Advice for a Build in an Extremely High Powered Campaign


Advice


Ok so it's my friends turn to DM next campaign and we are running a high powered campaign. Now this next part will probably sound crazy but for stats we rolled 6d6 each, rerolled the two lowest and any ones. We then picked a high stat which got a +6 and a low stat that couldn't exceed 14 at character creation. Hearing that I decided I could make a really cool rogue (High Dex, Con, and Int I think yes). Then we picked a type that we are which our options were Saber, Archer, Berserker, Assassin, Lancer, and Rider (apparently from something I'm largely unfamiliar with). I went Assassin, which gives +6 dex, a +2 to all mental stats, and you may use dex in placee of strength anywhere it benefits you. I picked Goblin as my race (mostly for the +4 dex, the stealth bonuses, and the fact that my lowest stat was 16 and going to strength so it didnt have any effect being down to 14 and all for the low stat) which after all said and done puts me at 44 dexterity. This game will also have no wondrous items (most likely)
Now here's the issue, I'm not really sure how to build my self, I'm pretty sure I should go two weapon fighting for the maximum sneak attacks. Though I'm not quite sure what all to grab and when feat and rogue talent wise. And then I was also thinking about Going into the Assassin prestige class starting at level 12 in order to get 11d6 sneak attack, is that a good idea?

My total stats came out:
Strength: 14
Dexterity: 44
Constitution: 25
Intelligence: 27
Wisdom: 25
Charisma: 19

This is the general outline for feats I was thinking about.
1: Two-Weapon Fighting
3: Skill Focus Stealth
5: Double Slice
7: Hellcat Stealth
9: combat expertise
11:?
13: Ability Focus (Death Attack)
15: Greater Two-Weapon Fighting
17: Two-Weapon rend
19:?

And for the rogue talents
2: Fast stealth
4: Weapon training(dagger)
6: Swift poison
8: Combat Trick (Improved Two-Weapon Fighting)
10: Feat(Dastardly Finish)

Sorry it was so long, lot of changed rules to cover.

Sczarni

AHAHA Go watch the anime Fate/Zero

It will give you an idea as to what you are in store for.

Edit: Oh if you need a place to watch it I recommend Crunchyroll.com

Edit Edit: I'd have left Cha as your dump stat and put Str as 2nd or 3rd. Guaranteed damage on hits is a good thing. Also Piranha Strike.


As the assassin I am I get to use Dex instead of strength for everything, So strength to damage is nonexistent for me. I even get it for climb and swim.

Edit: Also should I be worried.

Sczarni

In that case still Piranha Strike. And do you HAVE to use Daggers? Because there are a lot better weapons for you out there...


Well I'd greatly prefer to though I'm open to options, apparently though I left out that starting off we got our weapons up to +5 and these are supposed to be like the weapons we are known for but I'm open to recommendations. I'm assuming short swords are one choice? And how does moving combat expertise to 11 and then piranha strike at 9 sound?

Sczarni

I'd make that move personally. Your Dex is so high that Expertise a few levels later won't hurt or just skip it altogether.

Are you set on Rogue instead of Ninja? Based on the anime I think you are flowing with here it would actually make sense for that character concept. I don't see you running into a lot of traps that losing that ability may not hurt and then you can go for dual Wakazashis for the crit range. If not then look at Kukri instead of daggers. Same damage, but higher crit range.


I think i' stick with rogue, The only reason I went rogue was to get to a more mundane class because the entire time I have played pathfinder I have only been a noncaster/ mystical abilities once and that is not really true because the closest I've gotten is monk.

Also when would you suggest grabbing MWP for kukri? Unless I'm missing something I would have to take it at level 3+

Sczarni

I'd just replace the Skill Focus with it. Not sure that Skill Focus would make a HUGE difference in such a high powered campaign...especially for someone like yourself with such a high Dex.

Keep in mind my ideas are only suggestions.

Also, you may want to look at the Knifemaster Archtype. You lose Trapfinding stuff but get 1d8 for sneak attack dice when using knives.


