The making of a spy


Advice


Hey all, I've been toying with the idea of making a spy type character for a homebrew campaign that my friend is running. The campaign itself is that we have to take over a powerful organisation using any means that we can come up with.

As for the character I am wondering if you guys can spot any major weaknesses in my build and how I could address them. My goal is to have a character that isn't up to a straight up fight but uses many dirty tricks to get his way.

Here is the build for lv 11 and lv 18
PS: these builds are without Items
The stats that were rolled were 16,16,15,14,12,12

Lv 11 Build
Lv 5 Rogue (Filcher) Lv 3 Shadowdancer (For HIPS, Summon Shadow, Evasion and Uncanny Dodge) Lv 3 Master Spy
Male Halfling CN
Str 13 (15-2 Racial mod)
Dex 20 (16+2 Racial mod+2 Level bumps)
Con 12
Int 16
Wis 12
Cha 16 (14+2 racial mod

Feats: Dodge, Mobility, Combat Reflexes, Weapon Finesse, Quickdraw, Iron Will, Deceitful
Bonus Feats: Improved Steal

Rogue Talents: Underhanded, Bleeding attack, Deft Palm

Offensive Abilities: Summon Shadow, Sneak attack +4d6,

Defensive Abilities: Evasion, Uncanny Dodge


As for the lv 18 build

Lv 18
Lv 5 Rogue (Filcher) Lv 3 Shadowdancer Lv 10 Master Spy

Str 13
Dex 22
Con 12
Int 16
Wis 12
Cha 16

Feats: Dodge, Mobility, Combat Reflexes, Weapon Finesse, Quickdraw, Iron Will, Deceitful, Two Weapon Fighting, Improved Two weapon Fighting
Bonus Feats: Improved Steal
Rogue Talents: Underhanded, Bleeding attack, Deft Palm

Offensive Abilities: Summon Shadow, Sneak attack +7d6

Defensive Abilities, Evasion, Uncanny Dodge, Hidden Mind

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