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omglolnub
2010-06-26, 10:09 PM
I'm trying to come up with a build for a game, in which all the PC's are assassins in some sort of competition (he's being intentionally vague on this point). I'm going to assume there may be PvP, and PvE is a given.

I'm looking for a build that will excel at both of these, most likely with Rogue as the base.

I'm thinking right now Whisper Gnome (possibly the Dark template), and I'm thinking either going Swashbuckler with Daring Outlaw, or Wizard/Sorc. ECL is 12, so what are the Playground's thoughts?

Thanks in advance,
~Nub~

Current build:
Whisper Gnome
Rogue 1/Conjurer 4/Unseen Seer 7

Bans: Evocation and Necromancy
AFC's: Abrupt Jaunt and Martial Wizard

34 point buy gives:
Str: 6
Dex: 17 (+1 level)
Con: 16
Int: 20 (+2 Level up)
Wis: 8
Cha: 12

That gives:
BAB: 8/3 (12/6/1 with Divine Might)
Will/Ref/Fort: 8/8/6
CL: 11 (14/12 Div/Other)
+4d6 Sneak attack
2 Advanced Learning's (Hunters Eye and Divine Insight)
4 Feats (Craven, Darkstalker, Practiced Spellcaster, Rapid Shot)
1 Flaw Feat (Flaw: the -1AC one, Feat: Arcane Disciple (War))
1 Fighter Bonus Feat (PBS)
134 skill points (or 8.9 maxed skills)
Hide: 15
MS: 15
Bluff: 15
Spot: 15
Listen: 15
Spellcraft: 4
Search: 15
Intimidate: 15
Tumble: 15
10 Points for skill tricks/other skills.

WBL+20%= 132,000
+1 Splitting Shortbow (32k)
Circlet of Rapid Casting (15,000)
Belt of Battle (12k)
Lesser Rod of Extend Spell (3k)
Collar of umbral Metamorphosis (22k)
+3 Dex Gloves (9k)
Wand of Heroics (1.5k)
Wand of Grave Strike (750)
+1 Heavy Fortified Leather Armor
750 left over for now

Strategy:
When target is found, buff Heroics twice for Manyshot and Improved Manyshot.

Just Before assault buff Extended Divine Power and Quickened Hunters Eye.

Rapid Cast Haste (swift) Quickened True Strike (Free) then during surprise round, full attack. Total arrows in the air? 16, with a possible (4 base +4 Hunter's eye= 8*16) 128d6 Sneak Attack.
Attack Bonuses: 31/11/11/11/11/11/21/21/21/21/21/21/16/16/11/11
Against high AC (28): 1st shot will hit, next five have a 15% chance to hit so 75% chance 1 hits, assume none will, of the next six they have a 75% chance to hit each, assume 4 will hit, next two have a 45% chance to miss, assume none hit, assume last two wont hit. So, if the dice gods hate you, in a very average way, you'll get five connects for 5d4+40d6+60+15 (or 20 if +1 bow stacks with +3 arrows). Average damage 227.

If he turns out to be undead, buff grave strike, Belt of Battle, pelt him again.

So, where did I math fail this time (besides assuming that almost none of my arrows hit, I like to assume the worst).

Eldariel
2010-06-26, 10:25 PM
Go Unseen Seer! Or Incantatrix if you feel like you need to be powerful (lolpersistentsuperiorinvisibility) but that may be overdoing it a bit. Magic is where it's at and a sneaky caster seems just right for the job. Make sure to conceal your auras and hide through both, mundane and supernatural means.

PId6
2010-06-26, 10:36 PM
Pretty much what Eldariel said. You get rogue sneakiness with wizard spells, the best of both worlds! (Okay, not quite, but close enough.)

Race: Whisper Gnome
Class: Rogue 1/Conjurer 4/Unseen Seer 7

Take the Abrupt Jaunt Wizard ACF from PHB2, and max out your Int score. For Advanced Learning, take Hunter's Eye and Grave Strike (both from SpC). When you level up, finish up Unseen Seer, take another level of Wizard (taking Spontaneous Divination ACF from CC), and finish up with Arcane Trickster.

herrhauptmann
2010-06-26, 10:36 PM
don't take the dark template. Buy the dark template. You can buy the collar of umbral metamorphosis for 10K or its constant use variant for 22K.

