PeteNutButter
2016-10-24, 04:17 PM
So after muddling around with different builds the last month or so, I think I've finally come up with a character I want for my next AL toon.
I want to play a swashbuckler with some magic. The some is the part I can't decide.
The PC is a noble, and a member of the Lord's Alliance. He wears nothing but his noble attire (fine clothes, no armor), and a carries just a rapier at his waist. All other equipment he can't fit in his pockets is carried by his retainers (although he will occasionally have to begrudging carry things where he retainers refuse to go. The only exception is his potential arcane focus, which will either be a rod or crystal, that serves as a stylish cane.
He will be a "better-than-you" type noble that talks down to others (NPCs, he respects the other PCs for various reasons, mostly because I don't want to RP a douche to my teammates). He will be introduced as a noble by his retainer/majordomo. Due to his unassuming attire he will attempt to maintain the ruse whenever possible that he is not part of the party, but rather that the party is working for him while he is just along to observe their progress.
He will be Lawful Neutral as much as possible. He may on rare occasion bend the rules a bit, but only because he believes he is above them. If ever he is insulted, he will naturally draw his rapier and demand a duel at once. He will often boast about how many men he has bested in duels.
As for his source of magic he can just be dappling in arcane, have some draconic lineage or be making a deal with a likely nefarious entity. Any would fit the character.
The Mechanics
Stats: Dex > cha > con. Something like 8, 16, 14, 8, 10, 16
Race: Probably Variant Human, or possibly Half Elf.
Classes: The core of the theme is swashbuckler so that means at least 3 levels in rogue at some point. I am totally ok with him not having the typical rogue role. He needn't be looking for traps or skulking about. I may still take stealth prof/expertise just for optimization.
Since he doesn't want to be wearing actual armor he needs to pick up mage armor (or the like) from some source. Depending on the source, it greatly impacts character progression. Booming Blade is of course mandatory for this build.
Magic Initiate Feat:
This is the least magic option here. It basically means human variant, for magic initiate at level 1, giving 8/24 hrs with mage armor up, access to booming blade and another cantrip of choice. Magic Initiate for mage armor seems a little weak, but it does come with a solid full sneak attack progression for hard hits. Has earliest access to panache.
Cons: Lackluster combat decisions (attack is pretty much all you do every round). Harder to get sneak attacks on separate turns. Time limit on AC.
Warlock Dip:
A two level dip in warlock provides mage armor at will and probably Devil's Sight making human an even better option. I'd probably avoid agonizing blast thematically, despite its power, focusing instead on attacks that can achieve sneak attack. Could consider further warlock progression for pact abilities, but at the price of sneak attack dice.
Cons: Requires at least 2 levels to achieve invocations, delaying sneak attack and class features.
Sorcerer Dip:
Picks up scales to imitate mage armor on the first level, as well as spells like shield. Tempting to take it to level 3 for metamagic (quickened BB, ready BB; Subtle spells!) or even level 5 for haste (haste attack, ready BB). Lots of ways to get more than 1 turn of sneak attack dice.
Cons: Feels weaker than warlock dip if left before metamagic. If metamagic is desired, can be a big investment and greatly delay rogue progression. Going for reaction attacks, greatly reduces the chance that BB rider effect will trigger, making GFB a more attractive choice, possibly pushing sorcerer to 6 levels for +cha to damage.
I'd also consider taking some levels in paladin or fighter, but any other class is out of the question. I'll be level 4 or 5 going into this next week. Since it's AL that means adventures are typically 2-5 combats, some allowing short rest between (probably more than half the time), but only occasionally having time for long rest (probably at most once an adventure). Also as AL, no UA material is allowed just phb and SCAG (not EE since I'll be using BB).
The party make up seems to be, a moon druid, a S&B paladin, a ranger, a fighter/wizard, and a tempest cleric. These are subject to change though as the party can still change their characters pre-level 5 per AL rules. I suspect no more than one or two actually will change their character.
So far I'm considering Rogue 5, Rogue 3/Lock 2, Rogue 4/Sorc 1, and Rogue 1/Sorc 4. The problem is every rogue level adds 1.75 DPR, +1d6 every other level is a lot to miss. Any input from the community is greatly appreciated.
