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View Full Version : Player Help Build Request: Traps, Alchemical Items, Sneak Attack, viable from level 1



eversilentone
2020-04-22, 08:56 PM
Hi,

I would be grateful if I could get some assistance for a build, and am looking for inspiration as I'm feeling a bit stuck. I'm looking for a build that is viable from level 1 and focuses on traps for a bit of battlefield control, alchemical items for some non-magical utility and perhaps some easy sneak attack damage against high AC foes, and said SA as I've been asked to be able to put out some damage (although I'd like to do that in - literally - an inventive way). I'm open to poison use too, although we're going to be a Good/Neutral party so need to navigate potential alignment issues there, and in any event wouldn't want it to be a main theme of the character.

My party-mates will be a Bard (aiming for Sublime Chord, leveraging Knowledge and social skills) and a Crusader (focusing on tanking and BFC), so we've got a lot of the bases covered including off-healing. I specifically want to move away from magic where at all possible and am aiming for a T3 or T4 build.

I'm thinking of Rogue 1-5 into Combat Trapsmith 1-5, but regret that will eat a lot of my SA levels. I don't anticipate we'll end up any higher than level 12 and ideally I'd like to play on theme from the get-go. I'm leaning towards Gnome as I need to be a spellcaster for Alchemy crafting, but could easily be a Dwarf with a Dragonmark for the rightly maligned Silver Key (although no SA then).

Available source books are Core, all the Completes X and Races Of X, ToB, ToM and MoI. I can probably get Eberron and or FR books too, and can ask for sources so long as they're not too obscure and won't jack up the power level too much (i.e. there's no way I'm even asking for CoR for Craven). The main thing is trying to ensure I'm the right power level and stay away from magic, including UMD (my last character was a Shadowcraft Mage/Malconvoker and so I need a break from that) as well as backing away from stealth (Hide/Move Silently) which I also often used before. We usually roll for stats but are often bumped up if the DM prefers us to be more powerful, so I think it's fair to assume a level equivalent to a 32 point buy.

Any suggestions/help would be greatly appreciated. Below are my current attempts.

Thanks in advance!

_____

Gnome Rogue 5 / Combat Trapsmith 5 / Battle Trickster 2
Str 8 Dex 18 Con 12 Int 16 Wis 10 Cha 8



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Rogue
+0
+0
+2
+0
Appraise 4, Balance 4, Craft (Alchemy) 4, Craft (Trapmaking) 4, Disable Device 4, Listen 4, Open Lock 4, Search 4, Sleight Of Hand 4, Spot 4, Tumble 4
Point Blank Shot
Sneak Attack +1d6, Trapfinding


2nd
Rogue
+1
+0
+3
+0
Appraise 5, Balance 5, Craft (Alchemy) 5, Craft (Trapmaking) 5, Disable Device 5, Listen 5, Open Lock 5, Search 5, Sleight Of Hand 5, Spot 5, Tumble 5

Evasion


3rd
Rogue
+2
+1
+3
+1
Appraise 6, Balance 6, Craft (Alchemy) 6, Craft (Trapmaking) 6, Disable Device 6, Listen 6, Open Lock 6, Search 6, Sleight Of Hand 6, Spot 6, Tumble 6
Precise Shot
Sneak Attack +2d6, Trap Sense +1


4th
Rogue
+3
+1
+4
+1
Appraise 7, Balance 7, Craft (Alchemy) 7, Craft (Trapmaking) 7, Disable Device 7, Listen 7, Open Lock 7, Search 7, Sleight Of Hand 7, Spot 7, Tumble 7

Uncanny Dodge


5th
Rogue
+3
+1
+4
+1
Appraise 8, Balance 8, Craft (Alchemy) 8, Craft (Trapmaking) 8, Disable Device 8, Listen 8, Open Lock 8, Search 8, Sleight Of Hand 8, Spot 8, Tumble 8

Sneak Attack +3d6


6th
Combat Trapsmith
+3
+3
+6
+1
Appraise 8, Balance 9, Craft (Alchemy) 9, Craft (Trapmaking) 9, Disable Device 9, Listen 9, Open Lock 9, Search 9, Sleight Of Hand 8, Spot 9, Tumble 9
Quick Draw
Combat Trapping, Trap Sense +1 (doesn't stack with existing)


7th
Combat Trapsmith
+4
+4
+7
+1
Appraise 8, Balance 10, Craft (Alchemy) 10, Craft (Trapmaking) 10, Disable Device 10, Listen 10, Open Lock 10, Search 10, Sleight Of Hand 8, Spot 10, Tumble 10

Skill Focus (Craft[Trapmaking])


8th
Combat Trapsmith
+5
+4
+7
+2
Appraise 8, Balance 10, Craft (Alchemy) 11, Craft (Trapmaking) 11, Disable Device 11, Listen 10, Open Lock 10, Search 10, Sleight Of Hand 8, Spot 11, Tumble 11, Skill Tricks: Nimble Stand, Sudden Draw

