| HalfOrcHeavyMetal |
Now, I've been fortunate enough to get some fairly decent dice-rolls, and as people who know me will say, I prefer to create balanced characters, able to do 3 out of 4 things, (Crafting, Talking, Fighting, Stealth) moderately well rather than 1 or 2 out of 4 things perfectly.
Dice Rolls are done using 4d6 dice, dropping the lowest score, or the 'Standard':
1) 5, 1, 4, 4 (minus 1, 13)
2) 6, 5, 3, 1 (minus 1, 14)
3) 5, 3, 4, 2 (minus 2, 12)
4) 6, 5, 4, 2 (minus 2, 15)
5) 5, 6, 3, 4 (minus 3, 15)
6) 6, 6, 4, 2 (minus 2, 16)
Now, again, I'm aiming to make a TWF Rogue that can fling daggers around like Wood from Lodoss Wars (Original series) and still do all those Roguish things like disarming traps, sneak past a Dark Elf Sentry, conning guards and talking two angry warriors to settling their fight with a drinking contest rather than cold hard steel.
So Assigning Dice rolls as Stats ... :
Strength) (15+2 Racial) 17
Dexterity) 16
Constitution) 15
Intelligence) 12
Wisdom) 14
Charisma) 13
We're fortunate enough that the GM has granted us the right to start at 3rd level, given that one of our players is playing a very special race/class combo ..... and we're not being told until we meet her 'In Game'. Hmmm.
Overall Backstory: Grench Pugstalk was a small child abandoned in the back-alleys of the port town of Red Knife Bay, abandoned either by a whore whom was unwilling to care for a child or by the slavers for 'bad luck' of a Mixed Blood child might bring to their ocean voyage. Growing up wild, he learned quickly to fight the other, older wild children of the streets for scraps to eat and rags to wear, until he was 'tapped' by one of the dozens of small Thieves Guilds that sprouted, fought bitterly against each other and died as a future thug.
Trained to fight and pitted against other such men and women, Grench grew into a tall, ugly, imposing brute, shaving his head constantly because his hair grew in ugly, bristle-like clumps and to expose his blatantly Orcish features for added intimidation value.
After the fall of the now long-forgotten Guild, Grench hired himself out to one of the more desperate merchants as a Guard for their warehouses, and makes a good living out of it, as he's still cracking heads for coin, but is doing so legally, and the Militia cannot touch him, a fact that gives him endless enjoyment.
Traits: Resilient and Poverty-Stricken (Grew up hard, and fast, in the same back-alleys where our group is going to end up together. Learned early on to shiv first and ask questions later, but has also learned that being the biggest bully in the schoolyard also makes you a target, so Diplomacy and Bluff will be skills I'm going to put a lot of focus into. Also he's a half-Orc, nobody expects us to be more than the dumb brute ... heh)
Feats:
Improved Unarmed Strike (naturally, for a street-rat, being able to beat the tar out of your rivals is at a premium), using the 2nd level Rogue Talent to get Quick Draw as a Combat Feat, and Two Weapon Fighting at 3rd level. Character is as deadly armed as he is unarmed and can use that to his advantage.
Skills and Hitpoints: Have Taken Favoured Class:(Rogue:Hitpoints) for a bit of added 'oomph' and have 9 skill ranks per level to dispense.
Note: Skills are [Skill Ranks]+[Class Skill Bonus]+[Ability Modifier] (Final Skill Modifier)
Acrobatics 2+3+3(8), Bluff 2+3+1(6), Climb 2+3+3(9), Diplomacy 2+3+1(6), Disable Device 2+3+3(8), Escape Artist 2+3+3(8), Intimidate 2+3+1+2 Racial(9), Knowledge(Local) 1+3+1(5), Perception 2+3+2(7), Profession(Guard) 2+3+2(7), Sense Motive 2+3+2(7), Sleight of Hand +1+3+3(7), Stealth 3+3+3(9), Swim 2+3+3(8).
Overall quite the skill monkey, can fight, can hide most of his weapons from the casual search(always handy at lower levels), knows his way around, can talk his way out of situations or into a sweet deal and can make an honest living if his 'night work' attracts a bit too much attention from the Militia.