It's funny, this was just covered in another thread a few minutes ago.

There's a few items in the 3.0 book 'song and silence' which should help give you bonuses to your hide and move silently skills.
As far as I know, most of those items were never mentioned in 3.5, so they should still be legal.

JaronK
2010-06-26, 10:44 PM
If you're willing to do Factotum, they're much better for this sort of thing. Necropolitan Whispergnome Factotum 10/Unarmed Swordsage 2 with Darkstalker, a few Fonts of Inspiration, and other feats to taste (consider Manyshot and Item Familiar). Maybe go with the poison route, so take Sickening Strike and Terrifying Strike (power them with Assassin's Stance) along with Master of Poisons. Use Minor Creation to generate either Black Lotus Poison or Sinmaker's Surprise (DC 20 3d6 Con/3d6 Con or DC 24 2d6 Con/2d6 Con with some acid damage, your choice) and a Splitting bow (any type) of Assassination. Add in a tooth of Leraje. Now your poison DCs effectively go up by 9 (5 for Assassination, 4 for the stacked shaken and sickened penalties) ensuring that anyone who's not immune is pretty much screwed when you fire. Use the Complete Warrior rules to trade your racial proficiencies for the Gnomish Quickrazor so you've got Iajuitsu Focus damage in melee... and consider using a Lyre of the Restful Soul + Rod of Defiance to lower the Turn Resistance of any other undead PCs before you turn them (that's a -8, so you should instant kill any other Necropolitans).

The result of all this? You're immune to sneak attack unless your enemies brought along Truedeath Crystals (consider using Disguise to look like you're a live Whispergnome). Anyone who's not immune to poison is dead the moment you full attack them. Your hide bonuses (Int + Dex) should be enough to hide from any other assassin type. And you can rock it in melee. Don't forget to get a few good manuevers as a Swordsage.

JaronK

Eldariel
2010-06-26, 10:48 PM
Take the Abrupt Jaunt Wizard ACF from PHB2, and max out your Int score. For Advanced Learning, take Hunter's Eye and Grave Strike (both from SpC). When you level up, finish up Unseen Seer, take another level of Wizard (taking Spontaneous Divination ACF from CC), and finish up with Arcane Trickster.

I'd actually take Divine Insight over Grave Strike for the second Advanced Learning; Grave Strike Wands are so cheap (and the spell is rarely enough necessary) that it's sorta waste to learn the spell.

But yeah, something along these lines is excellent. Arcane Trickster has horrible entry prerequisites skillpoint-wise; if you're ok with those, go ahead but otherwise, use something else and skip out on those last 3 points of SA.

Fatespinner/Mindbender/Incantatrix/Mage of the Arcane Order/Geometer/company are respectable and don't have hard entry prerequisites (other than Incantatrix, which costs you a school but also gets you Metamagic Effect) and make for great fillers over the last levels.


Oh, and feats you'd want:
Able Learner [RoD] (pray/talk/cry for it until DM caves in and allows it for non-humans)
Practiced Spellcaster [CA] (gets rid of the negative effects of Divination Spell Power)
Keen Intellect [DR323]/Nymph's Kiss [BoED]/Darkstalker [LoM]/Craven [CoR]/Extend+Persistent Spell [CArc]/Split Ray [CArc]/Sculpt Spell [CArc]/Invisible Spell [CArc]/Quicken Spell [CArc] are all fine feats to consider too.

herrhauptmann
2010-06-26, 10:51 PM
A lot of stuff
JaronK

As far as poisons, try looking into BoED instead.
The ravages work like a poison, but they're crafted to work on otherwise poison immune creatures such as demons.
Therefore, any creature with poison immunity, or just bonuses to saves vs poison (dwarves and others) is still screwed.

JaronK
2010-06-26, 10:54 PM
Except you can't make Ravages with Minor Creation (they're not plant based) so they'd cost FAR too much to put on every arrow). The poisons I listed are explicitly made of plant materials, and can thus be made for free, ensuring endless poison.

JaronK

herrhauptmann
2010-06-26, 11:04 PM
Except you can't make Ravages with Minor Creation (they're not plant based) so they'd cost FAR too much to put on every arrow). The poisons I listed are explicitly made of plant materials, and can thus be made for free, ensuring endless poison.

