wis 11/Cha 11
Skills
Bluff 4, Disguise 4, Gather Information 3, Hide 10, Intimidate 3, Knowledge(Religion) 6, Move Silently 10
Flaws
Noncombattant, Vulnerable
Equipment
A Hand Crossbow, eventually a buckler, a Chain Shirt
Goal
Hey dawg, I heard you liked Sneak Attacks. So you’re a Winged Kobold who has the highest Sneak Attack I could give it without cheesing too much, and we all know that the guy with the highest sneak attack gets to be the Guild Leader. What do you mean that’a not how that works? Bonus Points by the way because the flavor somehow works all too well? (Dragon Kobold Thief Guild Leader sitting on a pile of gold, don’t you dare tell me it doesn’t fit). Also, bonus for flying ranged sneak attack rogue.
Progression Chart
| Level | Class | HD | Feat | Special | |
| 1 | Rogue | 7 | Dragonwrought , Dragon Wings, Persuasive | Sneak Attack +1d6, Trapfinding | |
| 2 | Rogue | 1d6+1 | – | Evasion | |
| 3 | Rogue | 1d6+1 | Hand Crossbow Focus | Sneak Attack +2d6 | |
| 4 | Rogue | 1d6+1 | – | Uncanny Dodge, Trap Sense +1, +1 Dex | |
| 5 | Rogue | 1d6+1 | – | Sneak Attack +3d6 | |
| 6 | Guild Thief | 1d6+1 | Improved Dragon Wings | Doublespeak, Sneak Attack +4d6 | |
| 7 | Shadow Thief of Amn | 1d6+1 | – | Doublespeak, Sneak Attack +5d6 | |
| 8 | Spellthief | 1d6+1 | – | Sneak Attack +6d6, Steal Spell (0 or 1st lvl), +1 Dex | |
| 9 | Thug Fighter | 1d10+1 | Craven | Sneak Attack +7d6 | |
| 10 | Thug Fighter | 1d10+1 | – | – | |
| 11 | Ninja | 1d6+1 | – | Sudden Strike +1d6, Ki Power | |
| 12 | Thug Fighter | 1d10+1 | Improved Initiative | Sneak Attack +8d6, +1 Dex | |
| 13 | Nightsong Enforcer | 1d8+1 | – | Sneak Attack +9d6, Teamwork | |
| 14 | Justiciar of Taiia | 1d6+1 | Exotic Weapon Proficiency(Bas tard Sword) | Sneak Attack +10d6 | |
| 15 | Ronin | 1d10+1 | Point-Blank Shot | Infamy, Sneak Attack +11d6 | |
| 16 | Assassin | 1d6+1 | – | Death Attack, Sneak Attack +12d6, Poison Use, +1 Dex | |
| 17 | Assassin | 1d6+1 | – | +1 Save vs Poisons, Improved Uncanny Dodge | |
| 18 | Assassin | 1d6+1 | Rapid Shot | Sneak Attack +13d6 | |
| 19 | Thug Fighter | 1d10+1 | – | – | |
| 20 | Thug Fighter | 1d10+1 | – | Sneak Attack +14d6, +1 Wis | |
Mastermind

But the most persistent urban legend in the Capital is that of the Mastermind.
He’s a masked man who appears to be behind the action of every criminal guild in the city.
A man standing behind a vast web of informants, blackmail, and criminals. All of these working towards his dark designs, one way or another.
The goal seems to be corrupting the very foundations of the Capital. Over the past decade, those plans have been weakening it for some unknown end.
Nobody knows who he is, but the legend says he wears a mask depicting a smiling devil of some sort. Not only that, but can help you with anything.
Be wary, though, because he also always collect his favors. And that price… well, it’s always far greater than it appears…
Race
Human
Class
Factotum 4/Monk 1/Swashbuckler 3/Disciple of Baalzebul 5/Bayushi Deceiver 2/Invisible Blade 5
Ability Scores
Str 8/Dex 14/Con 10/Int 18/Wis 10/Cha 14
Skills
Bluff 10, Diplomacy 8, Gather Information 4, Sense Motive 6
Equipment
A single kukri
Flaws
Murky Eyed, Inattentive
Goal
You add your Intelligence to nearly everything.
Strength, Dexterity and Skill Checks and Initiative benefit directly from this ability. Not only that, but you add Intelligence to damage, twice to your AC, to your HP, and your Sneak Attack too.
You can spend an Inspiration to add Intelligence to your attack roll, and with ability to summon an Osyluth for flanking to aid in your Sneak Attack, you can deal tremendous damage.
Throw on free action feints, and that aforementioned Intelligence bonus to Bluff checks and you’re contender for the ultimate Intelligence-based character.
| Level | Class | HD | Feat | Special |
| 1 | Factotum | 12 | Faerie Mysteries Initiate(Passions), Able Learner, Darkstalker, Disciple of Darkness | Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding |
| 2 | Swashbuckler | 1d10+4 | Weapon Finesse | – |
| 3 | Monk | 1d8+4 | Carmendine Monk, Improved Unarmed Strike, Stunning Strike | AC Bonus(Int), Unarmed 1d6, Flurry of Blows |
| 4 | Factotum | 1d8+4 | – | Arcane Dilettante(1 Spell), +1 Int |
| 5 | Factotum | 1d8+4 | – | Brains over Brawn, Cunning Defense |
| 6 | Factotum | 1d8+4 | Improved Initiative | Arcane Dilettante(2 Spells), Cunning Strike |
| 7 | Swashbuckler | 1d10+4 | – | Grace +1 |
| 8 | Swashbuckler | 1d10+12 | – | Insightful Strike, +1 Int |
| 9 | Disciple of Baalzebul | 1d6+5 | Weapon Focus(Kukri) | Tongue of the Devil |
| 10 | Disciple of Baalzebul | 1d6+5 | – | Sneak Attack +1d6 |
| 11 | Disciple of Baalzebul | 1d6+5 | – | Suggestion |
| 12 | Disciple of Baalzebul | 1d6+5 | Point-Blank Shot | Summon Osyluth, +1 Int |
| 13 | Disciple of Baalzebul | 1d6+5 | – | Sneak Attack +2d6 |
| 14 | Bayushi Deceiver | 1d8+5 | – | Sneak Attack +3d6, Poison Use |
| 15 | Bayushi Deceiver | 1d8+5 | Far Shot | Strike First, Strike Last |
| 16 | Invisible Blade | 1d6+21 | – | Dagger Sneak Attack +1d6, Unfettered Defense, +1 Int |
| 17 | Invisible Blade | 1d6+6 | – | Bleeding Wound |
| 18 | Invisible Blade | 1d6+6 | Craven | Dagger Sneak Attack +2d6, Uncanny Feint(Move Action) |
| 19 | Invisible Blade | 1d6+6 | – | Feint Mastery |
| 20 | Invisible Blade | 1d6+6 | – | Dagger Sneak Attack +3d6, Uncanny Feint(Free Action), +1 Int |
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