| Scripps |
This character is currently level 5: 3 levels of rogue (knife master/scout) and 2 levels of alchemist (vivisectionist/beastmorph).
This campaign is on hiatus right now while we run Rise of the Rune Lords but I was hoping to get some advice on the build plan. Stats are rolled:
Str: 13, Dex: 20 (after modifiers), Int: 13, Con: 16, Wis: 9, Cha: 11
Traits are Reactionary and River Rat.
I figured that after alchemist 10 I'd just head back to rogue for another advanced talent (and because I selected the 1/6th of a talent favored class bonus). I've also considered fitting a few levels of fighter somewhere, to free up feats for more discoveries or talents, or speed up my acquisition of false opening. I rarely see that feat mentioned though so maybe it's not as great as I'm thinking. Wouldn't mind working lunge in there somewhere either. Archetypes to use if I pick a few levels of fighter? Weapon master? Brawler? Or skip it and stick with rogue/alchemist? Advice? Tips?
Lv.1 (Human): Weapon Finesse
Lv.1 (Rogue 1): Two-Weapon Fighting
Lv.2 (Rogue 2): Combat Trick: Quick Draw
Lv.3 (Rogue 3): Point Blank Shot
Lv.4 (Alchemist 1): Brew Potion, Throw Anything
Lv.5 (Alchemist 2): Dodge, Bleeding Attack
Lv.6 (Rogue 4): Offensive Defense, Scout's Charge
Lv.7 (Alchemist 3): Weapon Focus: Dagger
Lv.8 (Alchemist 4): Feral Mutagen
Lv.9 (Alchemist 5): Close Quarters Thrower
Lv.10 (Alchemist 6): Preserve Organs
Lv.11 (Alchemist 7): False Opening
Lv.12 (Alchemist 8): Preserve Organs
Lv.13 (Alchemist 9): Opening Volley
Lv.14 (Alchemist 10): Crippling Strike
Lv.15 (Rogue 5): Improved Two-Weapon Fighting
Lv.16 (Rogue 6): Deft Palm, Underhanded
| Kahn Zordlon |
you have a varied attack method that is more vercitle than most builds, you have ranged attack feat, melee weapon feats, and natuaral weapon mutagen. I was a little confused on the natural attack method. Turns out you get your primary natural attacks at full bab and secondary at -5, but as I understand it, you get them all.
| Scripps |
you have a varied attack method that is more vercitle than most builds, you have ranged attack feat, melee weapon feats, and natuaral weapon mutagen. I was a little confused on the natural attack method. Turns out you get your primary natural attacks at full bab and secondary at -5, but as I understand it, you get them all.
Thanks, for the feedback. I figured since I was married to daggers, I might as well get some versatility out of them. Feral mutagen is mostly there for when I can't get Sneak Attack for whatever reason, or if I decide to go Master Chymist.
I never see people mention False Opening as a way to make enemies flat-footed, so I wondered about the build. And, of course, whether to take some fighter levels. I think I'm pretty happy with it though.
| Cheapy |
I'd avoid tentacle, personally. It doesn't grant any extra attacks, so you can't add it to your attack routine by full-attacking.
False Opening is clever, and should work. I guess technically you could throw a dagger at the target you want to provoke the AoO from, since the AoO will happen right before you throw the dagger. GMs might not be happy with the timing of that though. Of course, you could be in for a world of hurt if they take the AoO and don't miss.
| Scripps |
I'd avoid tentacle, personally. It doesn't grant any extra attacks, so you can't add it to your attack routine by full-attacking.
False Opening is clever, and should work. I guess technically you could throw a dagger at the target you want to provoke the AoO from, since the AoO will happen right before you throw the dagger. GMs might not be happy with the timing of that though. Of course, you could be in for a world of hurt if they take the AoO and don't miss.
Thanks, Cheapy. I thought it was clever too, and wondered why I don't see it mentioned more. Of course, with 2 big caveats: 1) it's perfect ... for this specific type of character and useless (and feat intensive) for almost anyone else and 2) potentially dangerous.
Hence, taking preserve organs multiple times. And I'd considered using UMD and a wand of Warding Weapon to help with that, especially since I can always Quick Draw another dagger. Any other ways anyone can think of to defend against those AoOs I'll be taking?
Also, any thoughts on trying to mix a few levels of fighter? Maybe give up those rogue levels past 4 and see if DM will let me switch favored class to alchemist?