| Nuruhuin |
I'm currently playing a nearly 2nd-level character and I was thinking his future! :P
My stats now are:
Str:13
Dex:19
Con:10
Int:17
Wis:11
Cha:11
And the build I'd like:
01 Rogue1 [TWF]
02 Rogue2 (Finesse Rogue)
03 Rogue3 [Weapon Focus: Short sword]
04 Wizard1 (Transmutation, Cat Fmliar, Opposed: Enchantment, Evocation)
05 Wizard2 [Fleet]
06 Wizard3
07 Rogue4 (Resiliency) [Dodge]
08 Rogue5
09 Wizard4 [Mobility]
10 Wizard5 (Spring Attack)
11 Shadowdancer1 [Improved Initiative]
12 Rogue6 (Trap Spotter)
13 Rogue7 [Improved TWF]
14 Assassin1
15 Assassin2 [Vital Strike]
16 Assassin3
17 Assassin4 [Combat Reflexes]
18 Assassin5
19 Assassin6 [Improved Vital Strike]
20 Assassin7
Any thoughts? It was really hard to make decisions about the Wizard...
Thnx in advance!
Deadmanwalking
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Why are you going Wizard? Or Assassin for that matter? It's hard to give advice unless we know what you're aiming for. Multiclassing with casters is usually a bad idea, so you need a compelling reason for it to be a good one.
If you do decide to do it, well, your Feat selection has no synergy. Vital Strike is basically useless for a Rogue (an extra 1d6 damage? Woo.), and Spring Attack can't be combined with Two Weapon Fighting, so those Feat chains don't play well together.
Martin Kauffman 530
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IF YOUR CHARACTER IS INTENDED FOR PATHFINDER SOCIETY ORGANIED PLAY, AS OPPOSED TO PLAY IN A HOME CAMPAIGN,ITS STATS SEEM TO EXCEED THE 20 POINT BUY LIMIT. ALSO, AN ASSASSIN HAS A EVIL ALIGNMENT WHICH IS ALSO PROHIBITED IN PATHFINDER SOCIETY ORGANIZED PLAY. IF IT'S FOR A HOME CAMPAIGN, JUST MAKE SURE THE REST OF YOUR GROUP ALSO HAS NON-GOOD ALIGNMENTS AND DOES NOT CONTAIN A PALADIN. I WOULD DISCUSS YOUR CHARACTER CONCEPT WITH YOUR DM AND YOUR PROSPECTIVE GROUPMEMBERS AS THIS COULD CAUSE PROBLEMS IN CERTAIN GROUPS/CAMPAIGNS.
| Dragonchess Player |
Very scattergun and probably not going to feel effective as you get past 7th level. By 12th level (rogue 6/wizard 5/shadowdancer 1), you will only have a BAB of +6 (a straight rogue would have +9) and not be very effective as a melee combatant (especially with the -2 penalty for Two-Weapon Fighting). You also need Combat Reflexes before taking your first level in shadowdancer.
My recommendation is to either avoid multiclassing as a wizard (alchemist would make a better fit, focusing on poison creation/use) or focus more on the spellcasting (i.e., the arcane trickster prestige class).
Alchemist version:
rogue (poisoner) 1- Two-Weapon Fighting
rogue 2- Rogue Talent (Finesse Rogue)
rogue 3- Extra Rogue Talent (Surprise Attack)
alchemist 1- +1 Dex; Mutagen (Dex)
alchemist 2- Discovery (Smoke Bomb); Extra Discovery (Stink Bomb)
alchemist 3
alchemist 4- Discovery (Concentrate Poison); Extra Bombs
rogue 4- +1 Int; Rogue Talent (Lasting Poison)
alchemist 5- Extra Rogue Talent (Swift Poison)
alchemist 6- Discovery (Sticky Poison)
assassin 1- Improved Initiative
assassin 2- +1 Dex
assassin 3- Lunge
assassin 4
assassin 5- Improved Two-Weapon Fighting
...
Wizard version:
rogue (sniper) 1- Point Blank Shot
rogue 2- Rogue Talent (Snap Shot)
rogue 3- Precise Shot
wizard (admixture) 1- +1 Dex
wizard 2- Arcane Armor Training
wizard 3
arcane trickster 1- Extra Rogue Talent (Sniper's Eye)
arcane trickster 2- +1 Int
arcane trickster 3- Craft Wand
arcane trickster 4
wizard 4- Weapon Focus (Short Bow)
arcane archer 1- +1 Int
arcane archer 2- Empower Spell
arcane trickster 5
arcane trickster 6- Quicken Spell
...
The alchemist version requires the least changes to your 1st level character, so it may be the easiest route.
| Gelmir |
Wizard-rogue has been sub-optimal since forever.
I like the rogue-Alchemist suggestion. The idea, though, is take advantage of the Sneak attacks.
