Dirk Blackbird McNight's page

5 posts. Alias of Anthony Neal.


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Sir Dante wrote:


Point being I want to try out a throwing weapon rogue and would like to have help how I should build this character? Most likely human or half-elf will be my choice, ideas for that?

Ok, well to become a master thrower, you'll need to take 7 levels of Rogue (if you're straight classing, and noting that you wanted to stay away from fighters). I think you said you were starting around 8th?

Human - 20pt buy
Str - 10
Dex - 17 (+2 Human)
Con - 14
Int - 8
Wis - 14
Cha - 8
All bonuses in Dex.

Feats
1st - Deadly aim
1st - Point-blank shot (You'll need to be inside of 30ft to gain sneak attack damage, so this is a no-brainer)
3rd - Precise shot
5th - Weapon Focus - Dagger
7th -

lvl 1-7 as rogue
lvl 8 as Master thrower

That's what I'd go with.


Howie23 wrote:
Dirk Blackbird McNight wrote:
With Pathfinders "Multi-throw per round" system
I'm making the 3.5 to PF transition. What is the "multi-throw per round" system that you are referring to?

I think this is something which I had assumed having never really played 3.5 as much as I have done with Pathfinder. My assumption was that in 3.5 people could only throw once per round and that pathfinder changed this, allowing one thrown attack to be made for each attack a player has - including those gained from two weapon fighting / FoB.

If I've misread the rules or misunderstood, please forgive me! If anyone has a clarification to link on this subject, it'd be most apreciated.


It'd really depend on what you want the character to do.

Having a super high crit multiplier is a bit crap as a rogue unless you plow everything into a flat damage bonus (Deadly aim, High str, wep spec etc) and then can consistantly get critical hits. Even with 5 attacks all of which hitting, even with improved crit doubling your threat range, you still only have under 50% to score a crit. That seems a bit wasted for me. The question to me seems, "If you want a crit heavy build, why go rogue?" Rogues' sneak damage isn't multiplied on crits, making the threat range and crit multiplier useless for the majority of your damage. Also: dumping BAB points into deadly aim means that you're losing hit which you can't really afford to gain damage which isn't huge.

Thematically, I'd probably go for standard daggers. Same damage, but twice as likely to crit - making them the best weapon for a crit reliant spec if that's how you want to build him. Plus, Daggers are a much more common weapon than a starknife, making finding upgrades that much easier.

Also Daggers could be used in the following combo: Palm shot + Sneaky shot + Critical shot. Of course, this would double your number of attacks but mean that you'd lose all Str bonuses (thanks to Palm shot), meaning that I'd just plow everything into Dex and ignore Str altogether.

I'd really run this past your DM first tbh. The class was (I assume) built around the idea that you'd only be throwing one weapon per round. With Pathfinders "Multi-throw per round" system this class would seem more than a little unballanced allowing (at max level) 7 shots which would give 14 damage rolls, all of which would have 7D6 sneak damage on them, in addition to their base damage. That seems a little high to me...


In that vein, why not have a 3/4 BaB and a full 9 levels of arcane casting from a limited spell list - Something akin to "evocation plus tricks", and a reworking of spell combat to make it functional at low levels?

Unless I'm missing something it'd put it somewhere around the cleric power level which isn't terrible.


Diction wrote:

My preference for an improved level 20 capstone would be an improvement to Spellstrike, Spell Combat, or both.

To whit, something along the lines of this:

True Spellstrike: When using spellstrike a magus may cast the spell to be delivered through his weapon as a swift action. A magus' spellstrike attacks are treated as though possessing the brilliant energy weapon enhancement.

Wouldn't the problem with something like this be that the Magus is already starved for swift actions?

-Arcane strike (Swift) feat adding +5 damage to all weapon attacks
-Critical spell (Swift) Allowing a spell to be cast and delivered on a weapon crit.

On a side note, Incorporating Arcane strike as a free action as part of the Magus package is something i think needs to happen, and happen at a low level, to make critical spell worth taking.