jspage |
I seen this idea in another thread and wanted to maximize the efficiency of the stealth and tripping abilities since having a trip lock will pretty much guarantee the enemy is kinda stuck. I would like to expand on it too if there are better implementations of the idea. Open to anything!
Yomi
Female Garuda-Blooded Aasimar (Plumekith) Fighter 5/Rogue 4/Shadowdancer 3
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +16
Defence
AC 26, touch 18, flat-footed 17 (+7 armor, +4 Dex, +1 natural, +1 deflection, +5 dodge)
hp 122 (5d10+7d8+53)
Fort +11, Ref +14 (+1 bonus vs. traps), Will +6 (+1 vs. fear); +1 trait bonus against enchantment spells and spell-like abilities, +4 and one size larger to resist effects of windOffence
Speed 60 ft.
Melee +2 keen scythe +16/+16/+11 (2d4+10/19-20/×4)
Special Attacks sneak attack +2d6, weapon training abilities (heavy blades +1)Statistics
Str 20, Dex 18, Con 16, Int 14, Wis 12, Cha 5
Base Atk +10; CMB +13 (+19 trip); CMD 33 (35 vs. trip)Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, Improved Trip, Lunge, Mobility, Spring Attack, Toughness, Tripping Strike, Whirlwind Attack
Traits anatomist, loyalty
Skills Acrobatics +21 Disable Device +28, Escape Artist +19, Linguistics +9, Perception +16 (+18 to locate traps), Perform (dance) +5, Ride +8, Sense Motive +5, Sleight of Hand +12, Spellcraft +3, Stealth +19
her one goal is to find a shadow (she can use smokesticks, i think) stealth into it, teleport to a good spot, charge in and whirlwind attack everything with trip. she has massive bonus' to trip, and gets AoO's when things fall, plus if she hits lunge (-2ac for +5 reach? sure thing boss!) she can trip a whole group of enemies, then attack them while they're tripped (no dex bonus=sneak attack, right? right? chances are she'll eventually crit SOMETHING and laugh as they just blow up. id love to get like, vorpal on my scythe, because what could possibly be cooler *or costlier* than that?! added bonus, fighting with a shadow (free flank buddy!!!) that deals 1d6 con damage, unless i'm mistaken?
Toshy |
One problem I immediately see is the assumed sneak attack against prone enemies.
So no denied Dex-Bonus, which means no sneak attack.
Another thing to note is relying on tripping altogether. While useful an viable in a "humanoid-based" campaign, where most of your enemies will be medium humanoids (soldiers, cultists, etc.), it gets increasingly more difficult with monsters.
Many of them have more then two legs, are flying, larger or can't be tripped at all. Which means, that tripping becomes increasingly more difficult and therefore less useful the higher leveled your enemies are.
It still can ne done, but the mileage you can get out of a trip-focus build heavily depends on the kind of campaign and the kind of enemies you are likely to face.
Azothath |
Trip builds rely on being close with allies. Then eventual retraining of feats into something else around 9th-11th level.
Your cut and paste build is basically terrible and about a 26 pt buy. Shadow Jump: ...as dimension door ... The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day ... plus some with levels. Check out the limitations on dimension door. Light cantrip forbids it in a 20ft radius, Daylight spell totally shuts down shadow jump in a 60ft radius. The original poster made some bad assumptions about how things work including smoke/fog, dim door, action economy, etc.
Now, Garuda-Blooded Aasimar (Plumekith) Wizard(diviner) 12 bond obj amulet is pretty good, standard 20 point buy at [12,16,10,20,12,10] at 12th with 3 in Int. Add a belt and headband and you're in business.
A Wiz(diviner)1 bond obj Ninja 11 (spells + stealth) will outperform the shadowdancer. You could even go arcanist 2 ninja 10 with dimensional slide.