Hit Points work out to be 20 hit points (Maximum first level, 1/2 for each level afterwards, so 8+4+5 +3 for Favoured Class =20 hitpoints).
Have, at 3rd level, roughly 6,000 gold to spend.
Melee, main, Masterwork/Masterwork Quarterstaff (600 gold)
Mwk Quarterstaff +5 (1d6+4/x2) or
Mwk Quarterstaff +3 (1d6+3/x2) and Mwk Quarterstaff +3 (1d6+1/x2) or
Mithril Dagger +3 (1d4+3 19-20/x2) and +3 Dagger (1d4+1 19-20/x2)
Ranged, main, 10 Daggers and 2 Mithril Daggers (1,002 gold) (keeps the Mithril Daggers for close-combat)
Mithril Dagger +6 (1d4 19-20/x2) or
Mithril Dagger +4 (1d4 19-20/x2) and Mithril Dagger +4 (1d4 19-20/x2).
Now, why not a Composite Shortbow? Because doesn't fit with his thematics and also daggers are easily concealed, easily bought and no great loss if they're lost.
Armor, would have .... +1 Chain Shirt. (1,100 gold)
Magical Items: Cloak of Resistance +1 (1,000 gold)
Potions and Oils: 2xPotion of Cure Moderate Wounds (600 gold), a Potion of Silence (300 gold) and a Potion of Disguise Self (300 gold)
Gear: (most of this is stored in his room, which he rents out and has paid a bribe to the landlord (100 gold) for a unique key and lock to avoid being stolen from himself.)
Backpack (2 gold)
Blankets (treat as bedroll and winter blanket) (1 gold)
Flint and Steel (1 gold)
Battered Hourglass (25 gold)
4 sets of Masterwork Manacles, 4 10 foot chains and 4 Average Locks (460 gold) for locking up captured thieves
2 Belt Pouches (2 gold)
1 Whetstone (2 copper)
2 vials of Anti-toxin (100 gold)
Clothing (Wears Explorer's Outfit to 'work', Artisan's clothing outside of 'work) 2 Explorer's Outfits, 2 Artisan's Outfits (1 free, 21 gold for the other three)
Takes a Flagon of Goodale and a Good-grade meal to work each day(See Dragon Magazine #334 for details on Goodale and how much flagons/shots/etc can be fitted in a wineskin or bottle! Quite handy and stops a lot of b+!*%ing, at least at my table) (10 gold 5 silver)
Has a Cat (10 gold)
Rents a room in an average boarding house, has simple furniture (bed, wash-stand, chamber-pot, pot-belly stove and 2 chests. (46 gold)
Rent is 20 gold per week.
Keeps the lion's share of his remaining coin in a small box made from Iron with another unique key and lock, hidden behind the pot-belly stove (150 gold).
He's got 100 gold coins stashed in the small, hidden box and keeps the rest as silver coins in the local money-lender's and carries about 30 gold coins worth of silver and copper coins on him at all times.
Is there anything you guys can see with this character that might seem out-of-place or stinks of munchkindom? Anything in the combat side of things I should be looking at or is there items I have overlooked in my rush to make the character 'embedded' in the town, so to speak?
| Nazard |
First, remember that if he's wearing his throwing daggers concealed, it takes a move action to draw each one, even with Quick Draw.
I have a TWF dagger throwing human rogue on the moment, and he's working out fine, but I've specialized him in his dagger throwing. Your main concern is getting sneak attack damage with your throwing daggers, which is hard to do after your opps become flat-footed, so you want a good Perception to maximize chances of acting in the surprise round, and a good initiative to go first in the main round. Improved Initiative is your friend and might get more use than Improved Unarmed Strike (when combined with the Reactionary trait and a 20 dex from a 20-point buy, his 1st level init bonus is +11). He's very specialized in what he does, but totally within rules as intended, let alone written.
Also, I'm not sure why your rogue needs a quarterstaff if he's a TWF dagger guy and an unarmed strike guy, unless its for fluff or RP reasons.
| Firest |
First, I'd suggest switching intelligence and wisdom. I suspect you will get more use out of the extra skill point per level.
Look into the Master Thrower in Complete Warrior, though going for it would mean taking some different feats.
Now, why not a Composite Shortbow? Because doesn't fit with his thematics and also daggers are easily concealed, easily bought and no great loss if they're lost.