Trap Sense +2


9th
Combat Trapsmith
+6
+5
+8
+2
Appraise 8, Balance 10, Craft (Alchemy) 12, Craft (Trapmaking) 12, Disable Device 12, Listen 10, Open Lock 10, Search 10, Sleight Of Hand 8, Spot 12, Tumble 12, Skill Tricks: Nimble Stand, Sudden Draw, Clarity Of Vision, Spot The Weak Point
Need inspiration for this feat
Improvised Materials


10th
Combat Trapsmith
+6
+5
+8
+2
Appraise 8, Balance 10, Craft (Alchemy) 13, Craft (Trapmaking) 13, Disable Device 13, Listen 10, Open Lock 12, Search 10, Sleight Of Hand 8, Spot 13, Tumble 13, Skill Tricks: Nimble Stand, Sudden Draw, Clarity Of Vision, Spot The Weak Point, Point It Out

Expert Trapsetter, Trap Sense +3


11th
Battle Trickster
+7
+7
+8
+2
Appraise 8, Balance 10, Craft (Alchemy) 14, Craft (Trapmaking) 14, Disable Device 13, Listen 10, Open Lock 12, Search 10, Sleight Of Hand 8, Spot 13, Tumble 14, Skill Tricks: Nimble Stand, Sudden Draw, Clarity Of Vision, Spot The Weak Point, Point It Out, Acrobatic Backstab, Listen To This, Opening Tap

Bonus Trick (Opening Tap)


12th
Battle Trickster
+8
+8
+8
+2
Appraise 8, Balance 10, Craft (Alchemy) 15, Craft (Trapmaking) 15, Disable Device 15, Listen 10, Open Lock 12, Search 10, Sleight Of Hand 8, Spot 13, Tumble 15, Skill Tricks: Nimble Stand, Sudden Draw, Clarity Of Vision, Spot The Weak Point, Point It Out, Acrobatic Backstab, Listen To This, Opening Tap
Need inspiration for this feat (and Bonus Feat)
Bonus Feat



Notes
Pretty basic and will suffer for the lack of accelerators for crafting time as well as being 3d6 less SA than if I'd gone pure Rogue. I think the campaign is going to be a bit "monster of the week" so that shouldn't be a problem, but until level 5 traps are going to have to be set pre-combat unless there are any in the listed sources which can just be placed. Alchemical items (acid, alchemist's fire, etc) and basic things like marbles and caltrops are going to have to do the heavy lifting I think. Lots of Skill Tricks so I at least feel like I can do things, even if they're not powerful things. PBS and Precise Shot as with Quick Draw (and Sudden Draw) I'll be able to get off some short ranged throwing (ideally of vials but also of proficient weapons) although the STR penalty isn't great and might be worth dumping some DEX to eliminate (it's offset by PBS , mind). I'm concerned that the damage will be pretty low, but outside of Craven (which I can't take) or resorting to magic (which I am trying to avoid) I'm not really sure what my options are.


Dwarf Ranger 5 / Combat Trapsmith 5 / Silver Key 2
Str 10 Dex 18 Con 12 Int 16 Wis 10 Cha 6



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Ranger
+1
+2
+2
+0
Craft (Alchemy) 4, Craft (Trapmaking) 4, Disable Device 4, Hide 4, Knowledge: Architecture & Engineering 2, Listen 4, Search 4, Spot 4, Tumble 4
Least Dragonmark (Warding: Fire Trap)
1st Favoured Enemy, Trapfinding (replacing Track, Trap Expert ACF from Dungeonscape), Voice Of The City (replacing Wild Empathy, ACF from Cityscape)


2nd
Ranger
+2
+3
+3
+0
Craft (Alchemy) 5, Craft (Trapmaking) 5, Disable Device 5, Heal 1, Hide 4, Knowledge: Architecture & Engineering 2.5, Listen 5, Search 5, Spot 5, Tumble 5

Combat Style (Archery)


3rd
Ranger
+3
+3
+3
+1
Craft (Alchemy) 6, Craft (Trapmaking) 6, Disable Device 6, Heal 1, Hide 4, Knowledge: Architecture & Engineering 3, Listen 6, Search 6, Spot 6, Survival 1, Tumble 6
Dragonmark Prodigy (Warding: Hidden Ward)
Endurance


4th
Ranger
+4
+4
+4
+1
Craft (Alchemy) 7, Craft (Trapmaking) 7, Disable Device 7, Heal 1, Hide 4, Knowledge: Architecture & Engineering 3.5, Listen 7, Search 7, Spot 7, Survival 1, Tumble 7, Use Rope 1
Dodge (Champion Of The Wild)
Bonus Feat (technically taken at 1st level, replacing spellcasting Champion Of The Wild ACF from Complete Champion)