I want to play a swashbuckler with some magic. The some is the part I can't decide.
The PC is a noble, and a member of the Lord's Alliance. He wears nothing but his noble attire (fine clothes, no armor), and a carries just a rapier at his waist. All other equipment he can't fit in his pockets is carried by his retainers (although he will occasionally have to begrudging carry things where he retainers refuse to go. The only exception is his potential arcane focus, which will either be a rod or crystal, that serves as a stylish cane.
He will be a "better-than-you" type noble that talks down to others (NPCs, he respects the other PCs for various reasons, mostly because I don't want to RP a douche to my teammates). He will be introduced as a noble by his retainer/majordomo. Due to his unassuming attire he will attempt to maintain the ruse whenever possible that he is not part of the party, but rather that the party is working for him while he is just along to observe their progress.
He will be Lawful Neutral as much as possible. He may on rare occasion bend the rules a bit, but only because he believes he is above them. If ever he is insulted, he will naturally draw his rapier and demand a duel at once. He will often boast about how many men he has bested in duels.
As for his source of magic he can just be dappling in arcane, have some draconic lineage or be making a deal with a likely nefarious entity. Any would fit the character.
The Mechanics
Stats: Dex > cha > con. Something like 8, 16, 14, 8, 10, 16
Race: Probably Variant Human, or possibly Half Elf.
Classes: The core of the theme is swashbuckler so that means at least 3 levels in rogue at some point. I am totally ok with him not having the typical rogue role. He needn't be looking for traps or skulking about. I may still take stealth prof/expertise just for optimization.
Since he doesn't want to be wearing actual armor he needs to pick up mage armor (or the like) from some source. Depending on the source, it greatly impacts character progression. Booming Blade is of course mandatory for this build.
Magic Initiate Feat:
This is the least magic option here. It basically means human variant, for magic initiate at level 1, giving 8/24 hrs with mage armor up, access to booming blade and another cantrip of choice. Magic Initiate for mage armor seems a little weak, but it does come with a solid full sneak attack progression for hard hits. Has earliest access to panache.
Cons: Lackluster combat decisions (attack is pretty much all you do every round). Harder to get sneak attacks on separate turns. Time limit on AC.
Warlock Dip:
A two level dip in warlock provides mage armor at will and probably Devil's Sight making human an even better option. I'd probably avoid agonizing blast thematically, despite its power, focusing instead on attacks that can achieve sneak attack. Could consider further warlock progression for pact abilities, but at the price of sneak attack dice.
Cons: Requires at least 2 levels to achieve invocations, delaying sneak attack and class features.
Sorcerer Dip:
Picks up scales to imitate mage armor on the first level, as well as spells like shield. Tempting to take it to level 3 for metamagic (quickened BB, ready BB; Subtle spells!) or even level 5 for haste (haste attack, ready BB). Lots of ways to get more than 1 turn of sneak attack dice.
Cons: Feels weaker than warlock dip if left before metamagic. If metamagic is desired, can be a big investment and greatly delay rogue progression. Going for reaction attacks, greatly reduces the chance that BB rider effect will trigger, making GFB a more attractive choice, possibly pushing sorcerer to 6 levels for +cha to damage.
I'd also consider taking some levels in paladin or fighter, but any other class is out of the question. I'll be level 4 or 5 going into this next week. Since it's AL that means adventures are typically 2-5 combats, some allowing short rest between (probably more than half the time), but only occasionally having time for long rest (probably at most once an adventure). Also as AL, no UA material is allowed just phb and SCAG (not EE since I'll be using BB).
The party make up seems to be, a moon druid, a S&B paladin, a ranger, a fighter/wizard, and a tempest cleric. These are subject to change though as the party can still change their characters pre-level 5 per AL rules. I suspect no more than one or two actually will change their character.
So far I'm considering Rogue 5, Rogue 3/Lock 2, Rogue 4/Sorc 1, and Rogue 1/Sorc 4. The problem is every rogue level adds 1.75 DPR, +1d6 every other level is a lot to miss. Any input from the community is greatly appreciated.