This is going to be a long post with a good amount of questions.
so here's the actual build
point buy
unchained rogue1 (rake,scout)(1/6rogue talent favored class)
monk2(Far Strike Monk, Terra-Cotta or Monk of Sacred Mountain) : using free retraining before you play for the first time at level 2,
rogue3: feat: Dazzling display, rogue talent: weapon training (light hammer) and you get evasion rogue4: finesse training (light hammer)(retrain to unarmed after you get an agile weapon) sneak +2d6 total, rake's smile special rogue5: rogue talent: combat trick (either warning shot or far shot, other recommendations are welcome)
monk 6: bonus monk feat: point blank shot
brawler 7 (Snakebite Striker): feat: Sap Master
brawler 8: brawler bonus feat: shatter defense
rogue 9: Rogue's Edge (intimidate is pref, but knowledge, stealth, and disable device are good options)
rogue 10: rake's smile +2 rogue talent from favored class (terrain mastery urban +2) rogue talent: pressure points rogue 11: feat: clustered shots, far shot, warning shot, alot of good options
rogue 12: rogue talent: wall climber
so here's the idea,
essentially he's a skillmonkey until level 4(acro,disable device, perception, intimidate,some climb and swim, stealth), where his melee is somewhat effective, his ranged gets REALLY usable at 8, but it might be useful somewhere at 5-7 as well. so first turn, you charge within 20 or 30 ft and attack at +2 and +2 damage, if it doesn't work, do it again at 20 or 10 ft, then you sack all sneak (which should be 10d6 with sap master) attack except one (so 9d6) and use it for an intimidate (at +40 +skill mod) and hope he fails.
if need be, (like versus undead and constructs) you can always buy a ring of tactical precision and use it to be a flank/charge-in monkey in melee, and where non-lethal is not preferred you can disable it and still do pretty well. I'd love to have some rules-lawyers to clear things up and advice on the idea. some notes: fractional advancement would be +1 in certain places where it normally isn't one of my alternate ideas is to have 3 monk for invisible blade, and the 5 rogue edge in stealth to have a -0 penalty for sniping and take out opponents that way. only problem is hide in plain sight...
Nefreet wrote:
Wouldn't a +2 agile amulet of fists technically count as a +3 enhancement for purposes of bypassing DR? The agile enhancement is technically a +1 enhancement bonus. Would a Vorpal weapon not count as a +5 enhancement bonus for overcoming DR?
Kal-Yik wrote:
I saw your character sheet, a great character indeed. I think you can improve with 1 item change though, if you change your +3 amulet of fists into a +2 agile amulet of fists, you can do much more base damage (from 14 str to 26 dex, so 8-2-1=5 more damage per attack, -1 to attack, a better than average tradeoff I think). I do enjoy the business cards, obviously a philanthropist at heart lol.
Well... you can't even gain barkskin until level 4 actually, since you don't have anything to replace for it until level 4 and you need ki to use it anyway. Also, you're stats aren't adding up correctly.
it's really hard to buff this guy up, I'll try some other ideas for you. maybe a
this raises your ac by 2, and you should probably take the dodge bonus feat (but improved grappling and combat reflexes are always nice) would work better, I personally hate dumping, but to do something well you have to do some sacrifice. the main benefit of dragon style is the difficult terrain part. doing 1.5 damage on one hit per round is not worth optimizing, especially considering how powerful flurry is and the better damage you can get from things like pummeling style, boar style, and jabbing style. EDITED with more detail and review |