Given this, I agree that the quarterstaff (especially a masterwork quarterstaff) is a odd fit. You'd be better off just concentrating on your daggers and fists, or just using a simple, easily disposable/hidden, lead pipe or wooden club.
| HalfOrcHeavyMetal |
First, remember that if he's wearing his throwing daggers concealed, it takes a move action to draw each one, even with Quick Draw.
I have a TWF dagger throwing human rogue on the moment, and he's working out fine, but I've specialized him in his dagger throwing. Your main concern is getting sneak attack damage with your throwing daggers, which is hard to do after your opps become flat-footed, so you want a good Perception to maximize chances of acting in the surprise round, and a good initiative to go first in the main round. Improved Initiative is your friend and might get more use than Improved Unarmed Strike (when combined with the Reactionary trait and a 20 dex from a 20-point buy, his 1st level init bonus is +11). He's very specialized in what he does, but totally within rules as intended, let alone written.
Also, I'm not sure why your rogue needs a quarterstaff if he's a TWF dagger guy and an unarmed strike guy, unless its for fluff or RP reasons.
Fluff and RP reasons. Nobody expects a dagger between the eyes when the guy is walking around with a big stick in his hands, so it's another layer of bluff. Also most guards take an instant dislike to somebody wandering around that is not tied to their own organisation and have a bigger sword than they do, especially one they have suspicions about being involved with Thieves Guilds. The Quarterstaff is mostly a first few encounters weapon before he heads to permanently using daggers, although I am seriously considering burning a feat and going Throwing Axes just for the increase to damage.
On the other hand, throwing the Daggers is the icing on the cake, something to do with some masterwork daggers loaded with poison during the surprise round before drawing the two main Daggers and getting into the melee, as yes I have also found the damn sneak attack doesn't mesh often with ranged attacks, something Rogues weep over and everyone else thanks the Gods for. Perhaps continuing to use a Quarterstaff as my 'melee' weapon wouldn't be a bad idea, helps with the fluff and really, Rogue lives and dies on his Sneak Attack, not his base damage modifiers. Slap flat-out +attack-and-damage enchantments on the damn thing and call it the 'double-ended beat-stick of doom', or follow in the path of every Monk I've ever seen and slap ghost touch, disruption and holy on one end and Flaming, Frost and Shock on the other for many laughs as I come pre-prepared for just about everything immune to ye olde Sneak Attacke. And nobody ever pays attention to a walking stick...
But at the same point .... 6 +4 Distance Returning Seeking with a varienty of elemental enhancements on them would allow the Rogue to basically be a walking gattling cannon of Daggers once his BAB gets high enough and he gets Greater Two Weapon Fighting. I'd also consider the Drow Long Knife, if the DM will permit non-pathfinder material, but I doubt it.
First, I'd suggest switching intelligence and wisdom. I suspect you will get more use out of the extra skill point per level.
Look into the Master Thrower in Complete Warrior, though going for it would mean taking some different feats.
Quote:
Now, why not a Composite Shortbow? Because doesn't fit with his thematics and also daggers are easily concealed, easily bought and no great loss if they're lost.Given this, I agree that the quarterstaff (especially a masterwork quarterstaff) is a odd fit. You'd be better off just concentrating on your daggers and fists, or just using a simple, easily disposable/hidden, lead pipe or wooden club.
There is that. Nothing is stopping me from grabbing a pair of Masterwork Gauntlets and using them to beat the crap out of people, and I can easily slap enchantments on them and still use Unarmed Strike. Hopefully the DM can be talked into letting me use the old 3.5 manuals, as I'd dearly love to put Knockback on the gauntlets so I can punt the enemy into range of the party's big-guns.
| HalfOrcHeavyMetal |
If that's where you're going with your quarterstaff, then I would seriously reconsider Improved Unarmed Strike and instead take either Improved Initiative or Point Blank Shot.
Hmm, I was going Improved Unarmed Strike for a 'flavour' feat, given that a street-raised orphan is likely alive because they learned to A) run fast B) endure the loathesome 'protection' of the older children C) was tough enough to scare off other, larger competitors. I guess I was going for C, but Improved Iniative and Point Blank Shot (given most of my 'ranged' attacks will take place within 10-20 feet >.>) were next on my 'Feat Hit List', as it were.
