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View Full Version : Classes/Feats for an assassin-thief?(3E/3.5)



Togath
2013-01-01, 06:26 AM
Seeing as my current character is probably about to die in a sandbox pbp I'm in right now, I've decided to start work on a new one, just in case.
I was thinking of going with another thief, but making this one less sensitive about taking lives, either those of guards, or those of the people he's stealing from.
One part I am keeping(but it probably won't effect things other then taking up a skill) is him being a skilled chef, though I plan to have the new him not use a giant chef's knife as a weapon.
Characters in the campaign start at level 6(and can go into epic levels), and the ToB base classes are unfortunately banned(prestige classes from it are fine though), though the GM does allow you to take martial study any number of times, and you can recover all maneuvers from it with a full round action, and your initiator level is the same as your BAB.
My basic concept for what I want to be able to do is to be stealthy(though non-magic stealth, since some areas of the city[the campaign is entirely set in a city] have wards against magic[especially stealthing magic]), athletic(so I don't have to use birds to stealth things for me), and capable of killing enemies quickly if I can take them by ambush.
I was thinking of going mainly rogue...not really sure beyond that, as I've never built a pure rogue before.
I am planning to play a human, and we can use 28 point buy, or a roll(whichever ends up higher...so at least a 28 point buy).

For feats I was thinking of going with at least one martial study, to get sapphire nightmare blade, and possibly a second to grab mountain hammer.

Main weapons I was thinking of were daggers and axes, possibly augmented with elbow, wrist, or boot blades if I need to appear unarmed.

He is also likely going to be either neutral(leaning towards lawful neutral), lawful neutral(leaning towards evil), or lawful evil, if that changes anything.

Diovid
2013-01-01, 06:40 AM
I suggest finding a way to gain Hide in Plain Sight. A couple of options:

Urban Ranger (http://www.wizards.com/default.asp?x=dnd/we/20070228a)
The Assassin prc / The Avenger prc (http://www.wizards.com/default.asp?x=dnd/prc/20070401a)
The Shadowdancer prc
The Ebonmar Infiltrator prc (Cityscape)
A Collar of Umbral Metamorphosis (Tome of Magic)

Togath
2013-01-01, 07:45 AM
The collar is the one that give you the shadow template correct? Would it be worth the LA to get the template?, Or would the item be more cost effective? I would need to change my character's backstory slightly if I used it, but not too much(the his first draft he was trained in binding by a thiefling, and evil outsiders are pretty well tolerated in his home village...I know the shadow template doesn't make things evil, but if I refluffed it slightly it might work)

BowStreetRunner
2013-01-01, 08:40 AM
The collar is the one that give you the shadow template correct?

It's actually the 'Dark Creature' template from Tome of Magic. There is no alignment requirement.

Waker
2013-01-01, 02:30 PM
Scouts can make great thieves/assassins.
Go To Ground (the Urban class link from above) makes you untrackable short of magic. Hidden Stalker lets you move faster when hiding. Dungeon Specialist (PHII) grants you a climb speed, which lets you take a 10 on climbing. All are very useful in an Urban setting.
You could also get Riposte from that same link, but the restriction that you need to have been attacked in the prior round makes it less useful as a character who wants to get the drop on his targets.

JaronK
2013-01-01, 06:30 PM
Darkstalker, from Lords of Madness, lets you hide from Scent, Blindsight, Blindsense, and Tremorsense. That's a pretty huge deal if you want to be a stealthy type.

Mindsight from the same lets you auto detect everyone with a mind within range of your telepathy. A one level dip in Mindbender (Complete Arcane) will give you 100ft telepathy.

Lifesense, from Libris Mortis, is an undead only feat that causes all living things to glow brightly in your eyes, allowing you to easily spot all kinds of enemies before they even get a chance to spot you. Consider being a Necropolitan (same book) so that you can take this feat.

JaronK

Togath
2013-01-02, 05:42 PM
Scouts can make great thieves/assassins.
Go To Ground (the Urban class link from above) makes you untrackable short of magic. Hidden Stalker lets you move faster when hiding. Dungeon Specialist (PHII) grants you a climb speed, which lets you take a 10 on climbing. All are very useful in an Urban setting.
You could also get Riposte from that same link, but the restriction that you need to have been attacked in the prior round makes it less useful as a character who wants to get the drop on his targets.

The climb speed looks useful.
How would scout 4, rogue 1, with dark template human be for a starting build?

BowStreetRunner
2013-01-02, 06:36 PM
'Dark' Dragonborn (Water Halfling (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#waterHalflings)) with Wings Aspect. Scout (Dungeon Specialist) 11/Rogue 1.

-2 Strength, +4 Constitution Humanoid (Halfling, Dragonblood) with Land Speed 30, Swim Speed 30, Climb Speed 30, Fly Speed 40 (Average maneuverability).

+8 Hide, +6 Move Silent from Dark Creature, +4 Hide from Small size.

JaronK
2013-01-02, 07:59 PM
If he's Dragonborn, it would overwrite the Dark template (since it's applied last). Only Dark gained via the collar would work.

JaronK

BowStreetRunner
2013-01-02, 08:42 PM
If he's Dragonborn, it would overwrite the Dark template (since it's applied last). Only Dark gained via the collar would work.

JaronK

Dark can be both an inherited or acquired template. So a Dragonborn could acquire the Dark template.