Slyme
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Working on a build and thought I would post it up here to get folks opinions on it.
The character concept is an upstanding merchant by day, adventurer/magical cat burglar by night. Heavy focus on face/infiltrator skills, spells oriented towards buffs and keeping out of harms way.
The character is for PFS play, so standard 20pt buy, only sanctioned materials.
Race: Skinwalker (Fanglord Heritage)
Alignment: Chaotic Neutral Vigilante / True Neutral Social
Faction: The Exchange
Str: 11
Dex: 15
Con: 12
Int: 16
Wis: 10
Cha: 12/14
Alternate Racial Traits: Fanglord Heritage
Traits: Extremely Fashionable, Goldfinger
Favored Class: Vigilante/HP
Items:
+1 adamantine dagger 5002gp
+2 shadow mithral chain shirt 8850gp
Belt of incredible dexterity +2 4000gp
Boots of the cat 1000gp
Circlet of persuasion 4500gp
Cloak of resistance +3 9000gp
Deliquescent gloves 8000gp
Extend metamagic rod (lesser, 3/day) 3000gp
Eyes of the eagle 2500gp
Goggles of minute seeing 2500gp
Handy haversack (empty) 2000gp
Headband of vast intelligence +2 4000gp
Luminous lockpicks 6000gp
Periapt of health 7500gp
Ring of protection +2 8000gp
Ring of sustenance 2500gp
Sleeves of many garments 200gp
Total GP = 78552gp
1. Unchained Rogue 1
Feat: Two-Weapon Fighting
2. Warlock Vigilante 1
Social Talent: Social Grace: Diplomacy
3. Warlock Vigilante 2
Vigilante Talent: Tattoo Chamber
Feat: Weapon Focus: Mystic Bolts
4. Warlock Vigilante 3 +1 Dex
Social Talent: Renown
5. Warlock Vigilante 4
Feat: Accomplished Sneak Attacker
6. Warlock Vigilante 5
Social Talent: Gossip Collector
Social Grace: Bluff
7. Warlock Vigilante 6
Vigilante Talent: Arcane Striker
Feat: Skill Focus: Disable Device
8. Arcane Trickster 1 +1 Dex
9. Arcane Trickster 2
Feat: Deft Hands
10. Arcane Trickster 3
11. Arcane Trickster 4
Feat: Improved Two-Weapon Fighting
12. Arcane Trickster 5 +1 Dex
The build will end up able to cast up to level 4 wizard spells, have a 2d6+4 acid damage attack with +4d6 sneak attack damage at +10/+10/+5/+5 -vs- touch AC (maybe more depending on buffs/flanking bonuses/etc) -or- a +1 adamantine dagger for 1d4+1 +1d6 acid against normal AC. It will be able to spot and disable normal or magical traps, have maxed ranks in bluff and diplomacy (and a number of other skills)
If you spot any errors, or have suggestions for ways to improve the build, I am always open to suggestions/critiques.