Shriek
2017-07-24, 05:09 PM
Hello everyone ! Been into d&d for many years on and off, and this is going to be the first time I'll be asking around on the net for build advice :smallsmile:
So me and my buds are gonna start a new game this weekend. The characters will be Level 10, and the stats will be rolled. The allowed sources are;
PHB 1-2,
DMG 1 (and 2 for magical items)
Player's Guide to Faerūn
The director basically wants to keep things simple, since the game will be rp oriented rather than combat. And it's fine by me since I'm not the most well-versed player around when it comes to optimization, especially the more the levels go up. But combat is inevitable, and when sh!t hits the fan it's a good idea to have a character which can contribute rather than be a drag :wink:
I've elected to play a halfling rogue (straight up level 10), but have never played one. And never played above level 8 or 9 IIRC. I've checked out the rogue's handbook@ rpg bot dot net, and from that list my idea around what it's gonna be like is as below:
So basically I'm thinking of a single weapon / single attack your standard run of the mill rogue that just sneak attacks anything it can. Rapier on one hand, a +1 returning dart and a magical +1 buckler on the other. Only one weapon will be used at a given time; obviously not thinking of twf, but should I ? Feat tax is heavy with twf ( twf+improved twf), and you don't get the buckler ac bonus when you attack with your off hand. Right ?
Feats: (Gonna have 4 if I'm not mistaken)
* Luck of Heroes
* Weapon Focus (Rapier)
* Improved Initiative
* Vexing Flanker
Special Abilities:
So at level 10 I get to pick one SA, and man I'm torn between *Crippling Strike and *Opportunist. If I ever get to become 13, sure as hell I'm adding the other. You can make a crippling strike on an aoo though, right ? So they can be used in combination.
Weapons:
* +2 Magical Rapier
* +1 Returning Dart
* Dagger
* Stone :smallredface:
* Throwing hammer ??
Armor:
* +1 or +2 Mithral Chain Shirt. If Dex can go above 22, +4 bracers of armor instead (pricey tho)
* +1 Magical Buckler
Other Magical Items
We'll have plenty of gold (or so I'm told - around 30-40k depending on the roll) so items can make up for some of the deficiencies the character might have. We'll actually have more gold on the side, but can't be spent for items - setting/scenario reasons.
* Gloves of Dex +4
* Bracers of Armor +4
* Ring of Protection +1
* Cloak of Resistance +2 or +3 (should it be a vest of resistance instead, since rogue's vest isn't on the source list? Maybe I'll get a more useful item for the cloak slot if I don't become a corpse:smallbiggrin:)
* Wand of Cure Moderate Wounds
* Boots of speed
* ummm..
Probably not gonna afford half of them:smalleek: lol
Sooo.. That's it ! I think I'm set:smallsmile:
I'm sure there are many things I'm not aware of even within the scope of the available sources, and I'd appreciate any and every suggestion that may make the character more fun / worthwhile to play - and not just from a powerplay perspective !
Thanks in advance :tongue:
So me and my buds are gonna start a new game this weekend. The characters will be Level 10, and the stats will be rolled. The allowed sources are;
PHB 1-2,
DMG 1 (and 2 for magical items)
Player's Guide to Faerūn
The director basically wants to keep things simple, since the game will be rp oriented rather than combat. And it's fine by me since I'm not the most well-versed player around when it comes to optimization, especially the more the levels go up. But combat is inevitable, and when sh!t hits the fan it's a good idea to have a character which can contribute rather than be a drag :wink:
I've elected to play a halfling rogue (straight up level 10), but have never played one. And never played above level 8 or 9 IIRC. I've checked out the rogue's handbook@ rpg bot dot net, and from that list my idea around what it's gonna be like is as below:
So basically I'm thinking of a single weapon / single attack your standard run of the mill rogue that just sneak attacks anything it can. Rapier on one hand, a +1 returning dart and a magical +1 buckler on the other. Only one weapon will be used at a given time; obviously not thinking of twf, but should I ? Feat tax is heavy with twf ( twf+improved twf), and you don't get the buckler ac bonus when you attack with your off hand. Right ?
Feats: (Gonna have 4 if I'm not mistaken)
* Luck of Heroes
* Weapon Focus (Rapier)
* Improved Initiative
* Vexing Flanker
Special Abilities:
So at level 10 I get to pick one SA, and man I'm torn between *Crippling Strike and *Opportunist. If I ever get to become 13, sure as hell I'm adding the other. You can make a crippling strike on an aoo though, right ? So they can be used in combination.
Weapons:
* +2 Magical Rapier
* +1 Returning Dart
* Dagger
* Stone :smallredface:
* Throwing hammer ??
Armor:
* +1 or +2 Mithral Chain Shirt. If Dex can go above 22, +4 bracers of armor instead (pricey tho)
* +1 Magical Buckler
Other Magical Items
We'll have plenty of gold (or so I'm told - around 30-40k depending on the roll) so items can make up for some of the deficiencies the character might have. We'll actually have more gold on the side, but can't be spent for items - setting/scenario reasons.
* Gloves of Dex +4
* Bracers of Armor +4
* Ring of Protection +1
* Cloak of Resistance +2 or +3 (should it be a vest of resistance instead, since rogue's vest isn't on the source list? Maybe I'll get a more useful item for the cloak slot if I don't become a corpse:smallbiggrin:)
* Wand of Cure Moderate Wounds
* Boots of speed
* ummm..
Probably not gonna afford half of them:smalleek: lol
Sooo.. That's it ! I think I'm set:smallsmile:
I'm sure there are many things I'm not aware of even within the scope of the available sources, and I'd appreciate any and every suggestion that may make the character more fun / worthwhile to play - and not just from a powerplay perspective !
Thanks in advance :tongue: