MrNumbers
2015-12-28, 01:45 PM
If there's a more appropriate thread to stick this in, I'm more than happy to have it moved. I'm a wee babe in the woods here, as it were.
Here's the Fluff for my level 10 build. I come into it with two questions: Where to from here, and how can I get what I've got more efficiently?
West Side Gnomey
An ex-member of the Tunnel Badgers, Tiny Nothing fell hard for Moria,
sister of Tulgan, leader of the Stone Gnolls, a rival Dwarven gang
in his home city of New Corbies in the shady slums of the Underdark.
He'd thought he'd put his gangster days behind him to pursue a career
in theatre, to finally make something big of this Tiny Nothing and win
the heart of Moria, at long last. But his long-dormant gang ties
would rise to the surface to make of his life a tragedy for the ages...
Now he walks the darkest streets, putting equal use to his knowledge
of costume and wardrobe as his gangfighting. And his friends in
darkest shadows have taught him some tricks from the orient that
can make a flashing blade sing...
It's said that the Stone Gnolls and Tunnel Badgers fear nothing.
What was that?
Oh.
Don't worry.
It was probably Nothing.
So far this is what I got --
Race: Whisper Gnome (Oh, they're so good for this build)
Attributes:
16+2 Cha
16 Int
10 Str
10 Con
12 Wis
18 Dex
Advancement: Rogue (Mimic) 1/Fighter (Thug) 2/ Rogue (Penetrating Strike) 3/ Assassin 5
Which looks a little like:
Lvl BAB Fort Ref Will
1st +0 +0 +2 +0 Sneak attack +1d6, Mimic
ROGUE (MIMIC)
1st +1 +2 +0 +0 Skillz
2nd +2 +3 +0 +0 Bonus feat
FIGHTER (THUG)
2nd +1 +0 +3 +0 Evasion -- +1 Cha
3rd +2 +1 +3 +1 Sneak attack +2d6, Penetrating Strike
ROGUE (Penetrating Strike)
1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use, spells
2nd +1 +0 +3 +0 +1 save against poison, uncanny dodge
3rd +2 +1 +3 +1 Sneak attack +2d6 -- +1 Cha
4th +3 +1 +4 +1 +2 save against poison
5th +3 +1 +4 +1 Improved uncanny dodge, sneak attack +3d6
ASSASSIN
TTL +7/+2 +5 +7 +2
This.
Now, with his 130 skill points or so, we've got ludicrously high Disguise, Bluff, Sleight of Hand, Hide and Tumble, all at least 10 ranks. The five skill tricks we have are:
To "Flatfooted" add "Sneak attack and Iajitsu Focus damage"
Hidden Blade -- Catch Opponents flatfooted until opponents notice what I'm doing.
Acrobatic Backstab -- Tumble to catch them flatfooted?
Sudden Draw -- Well, would you look at that? AoO with a hidden weapon -- say, a concealed Gnomish Quickrazor -- catch someone as flatfooted.
Second Impression -- Keep the act going. No one's seen the knife yet, and you were very careful about the blood...
Mosquito Bite -- More for the fluff than the crunch. Opponent doesn't realize they're dead until I've left the room to pour them another cup of tea. What's more fun than having no one realize you've stabbed the boss to death? Not having the boss realize it either. Second Impression helps doubly here, as well as good Bluff.
Now. Here's where the build falls down. Originally I'd planned to use Able Learner to get the 6 or so ranks of Iajitsu focus that'd get me into the, ooh, ~50 percent success rate of 3d6 extra damage. Remembered that's Human only and thwacked myself over the head. So now I'm genuinely considering Skill Focus in it just so I can save 6 skill rank points I'd otherwise need to invest in skill tricks and their pre-req's. But as it is, I'm using it more as a cheap gimmick -- was it ever not? -- when there might be better ways to just buff the sneak dice instead to compensate.
Quickdraw: Irrelevent, but a prereq.
Weapon Finesse: Roll the razor off Dex instead
Flick of the Wrist(CW): Draw a weapon and catch an opponent flat-footed for the attack? Yes, please. Almost obsoletes most of the skill tricks, but I do like the fluff of them.
It's these two in concert I'm more interested in, though:
Mercurial Strike(Dragon Compendium) and Combat Reflexes
Mercurial Strike lets me make an attack of opportunity, if unarmed, by arming myself and catching my opponent flatfooted. Sneak attack dice added, of course.
Combat Reflexes, meanwhile, means I get to do that up to my Dex bonus.
So let's have two quickrazors, then.
If one of them is Keen... Keen (10'' threat range) Weapon: +4 Gnomish Quickrazor - 1d3
I have reach with this thing. Anything charging me or moving to within striking range without a longspear is sneak-attacked in the face. And since this character is meant to be an urban brawler, of sorts, the proper Assassin's Creed methodology, the simplest solution to the fight might simply be "Don't fight opponents with reach".
Other items here, of course.
Blurstrike (10 Flat Footed/Day) Gnomish Quickrazor: - 1d3
8,000GP
Mask of Lies (MiC 115, 4,500gp) Provides continuous Undetectable Alignment, a +5 to Bluff checks, and the ability to use Disguise Self three times per day.
Gloves of the Master Strategist (Ghostwalk, 3,600 gp) True Strike 1/day and functions like gloves of storing
Ring of Arming 5,000 GP -- Stores armour and weapons completely.
As many: Eggshell Grenade (OA, 10gp) blind your target (no save) and area around him (DC < 15) -- as he can fit in the Gloves.
So what am I missing here? I'm happy with this build. It seems to synergize incredibly nicely with the gnomish quickrazor and it seems to make a creature I wouldn't otherwise play viable. It supports the fluff concept, I feel, which is rather important to me.