JaronK

Ahh, didn't know the limitation on minor creation.
The ravages would still be useful in minor amounts, if only for when you're against a poison immune creature that's crushign the party.

omglolnub
2010-06-26, 11:06 PM
Thanks for all the advice so far! Just a note, the DM said that we probably wont level during the campaign.

And now going over what was said, I realize it's a game of assassin (hunt, whatever you want to call it, basically you get a name and in this case kill them, so my target will be a PC for sure).

To quote:

Hunt, kill, repeat. Find your target, end him, and don't get killed. Be wary, for someone has given detailed descriptions of each of you to the town guards. Now, you not only have to contend with an assassin on your tail, but also city-wide manhunts for you, and bounty hunters on every street corner. May the best killer win.

Oh, and did I mention? Your targets are each other.

For RP going undead is not going to happen. On top of that, carrying weapons is illegal in the city, so while quickrazors are good, any suggestion on keeping a ranged weapon concealed?

Edit: There also isn't any teleportation or scrying allowed, so no scry and die <.<

Eldariel
2010-06-26, 11:33 PM
For RP going undead is not going to happen. On top of that, carrying weapons is illegal in the city, so while quickrazors are good, any suggestion on keeping a ranged weapon concealed?

Yeah, use magic as your weapon. Though there's Sleight of Hand to hide a Hand Crossbow. But magic! Honestly, magic is so obvious an answer to all your problems it's not even funny and if you don't have Divinations and Teleports, you're not in the same ballpark as the rest.

Also, be Vecna-Blooded [MM5]! This is a game of information and Vecna-Blooded dominates games of information (in that you can't be targeted by divinations, period). It's only level adjustment +1 too. Buy it off, profit. And magic, of course, augments mundane disguises to be...anybody else. Combined with Vecna-Blooded, you will appear truly innocuous and definitely not like the cold-blooded murderer you are.


Nymph's Kiss would be a valuable tool if you can pull off the "only kill evil"-shtick or get the Exalted requirements waived. It may actually be preferable to go Charisma-base as Charisma-checks are probably going to be decisive...though Spot, Listen and Sense Motive are huge too and you can derive two of the three off Int with Keen Intellect so defensively, Int-focus wins out, and extra skillpoints are pretty key.

If anything, both being relatively high would be desirable. And of course, Dex and some Con. I'd actually consider another race like Gray Elf; use shapechanging magic for the other advances and get your stat bonuses from the race.

omglolnub
2010-06-27, 12:47 AM
So as of now I'm thinking:

Venca-Blooded Whisper Gnome (of course polymorphed to look normal)
Rogue 1/Wizard 4/Unseen Seer 9

34 point buy gives:
Str: 6
Dex: 16
Con: 16
Int: 18
Wis: 8
Cha: 14 (+2 from levels)

That gives:
BAB: 9/4
Will/Ref/Fort: 9/9/7
CL: 13
+4d6 Sneak attack
2 Advanced Learning's
3 Feats
1 Flaw Feat
154 skill points (or 11 maxed skills)

I'm curious why Conjuration specialist over say, Illusion for extra Invisibility and deceptiveness. What do you suggest for bans? While I normally jump at evocation, I have read about a few builds that use evocations+SA for some really big numbers.

Also, considering there's no scrying/teleport allowed, is Venca-Blooded worth the LA? Not taking it nets me 1 Feat, 10 skill points, and an attribute up.

PId6
2010-06-27, 12:53 AM
Edit: There also isn't any teleportation or scrying allowed, so no scry and die <.<
If scrying isn't allowed, then there's no real need for Vecna-Blooded. The whole point of that is to protect against divination.


Venca-Blooded Whisper Gnome (of course polymorphed to look normal)
Rogue 1/Wizard 4/Unseen Seer 9
That's ECL 15. Did your DM change the starting level from 12?

JaronK
2010-06-27, 01:47 AM
On top of that, carrying weapons is illegal in the city, so while quickrazors are good, any suggestion on keeping a ranged weapon concealed?

You could put the sizing enchantment on it, and make it tiny. Or you could just use a portable hole (which is very handy anyway).

