GiantOctopodes
2014-11-19, 03:39 PM
Salutations all!
I am playing as a Halfling Rogue Assassin Charlatan, who most often poses as a human child (he carefully trims body hair, especially those darned hairy feet, that he might successfully pull off the ruse). He is most inspired by the characters from Assassin's Creed- he is a rope monkey in the truest sense, often up in the rigging in our naval campaign, or on the rooftops when we are in a city, or treetops in a forest, etc. If wondering where he is, the answer is most likely "I dunno, around somewhere, haven't seen him in a while, but probably up there somewhere". The ability to hide behind larger creatures (which most creatures are) allows him to travel with groups into places he is not meant to be, and he focuses on swift strikes against targets to incapacitate them, or better yet, evading their attention entirely. He does, in addition to his rope, have a blowgun, with darts poisoned with Drow Sleep Poison, and he has some smoke bombs for when things get especially hairy.
All that being said, though going pure Rogue is all well and good, I was debating picking up another class to complement his abilities, and enlarge the number of attacks he gets per turn. I know that Sneak Attack only works on 1 attack, but frankly, that 1 attack is often not enough against hardy individuals (the same folks likely to shrug off the sleep poison), so I'm looking for some extra oomph to make sure the intended target goes down. I'm also looking for advice for feats which complement this character. My own analysis is below, feel free to check it out (or not), either way your thoughts are certainly appreciated!
I really want something that increases the number of attacks. However, my character despises magic, and avoids its use, so spellcasters, such as bard, ranger, and paladin, are out. The most obvious choices appear to be Barbarian, Fighter, and Monk.
Barbarian- Pros: Gives impressive damage mitigation, improves speed, danger sense is great, Reckless Attack can provide sneak attacks at will with the right weapon, improves AC. Cons: Most of it is Str based, and as might be expected, he is not the strongest person ever. In addition, the wrathful nature of it seems opposed to the careful attitude of an Assassin.
Fighter- Pros: Battle Master provides options in combat beyond just hitting foes. Improves AC, and Action Surge can be used for more than just added attacks, though it certainly does that well. Cons: Doesn't give any way to attack with Bonus Actions, so over the course of an extended fight adds less offensive power than the other options. Offers little in the way of benefits beyond the maneuvers, which though cool, don't scream synergy with existing abilities and choices.
Monk- Pros: Slow Fall can help a bunch for a guy who is always striking from in the air. Flurry of Blows provides the greatest number of potential attacks for when that is the option. Adds speed, and since it is presumed most will be attacking back from range, deflect projectiles adds to defense considerably. Unarmoured Defense can help when disguised as a kid. Can double jump distance, handy for leaping from roof to roof. Silence can buy additional time to take out a guard, and silence + darkness can make quite the kill zone. Pass without trace helps a bunch when things go south. Cons: Would require my character bending (if not breaking) his stance on magic. Seems very lawful for a chaotic character, and for my own sanity, seems like it would require a trainer. AC benefits are minimal, as Wis is only 14, being tertiary to Cha and Dex.
Alert: Can buy a second round of surprise against a target, which is a second round of auto crits.
Athlete: Useless to me, as I was allowed to trade Imposter (who would really believe me?) for 2nd story expert, which mimics much of the benefit.
Lucky: Seems useful to everyone.
Mage Slayer: Really fits the character, but I don't see him sticking around within 5' of a caster to take advantage of most of the benefits.
Martial Adept: If I don't splash Fighter, can replace much of the benefit provided from that choice.
Mobile: The only truly necessary feat, it raises his effective range (when accounting for dash) from 70' to 90', and helps tremendously in terms of not having to use an action to disengage should the foe not go down.
Resilient: Seems useful to everyone.
Conclusion: Would likely go with Mobile, Alert, and Lucky, as that seems to best fit the character, with the rest spent on getting Dex to 20 and increasing Cha (if not a Monk) or Wis (if a Monk). However, it is tough to overstate how awesome the maneuvers are, and Feinting attack (for free sneak attacks), Disarming Attack (for when the Big Bad spellcaster is holding that artifact of doom or whatever), and some of the others are really hard to give up. Not to mention, it really sucks if I'm held in one place, knocked out or dominated because I'm weak willed and didn't take Resilient (Wis).
