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View Full Version : Optimization Level 11 daring outlaw: What items and which feats to get?



Kafana
2015-07-24, 06:39 AM
Alright, so I'm playing a level 11 daring outlaw (probably rogue 3/swashbuckler 8, but I am open to suggestions). The remainer of the campaign will go for another level perhaps, so I don't plan to go above level 12.

As far as feats go I don't have a bonus feat, so I'll take two weapon fighting, imp. two weapon fighting and daring outlaw, leaving me with 1 feat remaining, though I can take up to two flaws. Any suggestions?

I plan to take the ACF Penetrating strike.

As far as items go, I'm starting with the regular gold a level 11 character has, so what should I take?

Darrin
2015-07-24, 08:15 AM
Alright, so I'm playing a level 11 daring outlaw (probably rogue 3/swashbuckler 8, but I am open to suggestions).


Check the TWF OffHandbook (http://www.giantitp.com/forums/showthread.php?279079). There's a sample Daring Outlaw build in Section V-2 (http://www.giantitp.com/forums/showsinglepost.php?p=15034762&postcount=13).



As far as feats go I don't have a bonus feat, so I'll take two weapon fighting, imp. two weapon fighting and daring outlaw, leaving me with 1 feat remaining, though I can take up to two flaws. Any suggestions?


If Craven isn't available, then I'd start with Travel Devotion. After you've got BAB +6, Improved TWF and Staggering Strike. After that, Combat Reflexes + Double Hit is quite tasty.



As far as items go, I'm starting with the regular gold a level 11 character has, so what should I take?

Section III-9 (http://www.giantitp.com/forums/showsinglepost.php?p=15034731&postcount=10) covers magic items.

Weapons: Start with a pair of +1 shocking dragoncraft shortswords, add a pair of Lesser Crystals of Acid Assault. Max out UMD, add some wand chambers (100 GP, Dungeonscape), wand of instant of power (750 GP, Forge of War) and a wand of blades of fire (750 GP, Spell Compendium). Also consider keeping some wands of golemstrike/gravestrike handy.

Armor: +1 Darkleaf breastplate with a Lesser Rubicund Frenzy (2000 GP, MIC) and a +1 dwarven buckler-axe with a Lesser Crystal of Arrow Deflection (2500 GP, MIC). Put another wand chamber in the buckler-axe with a wand of benign transposition (750 GP, Spell Compendium) or protective interposition (750 GP, Forge of War).

Face: Third Eye Freedom (2600 GP, MIC).

Throat: Chronocharm of the Horizon Walker (500 GP, MIC).

Shoulders: Transposer Cloak (6000 GP, MIC) or Shadow Cloak (5500 GP, Drow of the Underdark).

Arms: Bracers of Opportunity (2300 GP, MIC) or Bracers of Murder (8000 GP, Drow of the Underdark).

Hands: Gloves of the Balanced Hand (8000 GP, MIC) or Gloves of the Uldra Savant (3100 GP, MIC).

Ring#1: Ring of Protection +1 (2000 GP, DMG).

Ring#2: Ring of Four Winds (2000 GP, MIC).

Torso: Vest of Resistance (1000 GP, MIC).

Waist: Healing Belt (750 GP, MIC).

Feet: Anklets of Translocation (1400 GP, MIC).

Warrnan
2015-07-24, 11:13 AM
3000 gold. Shadow hands. Good for any maneuver or stance of up to 3rd level. I usually take this for "island of blades" stance so I can flank from any square or "assassin's stance" for an extra 2d6 sneak attack.

Max out use magic device. Slap a wand chamber in your weapons (100g each from dungeonscape). I usually put swift invisibility in one chamber and wraithstrike in the other. It makes sure you never miss and can vanish from dangerous situations as a swift action. A bit pricy but sooo powerful.

If at all possible I would check with the dm and see if your shadow hand gloves can qualify you for the shadow blade feat. +dex mod to each melee attack is such a good damage boost!

Even if that's not possible or you are low level. Martial study and martial stance are great feats. Get those two and shadow blade with craven and you will be scary. Take the flaws vulnerable (-1ac).

One of my favorite tactics was to win initiative and use my two weapons fighting to throw some daggers at an enemy I had snuck up on. I killed several enemies before they were able to act. Good times.

Also think about dumping one level of swashbuckler for the "hit and run fighter" variant from drow of the under dark. You get the normal feat for ftr1 I would spend this on staggering strike (op) or improved 2 wpn fighting at character level 7.

This ACF sacrifices shields, heavy and medium armor and grants an untyped +2 initiative and +dex mod damage to flat footed opponents. Super awesome if you use invisibility a lot.

Biffoniacus_Furiou
2015-07-24, 03:33 PM
Switch to (Wilderness (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogueVariantWilderness Rogue)) Feat Rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue) 3/ Swashbuckler 3/ (Unarmed) Swordsage 2/ Feat Rogue 3, get Assassin's Stance to qualify for Daring Outlaw, and you'll get 7d6 sneak attack with Assassin's Stance, plus four Fighter bonus feats. Put the first Swordsage level a bit earlier to pick up Shadow Blade, and use two Barbed Daggers (CV), it counts as a dagger for Discipline Focus: Shadow Hand, so it should be usable with Shadow Blade. If you go with Wilderness Rogue but still want Gather Information, you can swap it for Handle Animal (http://archive.wizards.com/default.asp?x=dnd/we/20070228a).