JaronK

omglolnub
2010-06-27, 02:00 AM
Right, I knew something was off <.<

Whisper Gnome
Rogue 1/Wizard 4/Unseen Seer 7

34 point buy gives:
Str: 7
Dex: 16
Con: 16
Int: 18
Wis: 8
Cha: 14 (+3 from levels)

That gives:
BAB: 8/3
Will/Ref/Fort: 8/8/6
CL: 13
+4d6 Sneak attack
2 Advanced Learning's
4 Feats
1 Flaw Feat
134 skill points (or 8.9 maxed skills)

As for specialization, what do you think I should do? I saw Conjuration posted earlier, though I would think Illusion would be better (I have also been known to be wrong).

What do you suggest for bans? While I normally jump at evocation, I have read about a few builds that use evocations+SA for some really big numbers.

Biffoniacus_Furiou
2010-06-27, 02:00 AM
Include five levels of Psychic Assassin (http://wizards.com/default.asp?x=dnd/psm/20040723d) so you can get Mind Cripple, which with TWF can outright disable many opponents in a single full attack. Get a Belt of Battle and you can make two full attacks in one round. I'd probably start out either Rogue 1/ Psion 4 or Rogue 4/ Psion 1, taking Practiced Manifester to meet the prerequisites. Consider using Martial Rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue) in any case. You could go Egoist for buffs, Shaper with Personal Construct (http://wizards.com/default.asp?x=dnd/psm/20070411a) for a flanking buddy, otherwise Nomad, Seer, or Telepath would get powers useful for an assassin type. For a Whisper Gnome definitely get Extra Silence, since psionic powers never have a verbal component.

Raging Gene Ray
2010-06-27, 02:08 AM
You might consider changeling instead of Whisper Gnome, solely because it will qualify you for the Warshaper PrC in Complete Warrior. This will let you grow any natural weapon you want as a move action, AND give you immunity to criticals and sneak attacks at first level.

If you still want Whisper Gnome, invest in a glove of storing (for concealing weapons) and Fortified armor (for resisting sneak attacks from other assassins).

PId6
2010-06-27, 02:11 AM
As for specialization, what do you think I should do? I saw Conjuration posted earlier, though I would think Illusion would be better (I have also been known to be wrong).

What do you suggest for bans? While I normally jump at evocation, I have read about a few builds that use evocations+SA for some really big numbers.
Conjuration is better because A) Conjuration is an incredibly versatile school with some of the best spells in the game, and B) specializing in it gets you access to Abrupt Jaunt from PHB2, which is a life-saver.

For bans, choose Evocation and Enchantment. The Orb of X line (SpC) work just as well with SA; Evocation isn't really necessary for that. You lose Contingency, which is unfortunate, but the other schools hurt too much to ban.

omglolnub
2010-06-27, 02:41 AM
I'll think about changeling, but I'm not sure. Taking a level of warshaper would drop me a CL (granted from 11 to 10, but it's still a CL), but it would make a nice "OH SH*T" ability for those moments when nothing else was working.

Thoughts? Stay with the gnome, or go changeling?

PId6
2010-06-27, 02:53 AM
I'll think about changeling, but I'm not sure. Taking a level of warshaper would drop me a CL (granted from 11 to 10, but it's still a CL), but it would make a nice "OH SH*T" ability for those moments when nothing else was working.

Thoughts? Stay with the gnome, or go changeling?
It's not worth the lost caster level. Losing one would mean losing 6th level spells, and that would require huge compensation in exchange for it to be worth it. Unless your DM allows the broken RAW interpretation of Morphic Weapons which lets you grow an arbitrary number of natural weapons as move actions, it's not worth the casting loss.

Beorn080
2010-06-27, 02:59 AM
I'd like to point out a few things that may have been missed.

Hide. Hide is beaten by Spot, and ONLY Spot. Invisiblity helps, but Hide in Plain Sight, a good bluff for a distraction, and a pimped out Hide score will make it impossible to find you, and if scrying is out, well, your fairly well set.

Movement. In a city environment, and without teleportation, movement is key. Ethereal, flight, Maxed out Jump, whatever it is, don't be stuck on the ground. Don't stalk across the rooftops for no reason, but 3d movement is an often overlooked factor. Ethereal has a bonus in that you can go through walls.

I'd say stay with the gnome, though Changling might be useful. Still, nonmagical disguises would be optimal, again because magic can't beat em.