5th
Ranger
+5
+4
+4
+1
Craft (Alchemy) 8, Craft (Trapmaking) 8, Disable Device 8, Heal 1, Hide 4, Knowledge: Architecture & Engineering 4, Listen 8, Search 8, Spot 8, Survival 1, Tumble 8, Use Rope 2

2nd Favoured Enemy


6th
Combat Trapsmith
+5
+6
+6
+1
Craft (Alchemy) 9, Craft (Trapmaking) 9, Disable Device 9, Heal 1, Hide 4, Knowledge: Architecture & Engineering 4, Listen 8, Open Lock 4, Search 9, Spot 8, Survival 1, Tumble 9, Use Rope 2
Lesser Dragonmark (Warding: Glyph Of Warding)
Combat Trapping, Trap Sense +1


7th
Silver Key
+5
+6
+8
+3
Craft (Alchemy) 10, Craft (Trapmaking) 10, Disable Device 10, Heal 1, Hide 4, Knowledge: Architecture & Engineering 4, Listen 8, Open Lock 10, Search 9, Spot 8, Survival 1, Tumble 9, Use Rope 2

Armoured Abjuration, Heir's Mark, Trap Master +1, Warder's Keys, Wardsense


8th
Silver Key
+6
+6
+9
+4
Craft (Alchemy) 11, Craft (Trapmaking) 11, Disable Device 11, Heal 1, Hide 4, Knowledge: Architecture & Engineering 4, Listen 8, Open Lock 11, Search 11, Spot 9, Survival 1, Tumble 11, Use Rope 2

Crafty Hands


9th
Combat Trapsmith
+7
+7
+10
+4
Craft (Alchemy) 12, Craft (Trapmaking) 12, Disable Device 12, Heal 1, Hide 4, Knowledge: Architecture & Engineering 4, Listen 11, Open Lock 12, Search 12, Spot 9, Survival 1, Tumble 12, Use Rope 2
Greater Dragonmark (Warding: Greater Glyph Of Warding)
Skill Focus (Craft[Trapmaking])


10th
Combat Trapsmith
+8
+7
+10
+5
Craft (Alchemy) 13, Craft (Trapmaking) 13, Disable Device 13, Heal 1, Hide 4, Knowledge: Architecture & Engineering 4, Listen 13, Open Lock 13, Search 13, Spot 10, Survival 1, Tumble 13, Use Rope 2

Trap Sense +2


11th
Combat Trapsmith
+9
+8
+11
+5
Craft (Alchemy) 14, Craft (Trapmaking) 14, Disable Device 14, Heal 1, Hide 4, Knowledge: Architecture & Engineering 4, Listen 14, Open Lock 14, Search 14, Spot 12, Survival 1, Tumble 14, Use Rope 2

Improvised Materials


12th
Combat Trapsmith
+9
+8
+11
+5
Craft (Alchemy) 15, Craft (Trapmaking) 15, Disable Device 15, Heal 1, Hide 4, Knowledge: Architecture & Engineering 4, Listen 15, Open Lock 15, Search 15, Spot 14, Survival 1, Tumble 15, Use Rope 2
Master Of Wards
Expert Trapsetter, Trap Sense +3



Notes
So without any SA my damage is much lower, and I'm dipping into magic which I'd been trying to avoid but I think it's limited enough I'm ok with it. The HP and saves are better but probably not enough to be noticeable. The Least Dragonmark allows me to start with traps early on (falls off fast, mind). No SA means I'm dependent on weapon damage, and with Rapid Shot and a slightly higher BAB that might work out similar to the first build, especially as I'll be able to do so further than with a thrown weapon. All of the same crafting options are available. I did toy with the idea of creating magic traps (which would require the Least Dragonmark to be Alarm rather than Fire Trap) but with a lack of other spells to cast into it, I'd be looking at my party (of which we'd have just a Bard) to cast the rest of the spells or else hire NPCs (which can get expensive). Perhaps still worth considering, but Fire Trap allows me to be a bit more independent. I could also take Explosive Runes as the Lesser Dragonmark, I'm just not convinced that my DM will interpret "reading" in a way which will consistently result in it triggering on enemies. Of course, I only have to have one Least Dragonmark to satisfy the spellcaster requirement for Craft (Alchemy) so I could switch up all the other feats, perhaps lean more into Favoured Enemy? The other thing is that I'm taking ACF from Dungeonscape and Cityscape which are outside of my currently allowed sources. I'm confident they're low powered enough to be approved, but if they're not the build suffers. Also, Silver Key levels could pump Spellcraft for the Wardsense ability, and Crafty Hands (which I love) is only really going to be used out of combat so I'm not worried about the lack of Concentration.