Edit: Hmmm. Okay, Unarmed Strike deals 1d3 damage (Phantom Dice strike again >_>) and daggers deal 1d4. Not big dice but at the same point, nobody is going to be expecting it from a Half-Orc. Might carry around a Great Axe just for looks, since most 'People' (NPCs) aren't going to expect a Half-Orc to be smart enough to bluff or feint.
Next feats must be Improved Initiative (god I love that feat) and Point Blank Shot to make my thrown daggers that much more effective in the middle of a scrum.
So, continuing with the fists/daggers line of though, what other feats/enchantments/items should I be looking to accquire? I vaguely remember a similar build in one of the old Dragon/Dungeon magazines but the prospect of trawling though the stacks (that right now loom next to my desk, leaning towards me in a threatening manner as if to ensure I put them back in order soon) for the build, which probably doesn't work or is no longer optimal under Pathfinder rules :P.
Seeking ... while I read 'Ranged' as including Throwing weapons, I'm not going to bet platinum on that.
Holy ... heh. Uhm, maybe at later levels, after a lot has happened.
Elemental Damage ... now this has potential, but again, making a 'flashy' weapon risks giving away my position as soon as the first dagger is in flight and bursts into flame.
Returning ... definitely. I don't care how much gold I've got at later levels, I am NOT throwing away a +1 Adamantite Dagger. It comes back, or it doesn't leave my hand!
Ki Focus ... combine that with the Returning and Stunning Fist feat and I can (hopefully) stun an enemy with the first weapon, get all the goodies that entails and contineu the ranged sneak-attack bonanza.
Wounding ... Eh, I'll get the Rogue Talent.
Craft(Poison) an interesting concept, but I think I'll have to find a reason in game to pick it up. Also have to deal with the other players and their reactions. Not wanting to slip into Assassin mode here...
| HalfOrcHeavyMetal |
You might want to consider taking some Monk levels. That would give you the improved unarmed strike, then instead of throwing daggers you carry the mithril daggers and flurry with shurikin.
Hmmm, mechanically that is sound, but from a fluff point of view that could be somewhat jarring. One scenario is that part of his training is unarmed fighting, and a Monk who fell from his former lofty position and spends his days drinking and teaching thugs to fight could make for an interesting NPC for me to run into every now and again.
Perhaps completely re-gearing the character as a strait-out Monk .... but then I lose all those lovely Class Skills, so perhaps a Rogue/Monk is in order. 1 level of Rogue as both tying in with the character's backstory, and 2 levels of Monk to reflect his training? I'll lose out on the Master Strike as a Rogue and have final BAB of +14/+9/+4 ... but when flurrying would normal +15/+10/+5.
Arararararararararargh. Monk would be excellent for this character concept but the Lawful Alignment and lack of 'Roguish' Class Skills and Skill Ranks cripples it. Bleh.
On the other hand I can just save up for an Amulet of Mighty Fists, get it to a +4 Enchantment level and slap Merciful on there to help subdue creeps with nonlethal Sneak-Attack or crank it up to a +3 Enchantment level and if I'm Good by that time, slap on the Holy enchantment or if I'm still Self-Interested Neutral, Thundering and Shock. I am considering a Robe of the Monk, just for the increased Unarmed Damage and the additional use of Stunning Fist.
I'm still fond of using the Gauntlets to supplement my Unarmed Strike damage with Enhancement Bonuses and possibly Elemental Damage further down the track if we stick with just plain Rogue, and best of all I can still be 'using' them when I start flinging daggers around, so mechanically they would mesh well with the Daggers. +4 Defending Mithril Gauntlet and +3 Thundering Adamantine Gauntlet would work,can turn to the Mithril Gauntlet for an added AC boost in a pinch, and the Thundering Gauntlet grants me my main 'grunt work' melee weapon as few things are immune to Sonic Damage and with Mithril and Adamantine and the high Enchantment bonuses Specific Damage Reductions will be easily overcome.