Superglucose
2010-06-27, 03:15 AM
Go Unseen Seer! Or Incantatrix if you feel like you need to be powerful (lolpersistentsuperiorinvisibility) but that may be overdoing it a bit. Magic is where it's at and a sneaky caster seems just right for the job. Make sure to conceal your auras and hide through both, mundane and supernatural means.

Is it possible to get into Unseen Seer from Beguiler? My books are pretty far from me at the moment, so I can't check for myself, but that might be an option. Good illusion spells for stealthyness and definitely gives you a way to get into Arcane Trickster without too much trouble (unless you can't cast Mage Hand as a beguiler, again, very far from book, but I'm sure there's a way around that). Plus good skill access is a plus in stealth-based games and information-based games.

PId6
2010-06-27, 03:20 AM
Is it possible to get into Unseen Seer from Beguiler? My books are pretty far from me at the moment, so I can't check for myself, but that might be an option.
It's possible, but Wizard is better. Wizard provides access to better spells like Sniper's Shot, Golem Strike, Teleportation spells, Orb of X, and many other spells that Beguilers lack, and have most of the spells that Beguilers do have. Even worse, Beguilers effectively lose half a spell level due to being a spontaneous caster, which means losing access to 6th level spells. The skill point advantage is also negated because you're only taking Wizard for 4 levels.

Thespianus
2010-06-27, 03:31 AM
Wizard provides access to better spells like Sniper's Shot, Golem Strike, Teleportation spell

The OP mentioned that Teleportation was out, so I assume that also means that Abrupt Jaunt was out.

But, yes, aside from that, you're right. Conjurer, or Focused Conjurer is stronger than Beguiler, even if Beguiler seems like a hearty helping of fun to play. :)

PId6
2010-06-27, 04:12 AM
The OP mentioned that Teleportation was out, so I assume that also means that Abrupt Jaunt was out.

But, yes, aside from that, you're right. Conjurer, or Focused Conjurer is stronger than Beguiler, even if Beguiler seems like a hearty helping of fun to play. :)
That depends. I assume he meant only long range teleports like Teleport and Greater Teleport. If even short range teleportation like Dimension Door, Benign Transposition, and Abrupt Jaunt are out, then things are a bit different.

Thespianus
2010-06-27, 03:52 PM
That depends. I assume he meant only long range teleports like Teleport and Greater Teleport. If even short range teleportation like Dimension Door, Benign Transposition, and Abrupt Jaunt are out, then things are a bit different.

I interpreted "any teleportation" as "all types of teleportation". ;)

But, yes, if all those are out, there is still Fly, but Transmutation might be a better specialization than Conjuration in that case.

omglolnub
2010-06-27, 04:45 PM
So, for what works and what doesn't, teleportation spells fail, but class features work. I asked him about Abrupt Jaunt, will find out soon.

Eldariel
2010-06-27, 05:01 PM
Conjuration is better because A) Conjuration is an incredibly versatile school with some of the best spells in the game, and B) specializing in it gets you access to Abrupt Jaunt from PHB2, which is a life-saver.

For bans, choose Evocation and Enchantment. The Orb of X line (SpC) work just as well with SA; Evocation isn't really necessary for that. You lose Contingency, which is unfortunate, but the other schools hurt too much to ban.

I wouldn't ban Enchantment in a game like this; Charm Person, Charm Monster and Dominate Person are like to be exceedingly useful and having access to a key Scroll of Mindrape can be extremely useful too.

Normally it's a bit redundant but in a game based purely around social intrigue and such, Enchantment is quite good while Necromancy is pretty worthless. So...pick Evo and Necro instead. Tho Contingency isn't available through Shadow Evocation yet so you'll give up on that by banning Evo but I think that's a trade-off worth making.