I was using the skill focus for hellcat stealth which should come in handy for both positioning and just straight up sneak attacks.

That archetype looks nice though I'm going to ask about traps and if they will be common at all, if so i wont be going knife master. Also thank you for your suggestions.

Grand Lodge

Keep in mind that your campaign in the one area that we've seen is very far outside the norm that most of the advice here is based on.

Fact is, you're pretty much in uncharted territory.


I hope you will post what your first fights are like. What are you fighting at level 1 ? Somehow the usual kobolds don't seem to be a threat

Sczarni

If I am right about this...they will be fighting each other.

Look up Fate/Zero the anime.


I certainly will Vuvu.
I certainly realize that we will be way out of standard territory I was just looking for a little assistance on the feat allocation because I've spent pretty much all my time as a caster or a very different type of melee.


I'd go for ninja instead of rogue, weapons of choice would be wakizashis. If you go rogue, go to knife master.

I don't see how going into assassin at lev 12 would give you 11d6 sneak attack though...


Well the 11d6 will be total at 20 which we are hopefully shooting for but unless I read wrong 11 levels of rogue is 6d6 and then 9 assassin is another 5d6.

As for the encounters they were other people with stats in th same range though obviously a little lower, they had the same types like lancer and assassin and berserker but they went down easy with their low hp and everyone's high damage, not to mention they weren't optimized and what not. Also that skill focus isn't wasted, now even under the effects of glitterdust I still have a stealth bonus (however it is only a bonus of 1)


My suggestion would be instead of hellcat stealth go 1lv of shadow dancer for hide in plain sight considering your int getting the few ranks of preform(dance) would be no problem you would lose the ability to hide in bright light but in dim light you wouldn't lose the 10 to your stealth check in dim light that way you can have 2 more feats to play with I would suggest getting dodge and combat reflexes because if you have that much dex you might as well get it because by my count you currently have a +17 mod and that way you can just hit everything


Man oh man u shoulda went barbarian... with eldritch heritage(orc) u coulda ended up with like a 74 raging/giant str at 20 lol, with a +5 keen furious falcata/boots of speed and power attack/raging brutality and beast totem line with reckless abandon/quickened touch of rage ur attacks woulda looked close to this:

+70/+70/+65/+60/+55 3d6+105 17/20x3 ROFL

Sczarni

WerePox47 wrote:

Man oh man u shoulda went barbarian... with eldritch heritage(orc) u coulda ended up with like a 74 raging/giant str at 20 lol, with a +5 keen furious falcata/boots of speed and power attack/raging brutality and beast totem line with reckless abandon/quickened touch of rage ur attacks woulda looked close to this:

+70/+70/+65/+60/+55 3d6+105 17/20x3 ROFL

Maybe the guy playing Berzerker will. ;)


Another option is the Bandit archetype, then combine it with the Underhanded talent from UC. With your Charisma, 4 times per day, during a surprise round, if you use a concealed weapon, you do max damage with your Sneak Attack. Spring loaded wrist sheath and you're set.

Bandit archetype will let you move up to your target and still strike in the surprise round.

You can also combine Bandit with Knife Master if you want.


I left out a direct statement that we didn't fight each other, the DM said it was because it mostly be us silent around the table passing notes. I'm going to go hellcat stealth instead of the dip into shadow dancer because dim light can be scarce though bright and normal light are very common, even in the cave we're in so far its had 2 holes that light up part of the room to bright.

Oh, and I'd thought about berserker then I heard the penalties, drop all mental stats to 1, +16 to strength , can frenzy for +6 un-typed strength and constitution, and possibly large sized (that hasn't been decided entirely) though we don't have one. We have two sabers (one cavalier and one monk), a caster wizard, an archer ranged rogue, and me an assassin two-weapon fighting rogue. The cavalier isn,t using his mount so I use it during travel or during a fight, I may be a goblin but by int mod is 8 so I can justify not loathing/ fearing his horse, it actually was really useful for jumping off and onto ten foot high towers with archers on them.

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