I am playing as a Halfling Rogue Assassin Charlatan, who most often poses as a human child (he carefully trims body hair, especially those darned hairy feet, that he might successfully pull off the ruse). He is most inspired by the characters from Assassin's Creed- he is a rope monkey in the truest sense, often up in the rigging in our naval campaign, or on the rooftops when we are in a city, or treetops in a forest, etc. If wondering where he is, the answer is most likely "I dunno, around somewhere, haven't seen him in a while, but probably up there somewhere". The ability to hide behind larger creatures (which most creatures are) allows him to travel with groups into places he is not meant to be, and he focuses on swift strikes against targets to incapacitate them, or better yet, evading their attention entirely. He does, in addition to his rope, have a blowgun, with darts poisoned with Drow Sleep Poison, and he has some smoke bombs for when things get especially hairy.
All that being said, though going pure Rogue is all well and good, I was debating picking up another class to complement his abilities, and enlarge the number of attacks he gets per turn. I know that Sneak Attack only works on 1 attack, but frankly, that 1 attack is often not enough against hardy individuals (the same folks likely to shrug off the sleep poison), so I'm looking for some extra oomph to make sure the intended target goes down. I'm also looking for advice for feats which complement this character. My own analysis is below, feel free to check it out (or not), either way your thoughts are certainly appreciated!
I really want something that increases the number of attacks. However, my character despises magic, and avoids its use, so spellcasters, such as bard, ranger, and paladin, are out. The most obvious choices appear to be Barbarian, Fighter, and Monk.
Barbarian- Pros: Gives impressive damage mitigation, improves speed, danger sense is great, Reckless Attack can provide sneak attacks at will with the right weapon, improves AC. Cons: Most of it is Str based, and as might be expected, he is not the strongest person ever. In addition, the wrathful nature of it seems opposed to the careful attitude of an Assassin.
Fighter- Pros: Battle Master provides options in combat beyond just hitting foes. Improves AC, and Action Surge can be used for more than just added attacks, though it certainly does that well. Cons: Doesn't give any way to attack with Bonus Actions, so over the course of an extended fight adds less offensive power than the other options. Offers little in the way of benefits beyond the maneuvers, which though cool, don't scream synergy with existing abilities and choices.
Monk- Pros: Slow Fall can help a bunch for a guy who is always striking from in the air. Flurry of Blows provides the greatest number of potential attacks for when that is the option. Adds speed, and since it is presumed most will be attacking back from range, deflect projectiles adds to defense considerably. Unarmoured Defense can help when disguised as a kid. Can double jump distance, handy for leaping from roof to roof. Silence can buy additional time to take out a guard, and silence + darkness can make quite the kill zone. Pass without trace helps a bunch when things go south. Cons: Would require my character bending (if not breaking) his stance on magic. Seems very lawful for a chaotic character, and for my own sanity, seems like it would require a trainer. AC benefits are minimal, as Wis is only 14, being tertiary to Cha and Dex.
Alert: Can buy a second round of surprise against a target, which is a second round of auto crits.
Athlete: Useless to me, as I was allowed to trade Imposter (who would really believe me?) for 2nd story expert, which mimics much of the benefit.
Lucky: Seems useful to everyone.
Mage Slayer: Really fits the character, but I don't see him sticking around within 5' of a caster to take advantage of most of the benefits.
Martial Adept: If I don't splash Fighter, can replace much of the benefit provided from that choice.
Mobile: The only truly necessary feat, it raises his effective range (when accounting for dash) from 70' to 90', and helps tremendously in terms of not having to use an action to disengage should the foe not go down.
Resilient: Seems useful to everyone.
Conclusion: Would likely go with Mobile, Alert, and Lucky, as that seems to best fit the character, with the rest spent on getting Dex to 20 and increasing Cha (if not a Monk) or Wis (if a Monk). However, it is tough to overstate how awesome the maneuvers are, and Feinting attack (for free sneak attacks), Disarming Attack (for when the Big Bad spellcaster is holding that artifact of doom or whatever), and some of the others are really hard to give up. Not to mention, it really sucks if I'm held in one place, knocked out or dominated because I'm weak willed and didn't take Resilient (Wis).