Jorda75
2010-06-27, 05:34 PM
Did anyone mention Precise Strike from Expanded Psionics Handbook? That's damn nasty when 4 1's change into 5's and 6's :smalltongue:

omglolnub
2010-06-27, 05:35 PM
So Abrupt Jaunt is ok, so the build looks like this right now:

Whisper Gnome
Rogue 1/Conjurer 4/Unseen Seer 7

Bans: Evocation and Necromancy

34 point buy gives:
Str: 7
Dex: 16
Con: 16
Int: 18
Wis: 8
Cha: 14 (+3 from levels)

That gives:
BAB: 8/3
Will/Ref/Fort: 8/8/6
CL: 11
+4d6 Sneak attack
2 Advanced Learning's (Hunters Eye and ?)
4 Feats (Craven, Darkstalker, last two to TWF or Archery feats)
1 Flaw Feat (Flaw: the -1AC one, Feat: Depends on TWF or Archery)
134 skill points (or 8.9 maxed skills)
Hide: 15
MS: 15
Bluff: 15
Spot: 15
Listen: 15
Spellcraft: 4
Search: 15
Intimidate: 15
Tumble: 15
10 Points for skill tricks/other skills.

WBL+20%= 132,000

So, for the feats, go archery or TWF? Item wise, which stat boosters do you suggest? I'm thinking Int for extra spells/day (I don't know how many spells I'll be using that need saves, but it helps there too) and, Dex for attacks.

On that note enchantment suggestions? Probably going to use a shortbow (unless there's a better ranged weapon that wont suffer from non-proficient), and maybe Gnomish Quickrazors.

PId6
2010-06-27, 05:46 PM
Don't put your level-ups into Cha; maxing out Int is the top priority, since spellcasting can compensate for pretty much anything else.

Don't bother with either TWF or Archery. Since your BAB is low right now, just use rays and ranged touch attacks to deal damage. Orb of Fire and Orb of Force are really good for that, as is Enervation. Take Divine Insight for the second Advanced Learning. For your feats, take Practiced Spellcaster, Split Ray, and Easy Metamagic (Split Ray). A Split Empowered (from Rod) Enervation is very scary, especially when it deals extra Sneak Attack damage.


Did anyone mention Precise Strike from Expanded Psionics Handbook? That's damn nasty when 4 1's change into 5's and 6's :smalltongue:
If you do the math, you'll find that Deadly Precision is not worth it at all. It averages out to less than +5 damage with a 10d6 Sneak Attack, and far less with less SA. Not worth a feat.

omglolnub
2010-06-27, 06:02 PM
For your feats, take Practiced Spellcaster, Split Ray, and Easy Metamagic (Split Ray). A Split Empowered (from Rod) Enervation is very scary, especially when it deals extra Sneak Attack damage.

Eh, trying to shy away from this style of combat (not because I think it's bad, but because I play basically every other character like this), however, are there any other good alternatives, since all the points you're making have been good ones.

Eldariel
2010-06-27, 06:05 PM
Divine Insight [SC] is great for the other Advanced Learning. Getting +15 to any skill-check you want for a level 2 spell is insane. And it lasts hours/level so you should be able to apply the bonus when it counts.

As for feats, you should just use spells for attacking. You can learn archery, but just use Martial Wizard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard) to trade Scribe scroll for PBS, and then you can use Heroics [Spell Compendium] for Rapid Shot, which is all you need. If you go this route, strongly consider Arcane Disciple giving you access to Divine Power.

You'll want two Flaws. Vulnerable and e.g. Non-Combatant (-2 on melee) are relatively harmless.

Other feats you definitely want:
Practiced Spellcaster [Complete Arcane]: You'll want ability to use all schools of spells at full power. This means you'll have CL 12 for other spells and 15 for Divination.
Able Learner [Races of Destiny] (if you can wing the Human-only): Saves you skillpoints like crazy.
Keen Intellect [Dragon Magazine 323]: Saves you a lot of trouble with regards to your Will-saves and all the Wis-based skills.
Nymph's Kiss [Book of Exalted Deeds] (if you can wing the Exalted-stuff): Bonus to Charisma-based skills, extra skillpoints. Perfect for you.

You'll also want to consider Quicken Spell. At this point, you can use 2nd level spells with it already, making it quite valuable.


All your level-ups should go towards Int. It's horribly inefficient to put 'em to Charisma when it costs you much more to get high Int in the first place; Int 20 as a base and +4 item for 24 and a bonus 7th level slot. 34pb with -2 Str, +2 Dex, +2 Con, -2 Cha, I'd go:
6 Str (0 points)
16 Dex (6 points)
16 Con (6 points)
18 Int (16 points)
8 Wis (0 points)
12 Cha (6 points)

And then +3 Int. Or if you aren't leveling, take one point outta Int and go something like:
9 Str
16 Dex
16 Con
20 Int (+3 level-ups)
8 Wis
12 Cha


As for spells, you'll want to maintain your ability to use Save-or-X spells; all the good ones tend to have save and they're often a very efficient means of disposing of someone without using weapons.