But this is my first proper build. So I'm curious to know what I'm missing, what I could do better, and if parts of this are simply broken or not working because I'm not reading the rules right.
Here's the Fluff for my level 10 build. I come into it with two questions: Where to from here, and how can I get what I've got more efficiently?
West Side Gnomey
An ex-member of the Tunnel Badgers, Tiny Nothing fell hard for Moria,
sister of Tulgan, leader of the Stone Gnolls, a rival Dwarven gang
in his home city of New Corbies in the shady slums of the Underdark.
He'd thought he'd put his gangster days behind him to pursue a career
in theatre, to finally make something big of this Tiny Nothing and win
the heart of Moria, at long last. But his long-dormant gang ties
would rise to the surface to make of his life a tragedy for the ages...
Now he walks the darkest streets, putting equal use to his knowledge
of costume and wardrobe as his gangfighting. And his friends in
darkest shadows have taught him some tricks from the orient that
can make a flashing blade sing...
It's said that the Stone Gnolls and Tunnel Badgers fear nothing.
What was that?
Oh.
Don't worry.
It was probably Nothing.
So far this is what I got --
Race: Whisper Gnome (Oh, they're so good for this build)
Attributes:
16+2 Cha
16 Int
10 Str
10 Con
12 Wis
18 Dex
Advancement: Rogue (Mimic) 1/Fighter (Thug) 2/ Rogue (Penetrating Strike) 3/ Assassin 5
Which looks a little like:
Lvl BAB Fort Ref Will
1st +0 +0 +2 +0 Sneak attack +1d6, Mimic
ROGUE (MIMIC)
1st +1 +2 +0 +0 Skillz
2nd +2 +3 +0 +0 Bonus feat
FIGHTER (THUG)
2nd +1 +0 +3 +0 Evasion -- +1 Cha
3rd +2 +1 +3 +1 Sneak attack +2d6, Penetrating Strike
ROGUE (Penetrating Strike)
1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use, spells
2nd +1 +0 +3 +0 +1 save against poison, uncanny dodge
3rd +2 +1 +3 +1 Sneak attack +2d6 -- +1 Cha
4th +3 +1 +4 +1 +2 save against poison
5th +3 +1 +4 +1 Improved uncanny dodge, sneak attack +3d6
ASSASSIN
TTL +7/+2 +5 +7 +2
This.
Now, with his 130 skill points or so, we've got ludicrously high Disguise, Bluff, Sleight of Hand, Hide and Tumble, all at least 10 ranks. The five skill tricks we have are:
To "Flatfooted" add "Sneak attack and Iajitsu Focus damage"
Hidden Blade -- Catch Opponents flatfooted until opponents notice what I'm doing.
Acrobatic Backstab -- Tumble to catch them flatfooted?
Sudden Draw -- Well, would you look at that? AoO with a hidden weapon -- say, a concealed Gnomish Quickrazor -- catch someone as flatfooted.
Second Impression -- Keep the act going. No one's seen the knife yet, and you were very careful about the blood...
Mosquito Bite -- More for the fluff than the crunch. Opponent doesn't realize they're dead until I've left the room to pour them another cup of tea. What's more fun than having no one realize you've stabbed the boss to death? Not having the boss realize it either. Second Impression helps doubly here, as well as good Bluff.
Now. Here's where the build falls down. Originally I'd planned to use Able Learner to get the 6 or so ranks of Iajitsu focus that'd get me into the, ooh, ~50 percent success rate of 3d6 extra damage. Remembered that's Human only and thwacked myself over the head. So now I'm genuinely considering Skill Focus in it just so I can save 6 skill rank points I'd otherwise need to invest in skill tricks and their pre-req's. But as it is, I'm using it more as a cheap gimmick -- was it ever not? -- when there might be better ways to just buff the sneak dice instead to compensate.
Quickdraw: Irrelevent, but a prereq.
Weapon Finesse: Roll the razor off Dex instead
Flick of the Wrist(CW): Draw a weapon and catch an opponent flat-footed for the attack? Yes, please. Almost obsoletes most of the skill tricks, but I do like the fluff of them.
It's these two in concert I'm more interested in, though:
Mercurial Strike(Dragon Compendium) and Combat Reflexes
Mercurial Strike lets me make an attack of opportunity, if unarmed, by arming myself and catching my opponent flatfooted. Sneak attack dice added, of course.
Combat Reflexes, meanwhile, means I get to do that up to my Dex bonus.
So let's have two quickrazors, then.
If one of them is Keen... Keen (10'' threat range) Weapon: +4 Gnomish Quickrazor - 1d3
I have reach with this thing. Anything charging me or moving to within striking range without a longspear is sneak-attacked in the face. And since this character is meant to be an urban brawler, of sorts, the proper Assassin's Creed methodology, the simplest solution to the fight might simply be "Don't fight opponents with reach".
Other items here, of course.
Blurstrike (10 Flat Footed/Day) Gnomish Quickrazor: - 1d3
8,000GP
Mask of Lies (MiC 115, 4,500gp) Provides continuous Undetectable Alignment, a +5 to Bluff checks, and the ability to use Disguise Self three times per day.
Gloves of the Master Strategist (Ghostwalk, 3,600 gp) True Strike 1/day and functions like gloves of storing
Ring of Arming 5,000 GP -- Stores armour and weapons completely.
As many: Eggshell Grenade (OA, 10gp) blind your target (no save) and area around him (DC < 15) -- as he can fit in the Gloves.
So what am I missing here? I'm happy with this build. It seems to synergize incredibly nicely with the gnomish quickrazor and it seems to make a creature I wouldn't otherwise play viable. It supports the fluff concept, I feel, which is rather important to me.
But this is my first proper build. So I'm curious to know what I'm missing, what I could do better, and if parts of this are simply broken or not working because I'm not reading the rules right.