So... FERAL MUTAGEN! That is 3 attacks in a full round attack! Add in conugron smash and shatter defenses and you can sneak attack on EVERY attack all of the time by yourself.
Also note that feral mutagen and enlarge person provide bonues to intimidate (cornugon smash)
Also, the alchemist self buffs mean you can overcome your bad BAB.
18 base strength + 4 mutagen + 2 enlarge person = 24 strength!
option 2: fighter-rogue with Mobile fighter! He gets an ability before level 12 that allows him to move and do a full attack! Takes awhile though...
| Nuruhuin |
Nuruhuin wrote:Wait... this wasn't an April fool's joke?Actually the character was created fluff-based, so I was curious if he could survive!!
I like both rogue-alchemist /rogue-arcane trickster builds, I will talk to my DM and I will find a solution!!!
Thanx a lot everyone!!
Nope... Today is troll's day?
Yes Assassin is evil only....
Demoyn
|
Demoyn wrote:Nuruhuin wrote:Wait... this wasn't an April fool's joke?Actually the character was created fluff-based, so I was curious if he could survive!!
I like both rogue-alchemist /rogue-arcane trickster builds, I will talk to my DM and I will find a solution!!!
Thanx a lot everyone!!
Nope... Today is troll's day?
Yes Assassin is evil only....
Every day is troll's day!
| sunbeam |
It seems to me that whatever you do, the assassin levels only hold you back.
You can be a killer for hire, and even call yourself an assassin without taking that prc.
Personally I would just do enough rogue levels to qualify for trickster. You only need three for the sneak attack die qualifier, but I'd take 4 because you'd get another bab, reflex save bump, a talent, and uncanny dodge.
I'd do 4 rogue, 3 wiz, then straight trickster. If you go to 20 fill out the last 3 levels with wizard.
Truthfully you'd probably be better off with just 3 rogue levels, depending on what side of the tier debate you take.
Just hard for me to see what assassin levels do for you. That seems like a pretty weak prc, plus depending on your party you may be alone in the deep end of the alignment pool.
Oh yeah, and if you do take trickster I don't think that will progress your familiar. I'm not sure you lose anything if you take the bonded object, but you might want to not have a cat.
Kane Ninefingers
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IF YOUR CHARACTER IS INTENDED FOR PATHFINDER SOCIETY ORGANIED PLAY, AS OPPOSED TO PLAY IN A HOME CAMPAIGN,ITS STATS SEEM TO EXCEED THE 20 POINT BUY LIMIT. ALSO, AN ASSASSIN HAS A EVIL ALIGNMENT WHICH IS ALSO PROHIBITED IN PATHFINDER SOCIETY ORGANIZED PLAY. IF IT'S FOR A HOME CAMPAIGN, JUST MAKE SURE THE REST OF YOUR GROUP ALSO HAS NON-GOOD ALIGNMENTS AND DOES NOT CONTAIN A PALADIN. I WOULD DISCUSS YOUR CHARACTER CONCEPT WITH YOUR DM AND YOUR PROSPECTIVE GROUPMEMBERS AS THIS COULD CAUSE PROBLEMS IN CERTAIN GROUPS/CAMPAIGNS.
Why do people think that different alignments can't play together? You are taking such a narrow point of view and turning every character into a specified mold. There is nothing wrong with several different alignments in a group. How boring would life be if we were all the same? It is called roleplaying for a reason. It makes it more interesting when there are different motivations within the group and not just a bland follow the leader blindly attitude. Having a Paladin and a true evil aligned thief is interesting. You don't have to kill everything just because you are evil and you don't have to save everyone just because you are good. I think the way good and evil are roleplayed can vary in many degrees.
LazarX
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IF YOUR CHARACTER IS INTENDED FOR PATHFINDER SOCIETY ORGANIED PLAY, AS OPPOSED TO PLAY IN A HOME CAMPAIGN,ITS STATS SEEM TO EXCEED THE 20 POINT BUY LIMIT. ALSO, AN ASSASSIN HAS A EVIL ALIGNMENT WHICH IS ALSO PROHIBITED IN PATHFINDER SOCIETY ORGANIZED PLAY. IF IT'S FOR A HOME CAMPAIGN, JUST MAKE SURE THE REST OF YOUR GROUP ALSO HAS NON-GOOD ALIGNMENTS AND DOES NOT CONTAIN A PALADIN. I WOULD DISCUSS YOUR CHARACTER CONCEPT WITH YOUR DM AND YOUR PROSPECTIVE GROUPMEMBERS AS THIS COULD CAUSE PROBLEMS IN CERTAIN GROUPS/CAMPAIGNS.
Since he's NOT posting in the Pathfinder Society subforum, please dial down the shouting key, (or pry off the caps lock on your keyboard) and answer his question.