The other way to think about things is to leave Unarmed Damage alone as the 'teritary' Melee weapon, what I'd use to knock somebody out or if all other options are spent, and focus on the daggers. 5 +3 Returning Wounding Daggers for the 'main' ranged weapons, and a handful of non-masterwork daggers for 'throw away' weapons to harrass the enemy if they can threaten my magical ones, or if we need to drive back a mob of weak enemies who are somehow able to keep a hold of my returning daggers.
As was mentioned, make the Intelligence 14 and the Wisdom 12, swapping the stats around. With those additional 3 skill points, should I sink them into the existing skills or should I spread myself a little further and gain some ranks in Craft(Poison) to up my combat utility a touch? I was almost willing to drop the Profession for Craft(Trap), and couple that with home-brewed poisons, would make for a lethal one-two punch with the Rogue waiting in stealth to SA somebody's ass when they run past him to get away from the hail of poisoned caltrops falling from a hastily-rigged trap.
| Firest |
Don't get to hung up in the monk's fluff, because it's just that, fluff. Assume that when he was learning to fight he was trained by an ex-monk, or he's just really talented and stumbled across the techniques on his own. Hand wave the lawful alignment, or call it a strict personal code of honor, then use your monk levels to max out your intimidate and stealth.
| HalfOrcHeavyMetal |
Don't get to hung up in the monk's fluff, because it's just that, fluff. Assume that when he was learning to fight he was trained by an ex-monk, or he's just really talented and stumbled across the techniques on his own. Hand wave the lawful alignment, or call it a strict personal code of honor, then use your monk levels to max out your intimidate and stealth.
FFFFFFFFFFF. Just came back from the young woman we're letting DM this game to get her some experience, and she's called for Pure Pathfinder. No 3.5 D&D shenanigans. B~~++*&s. There goes the Drow Long Knives and all the lovely third party feats.
I'm thinking I might give up the Dagger Throwing bit and I'll get back to you guys with a Monk Build and a Two Handed Rogue in a few hours. Also, had to re-roll as she mentioned that the dice were a little high compared to other people (we all rolled together a few days ago and were then told to go and pick out 'race/class' combos, then get back to her) so here we have:
1) 5, 5, 5, 1 (15)
2) 4, 3, 2, 1 (9)
3) 4, 5, 5, 2 (14)
4) 6, 5, 2, 2 (13)
5) 6, 4, 2, 1 (12)
6) 4, 3, 2, 5 (12)
More balanced stats, and a negative that's easily turned into a neutral if I find it's holding me back, depending upon which way I go.
Monk ... Stealthy, poison-using, trap-disabling.
Str) 12
Dex) 15
Con) 13
Int) 12
Wis) 14
Cha) 9
2-handed Rogue ... Stealthy, Talkative, thinks he's a frontline combatant.
Str) 15
Dex) 13
Con) 14
Int) 12
Wis) 9
Cha) 12
| Dragonchess Player |
First, I think you should stick with your original concept. There's nothing wrong with a Two-Weapon Fighting/Throwing rogue and the background suits the concept.
Considering that the difference between daggers (1d4, 19-20/x2) and throwing axes (1d6, 20/x2) is less than 1 point of damage on average, it's hardly worth mentioning. Also, the use of Improved Unarmed Attack and a quarterstaff are good "low-key" choices; the quarterstaff, as a double weapon, is a great choice for a strong character since it can be used to attack with both ends or as a two-handed weapon; it's also a bludgeoning weapon, which can come in handy against certain foes (i.e., skeletons).
The only suggestion is perhaps purchasing a light or heavy crossbow for attacking at long range.
With those rolls, I'd probably go with:
16 Str (14 +2 race), 15 Dex, 12 Con, 13 Int, 9 Wis, 12 Cha
Str for the bonuses on attack and damage rolls, Dex for Two-Weapon Fighting, and Int so you can take Combat Expertise (and Improved Feint). With your advancements in Dex, it will reach 17 at 8th level, the same time you reach +6 BAB to qualify for Improved Two-Weapon Fighting.
Other feats to consider include Double Slice, Point Blank Shot (almost a "must have" for a throwing build), and Power Attack.
One final option is take one (or two) levels of fighter, either now or at a later point. You lose some skill ranks and 1d6 from Sneak Attack, but gain one (or two) bonus feats, plus proficiency with all martial weapons (including kukri) and the orc double axe.
| HalfOrcHeavyMetal |
First, I think you should stick with your original concept. There's nothing wrong with a Two-Weapon Fighting/Throwing rogue and the background suits the concept.