Stuff like Disintegrate, Flesh to Stone, Finger of Death and company are very efficient for killing people, and Dominate Person makes killing them very easy too, so you have solid Will- and Fort-targeting spells neither of which tends to be Assassins' forte. And stuff like Web, Bands of Steel and company are also fine. As such, maximizing Int is a priority.

As for items:
Circlet of Persuasion (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#circletofPersuasion) added to Circlet of Rapid Casting [MiC] (4.5k*1.5 = 6.75k)
Belt of Battle [MiC]
Early [MiC] Warning [MiC] Dagger
Pearls of Power
Lesser Rod of Extend Spell
Ring of Spell-Battle [MiC]

Also, consider Beads of Karma (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#strandofPrayerBeads); and definitely some Wands like Grave Strike [SC]/Vine Strike [SC]. There are means of becoming Undead and still appearing human.

PId6
2010-06-27, 06:20 PM
Eh, trying to shy away from this style of combat (not because I think it's bad, but because I play basically every other character like this), however, are there any other good alternatives, since all the points you're making have been good ones.
Due to the premises given (weapons forbidden, level 12, etc), just using spells is the best option. However, if you want to avoid that, then archery is your best bet.

Get Rapid Shot by some means, get a Splitting Bow (weapon ability from Champions of Ruin), and gain Haste from some means. That lets you get an absurd number of attacks with your bow in a full round. With all of these, that should give you an attack sequence of +7/+7/+7/+7/+7/+7/+3/+3, modified by your Dex and other attack modifiers (this already includes Haste and Rapid Shot). Secret Chest (http://www.d20srd.org/srd/spells/secretChest.htm) can help you store your weapons and bring them into the city, as can Shrink Item (http://www.d20srd.org/srd/spells/shrinkitem.htm).

omglolnub
2010-06-27, 07:45 PM
Due to the premises given (weapons forbidden, level 12, etc), just using spells is the best option. However, if you want to avoid that, then archery is your best bet.

Get Rapid Shot by some means, get a Splitting Bow (weapon ability from Champions of Ruin), and gain Haste from some means. That lets you get an absurd number of attacks with your bow in a full round. With all of these, that should give you an attack sequence of +7/+7/+7/+7/+7/+7/+3/+3, modified by your Dex and other attack modifiers (this already includes Haste and Rapid Shot). Secret Chest (http://www.d20srd.org/srd/spells/secretChest.htm) can help you store your weapons and bring them into the city, as can Shrink Item (http://www.d20srd.org/srd/spells/shrinkitem.htm).

Well, the ban is specifically against unlicensed weapons, and said license's could be forged. Meanwhile, there are some fairly powerful mages in the city, as the city is currently under quarantine by a "Cloister" equivalent spell, and they could probably detect spellcasting. Right now, the city seems like it's in a September 12th level of security because some beasty escaped the University menagerie.

For the archery, with a wand of True Strike, SA with Craven, and Hunters Eye we get:
+34/+14/+14/+14/+14/+14/+10/+10
First one will probably only miss on a 1, so that's 2d4+14d6+24 or 5+49+24+2 or 80 damage on average.

For the others let's assume 10+9 armor+5 deflection (which seems like it would be a bit above average) for an AC of 24, or hitting about half the time on the high Attack bonus.

So with an even spread, 3 of the other hits will connect for 80 dmg each on average, so off the bat there's 320 dmg...

Ok, so where has my math gone wrong? That seems far too high.

EDIT: I see...I failed in my comprehension check on the numbers posted. So, cutting my numbers in half gives 160 dmg from the first attacks, and another 40 on average from the iterative. Add Divine Power for more win?

EDIT2: Updated the OP with current build. The damage output looks high, though I may be too tired to do the math right. Also, what would be safe to assume for Denied Dex AC at this level?

Lastly, dealing with Uncanny Dodge, can it be done?

EDIT3: And Fortification, how can that be dealt with?