In this case, you'll have four Fighter feats at 1, 2, 9 (BAB +7), and 11 (BAB +8), Weapon Focus (Discipline Focus), Weapon Finesse, and you'll need to put Daring Outlaw at 9th level. "A player may select up to two flaws when creating a character (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm)," therefore if you're creating a character at 11th level, your flaw feats can be taken at any of the character levels you begin play with. This is necessary to be able to begin play with Craven. Take Swordsage at 1st level if you'll get the RAW x6 skill points.

Make the character a Whisper Gnome (http://archive.wizards.com/default.asp?x=dnd/ex/20040807a&page=3) and use your second flaw to get Silencing Strike (RoS). If you'll still begin play at 11th level after spending some xp, start with the Dark Creature template and buy off that +1 LA (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm) for 3,000 xp. Consider also taking Half-Fiend 1 (http://archive.wizards.com/default.asp?x=dnd/sp/20031010a), it counts as a +1 LA and you don't have to keep taking it (http://archive.wizards.com/default.asp?x=dnd/sp/20030824a), and buy off that +1 LA as well.

(Dark Creature +1 LA)
1. Feat Rogue 1, TWF, Magic in the Blood (PGtF)
2. Feat Rogue 2, EWP: Barbed Dagger
3. Feat Rogue 3, Darkstalker (LoM)
(buy off +1 LA, 3k xp)
(Half-Fiend 1)
4. Swashbuckler 1, Weapon Finesse
5. Swordsage 1, Weapon Focus (Discipline Focus: Shadow Hand)
6. Swashbuckler 2, Shadow Blade
(buy off +1 LA, 6k xp)
7. Swashbuckler 3
8. Swordsage 2
9. Feat Rogue 4, Improved TWF, Daring Outlaw, Craven (Flaw), Silencing Strike (Flaw)
10. Feat Rogue 5
11. Feat Rogue 6, Improved Critical: Dagger

Stances: Island of Blades or Child of Shadow, Assassin's Stance
Maneuvers: Wolf Fang Strike, Sudden Leap, Mountain Hammer, Shadow Jaunt, Cloak of Deception, Burning Brand, Counter Charge

Items (66,000 gp), prioritizing necessary items (http://www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items):
Mithralmist Shirt (MIC), 3,400 gp, armor
+ Death Ward (MIC), 3,000 gp (cost of +1 armor to +2 armor)
+ Least Crystal of Adaptation (MIC), 500 gp
+ Forestwarden Shroud (RotW), 100 gp
+ + Masterwork Tool (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#toolMasterwork): Hide (natural environments), 50 gp
Small Barbed Dagger +1, 2,335 gp
+ Lesser Crystal of Return (MIC), 1,000 gp
Small Barbed Dagger +1, 2,335 gp
+ Least Crystal of Return (MIC), 300 gp
Feathered Wings graft (FF), 10,000 gp
Third Eye: Clarity (MIC), 3,000 gp, face
Scout's Headband (MIC), 3,400 gp, head
Anklet of Translocation (MIC), 1,400 gp, feet
Healing Belt (MIC), 750 gp, waist
Handy Haversack (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#handyHaversack), 2,000 gp, backpack (slotless)
Ring of Anticipation (DotU), 6,000 gp, ring
Bracers of Murder (DotU), 8,000 gp, arms
+ Dexterity +2 Enhancement (MIC p234), 4,000 gp
Shadow Cloak (DotU), 5,500 gp, shoulders
+ Saving Throws +2 Resistance bonus (MIC p234), 4,000 gp
+ Masterwork Tool (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#toolMasterwork): Hide (dark places), 50 gp
Ring of Sustenance (http://www.d20srd.org/srd/magicItems/rings.htm#sustenance), 2,500 gp, ring
Gloves of Lightning (MIC), 2,000 gp, hands
Masterwork Thieves' Tools, 100 gp
280 gp remaining, I would cherry-pick items from Shax's Indispensable Haversack (http://www.giantitp.com/forums/showthread.php?148101-3-x-Shax-s-Indispensible-Haversack-%28Equipment-Handbook%29) with what's left.

Kafana
2015-07-25, 02:00 AM
Check the TWF OffHandbook (http://www.giantitp.com/forums/showthread.php?279079). There's a sample Daring Outlaw build in Section V-2 (http://www.giantitp.com/forums/showsinglepost.php?p=15034762&postcount=13).


What's the point of taking Rogue 4 mid build?

Darrin
2015-07-25, 07:19 AM
What's the point of taking Rogue 4 mid build?

I... don't remember. That's an odd place to take it, and there's nothing about getting to Swashbuckler 6 that would necessitate putting off Uncanny Dodge. Huh.