Considering that the difference between daggers (1d4, 19-20/x2) and throwing axes (1d6, 20/x2) is less than 1 point of damage on average, it's hardly worth mentioning. Also, the use of Improved Unarmed Attack and a quarterstaff are good "low-key" choices; the quarterstaff, as a double weapon, is a great choice for a strong character since it can be used to attack with both ends or as a two-handed weapon; it's also a bludgeoning weapon, which can come in handy against certain foes (i.e., skeletons).
The only suggestion is perhaps purchasing a light or heavy crossbow for attacking at long range.
With those rolls, I'd probably go with:
16 Str (14 +2 race), 15 Dex, 12 Con, 13 Int, 9 Wis, 12 ChaStr for the bonuses on attack and damage rolls, Dex for Two-Weapon Fighting, and Int so you can take Combat Expertise (and Improved Feint). With your advancements in Dex, it will reach 17 at 8th level, the same time you reach +6 BAB to qualify for Improved Two-Weapon Fighting.
Other feats to consider include Double Slice, Point Blank Shot (almost a "must have" for a throwing build), and Power Attack.
One final option is take one (or two) levels of fighter, either now or at a later point. You lose some skill ranks and 1d6 from Sneak Attack, but gain one (or two) bonus feats, plus proficiency with all martial weapons (including kukri) and the orc double axe.
Mmm ... there is that, as well as access to Mithril Medium Armor, increasing my base AC while still retaining my Light Armored speed and access to Evasion. Soon as my Computer stops being retarded and lets me access the files on my portable hard-drive, I'll see what I can put up.
You don't think perhaps I should be keeping the Constitution modifier up a bit? Or should I just rely on a Belt of Supreme Ass-Kicking to keep my physical stats high?
| Dragonchess Player |
You don't think perhaps I should be keeping the Constitution modifier up a bit? Or should I just rely on a Belt of Supreme Ass-Kicking to keep my physical stats high?
With rolls of 15, 14, 13, 12, 12, 9, you're facing some tough constraints. You could possibly go with 14 Str and 14 Con instead of 16/12, but that extra +1 on attack rolls and damage will probably tend to be more significant than +3 hp (at 3rd level) and +1 and Fort saves.
I'm assuming you're using your Favored Class (Rogue) bonus (PF RPG Core, pg. 31) for hp, which means your average hp as a rogue 3 with 12 Con is 8+4.5+4.5+3+3=23. Granted, you lag behind the 14 Con barbarian (34 hp) or fighter/paladin/ranger (30 hp), but most rogues aren't tanks. You shouldn't be going toe-to-toe most of the time; throw a dagger during the surprise round, maneuver for a flanking position, and take the opponents out with multiple Sneak Attacks.
The biggest weakness is your Will save. Look at gaining Iron Will and/or a headband of inspired wisdom to compensate.
| HalfOrcHeavyMetal |
HalfOrcHeavyMetal wrote:You don't think perhaps I should be keeping the Constitution modifier up a bit? Or should I just rely on a Belt of Supreme Ass-Kicking to keep my physical stats high?With rolls of 15, 14, 13, 12, 12, 9, you're facing some tough constraints. You could possibly go with 14 Str and 14 Con instead of 16/12, but that extra +1 on attack rolls and damage will probably tend to be more significant than +3 hp (at 3rd level) and +1 and Fort saves.
I'm assuming you're using your Favored Class (Rogue) bonus (PF RPG Core, pg. 31) for hp, which means your average hp as a rogue 3 with 12 Con is 8+4.5+4.5+3+3=23. Granted, you lag behind the 14 Con barbarian (34 hp) or fighter/paladin/ranger (30 hp), but most rogues aren't tanks. You shouldn't be going toe-to-toe most of the time; throw a dagger during the surprise round, maneuver for a flanking position, and take the opponents out with multiple Sneak Attacks.
The biggest weakness is your Will save. Look at gaining Iron Will and/or a headband of inspired wisdom to compensate.
with a Rogue, yes, the Favoured Class Bonus would go to additional Hitpoints, since as squishies we need them in large quantities for the inevitable face-off-with-an-angry-Troll encounter when the damn tank gets punted into the underground lake or some other case of epic asshattery.
On the other hand, and maybe I'm letting the anime get to me here, I am looking at a Monk with some 'Roguish' skills as an interesting concept to run with. Take the Favoured Class Bonus to Skill Ranks, intelligence of 12, gives me some fairly decent skill-ranks, and a suitably skilled Monk can do anything a Rogue can do. So, would go (skill ranks 18) Acrobatics 2+3+2(7), Bluff 1-1(0), Climb 1+3+1(5), Craft(Poison) 1+3+1(5), Diplomacy 1-1(0), Disable Device 2+2(4), Escape Artist 1+3+2(6), Intimidate 2+3-1+2 racial (6), Knowledge(Local) 1+2(3), Perception 1+3+2(6), Sense Motive 1+3+2(6), Stealth 1+3+2(6) and Swim 1+3+1(5).
EDIT: Alternatively, Rogue 1/Monk 2 (and taking a second level of Rogue at 4th level then going Monk all the way till the campaign ends or the character gets snuffed out) would allow a total of 21 Skill-Ranks, and I gain access to the skills I'm desperate for, namely Disable Device, Talking Skills and the Knowledge(Local) and Disguise Skills. Given the nature of the beginning of the Campaign, I intend for the 'Monk Assassin' to slowly learn the mystical roots of his class after running into (and probably being captured by) 'Real' Monks, so Knowledge Religion will crop up from about 5th level onwards, just for Flavour (10 ranks at most).
Acrobatics 2+3+2(7), Bluff 2+3-1(4), Climb 1+3+1(5), Craft(Poison) 2+3+1(6), Diplomacy 2+3-1(4), Disable Device 2+3+2(7), Disguise 2+3-1(4), Escape Artist 1+3+2(6), Intimidate 2+3-1+2 racial (6), Knowledge(Local) 1+3+2(6), Perception 1+3+2(6), Sense Movtive 1+3+2(6), Stealth 1+3+2(6) and Swim 1+3+1(5)
| HalfOrcHeavyMetal |
Half-Orc Rogue 1/Monk 2
Trained to fight and pitted against other such men and women, Grench grew into a tall, ugly, imposing brute, shaving his head constantly because his hair grew in ugly, bristle-like clumps and to expose his blatantly Orcish features for added intimidation value.
After the fall of the now long-forgotten Guild, Grench hired himself out to one of the more desperate merchants as a Guard for their warehouses, and makes a good living out of it, as he's still cracking heads for coin, but is doing so legally, and the Militia cannot touch him, a fact that gives him endless enjoyment.
Traits: Resilient and Poverty-Stricken (Grew up hard, and fast, in the same back-alleys where our group is going to end up together. Learned early on to shiv first and ask questions later, but has also learned that being the biggest bully in the schoolyard also makes you a target, so Diplomacy and Bluff will be skills I'm going to put a lot of focus into. Also he's a half-Orc, nobody expects us to be more than the dumb brute ... heh)
Monk ... Stealthy, poison-using, trap-disabling.
Str) 12
Dex) 15
Con) 13
Int) 12
Wis) 14
Cha) 9
Melee, Primary, +1 Kama (Flurry) +4 (1d6 x2 + Greenblood Oil) and Unarmed Strike (Flurry) +3 (1d6 x2) or
Melee, Secondary, Unarmed Strike (Flurry) +3/+3 (1d6 x2).
Ranged, Primary, Masterwork Shuriken (Flurry) +5/+5 (1d2 x2 + Blue Whinnis poison) or
Ranged, Secondary, Heavy Crossbow +3 (1d10 19-20/x2 + Greenblood Oil).
Weaponry:
+1 Kama (1,002 gold)
20 Masterwork Shuriken (124 gold)
Heavy Crossbow (50 gold)
10 bolts (1 gold)
Armor:
Bracers of Armor +1 (1000 gold)
Cloak of Resistance +1 (1000 gold)
Potions & Oils:
2 potion of Cure Moderate Wounds (600 gold)
Potion of Aid (300 gold)
Potion of Protection from Good (50 gold)
Poisons:
5 vials of Blue Whinnis (600 gold)
3 vials of Greenblood Oil (300 gold)
Misc:
Steel Face Mask (made to look like a grinning Skull) (100 gold)
Monk's Outfit (Black cloth, comes with hood and cloak) (15 gold)
2 Traveler's Outfits (2 gold)
Artisian's Outfit (1 gold)
Cleric's Vestments (Cayden Cailean) (5 gold)
Silver Holy Symbol (Cayden Cailean) (25 gold)
Disguise Kit (50 gold)
Masterwork Artisian's Tools (Poison) (55 gold)
Masterwork Mithril Thieves Tools (600 gold)
2 flasks of Alchemists Fire (40 gold)
5 flasks of Acid (50 gold)
2 vials of Antitoxin (100 gold)
2 Smokesticks (one red, the other white) (50 gold, additional costs for different coloured smokes)
3 Tanglefoot Bags (150 gold)
1 Thunderstone (30 gold)
3 Tindertwigs (3 gold)
50 feet of Silk Rope (10 gold)
3 days of Trail Rations (1 gold 5 silver)
2 bags of Caltrops (2 gold)
Random Stuff stored back at house:
Good lock on his door (80 gold)
Has a Cat (10 gold)
Rents a room in an average boarding house, has simple furniture (bed, wash-stand, chamber-pot, pot-belly stove and 2 chests. (46 gold)
Rent is 20 gold per week.
Keeps the lion's share of his remaining coin in a small box made from Iron with another unique key and lock (80 gold), hidden behind the pot-belly stove (397 gold and 5 silver).
Skill Ranks 21 (8 rogue +1 Intelligence, 4x2 Monk +2 Favoured Class Bonus and +2 Intelligence)
Acrobatics 2+3+2(7), Bluff 3-1(2), Climb 1+3+1(5), Craft(Poison) 1+3+1+2 Masterwork Artisian Tools(7), Diplomacy 2-1(1), Disable Device 2+2+2 Masterwork Tools(6), Disguise Self 2+3-1+2 Disguise Kit (5), Escape Artist 1+3+2(6), Intimidate 1+3-1+2 racial (5), Knowledge(Local) 1+2(3), Perception 1+3+2(6), Sense Motive 1+3+2(6), Stealth 1+3+2(6), Survival 1+3+2+1 Trait (7) and Swim 1+3+1(5).
Going to focus on Acrobatics, Craft (Poison), Disable Device, Perception and Stealth, ie every level they get a rank up, but secondary skills will be Survival, Climb, Swim, Knowledge(local), Knowledge(religion) and Escape Artist, meaning they get a skill rank every 2nd leve. Teritary skills would be Diplomacy, Bluff, Sense Motive and Disguise Self, getting a Skill Rank every third level. Would throw any excess skill-points into skills where my character is getting hammered.
Overall, do you guys think this'll work? Focusing on using poisons on his Shuriken and Kama to help take tougher enemies down a peg or two should be somewhat effective, and with Craft(poison) and the Survival skill to go out and harvest the raw materials, be they centipedes or poisonous mushrooms or something else, should be able to create most poisons on my own.
| HalfOrcHeavyMetal |
Well ... not very happy but what can you do. Second meeting, my plan for a throwing-focused character ... got shot down in flames. She wants me to be the 'brute' of the group because the person whom had volunteered to be the strait-up melee character decided he wanted to be a Ranged Rogue ... and has pretty much rolled up my original character except as a Half-Elf Fighter/Rogue Hybrid using Star-Knives and Unarmed Attacks.
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Thank you all for your efforts, and I am so, so sorry it's come to nothing. *bows*.
Whited Sepulcher
|
Well ... not very happy but what can you do. Second meeting, my plan for a throwing-focused character ... got shot down in flames. She wants me to be the 'brute' of the group because the person whom had volunteered to be the strait-up melee character decided he wanted to be a Ranged Rogue ... and has pretty much rolled up my original character except as a Half-Elf Fighter/Rogue Hybrid using Star-Knives and Unarmed Attacks.
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Thank you all for your efforts, and I am so, so sorry it's come to nothing. *bows*.
A bit late but it may still be worthwhile for your character, if you have the adventurer's armory, one of the things I recommend is the wrist sheathes, it can hide a light weapon up to a pound (or a pound's worth of ammunition), and there's the spring action version also.