Man_Over_Game
2021-07-13, 01:41 PM
Just to hit the ground running:
Variant Human for Slasher (1 per turn, dealing slashing damage reduces speed by 10).
Barbarian: Ancestral Guardian.
Uses a whip to start. You probably know how this works: Hit the thing I want to cripple, run away so he can't hit me.
I am making him after a made-up tribe where their spirits pass on as viper spirits, tattoos are involved, blah blah blah. Important thing is, this is a brutal bandit tribe. They specialize in crippling a traveler's transportation that gets too close to their territory, stealing their stuff, and then releasing them with a knife and some rations for a couple days as a gesture of goodwill (assuming the hostage was nice during their visit, otherwise they become bait for hunts). They also hunt dangerous game as a means of improving their status within the tribe, whether that be armed people or big monsters. They're big on showing their strength and aren't scared of death, but they still consider tactical strength valid.
I didn't want this to be intended as a "Which is best?!" kind of thread, but instead want to hear what arguments you have on the choices. Each option is equally valid to me at the moment, but I'm at a crossroads and I'm having difficulty seeing the long-term benefits and cons of each choice.
This character isn't on the field quite yet, but I will be playing him in the near future, and what choices I make later on definitely have some sway on what kind of feat I would be starting out with.
Anyway, the problem I'm running into is figuring out what I do past level 3. I could:
Pick up Dual Wield, rock two whips, and now Recklessly hit a bunch without ever getting touched (unless I decide to tank with my face) while getting some nice synergy with my Rage damage. It also means I can reliably guarantee getting my taunt off without attacking Recklessly (as I'll have 3 attacks, more than enough). This is the best way to get Extra Attack the soonest, as well as that sweet level 6 Reaction shield that basically means I never have to face-tank.
.
Dip into Battlemaster. There are a lot of synergies for things like Brace + Slasher (enemy moves within 10 feet of me, I slash and reduce their speed by 10, they don't have enough and can't move), Goading Strike (taunt a second enemy this turn), or Bait & Switch (Enemy manages to reach me, I swap places with an ally to avoid an OA and start running like mad as per usual). I could also flesh him out with something like Ambush to jack up my Stealth or Initiative as needed, proper for a retired highwayman.
.
Dip into Soulknife. Soulknives, for starters, can throw their stupid 60ft range daggers without any ammunition, and doing so would free up my feat to grab something else (like a fighting style). With both Duelist and Throwing Weapons (like, say, dipping a single level into Fighter), that's a +4 damage per dagger. Soulknives have a unique benefit of scaling absurdly well with Proficiency, as most of their Psionic Dice benefits do. So after my 4 levels (3 Rogue, 1 Fighter), I'd be free to invest heavily into Ancestral Guardian and still reap the long-term benefits. I'd also get some cool stealth benefits, which definitely goes with my bandit vibe.
.
I can also go into Echo Knight. EchoK has a lot of interesting perks with an Ancestral Guardian, like making your ghost harder to hit, granting it THP when it is hit, and having a bunch of extra melee attacks to throw around (great for rage bonuses). For this, PAM goes exceptionally well, as I'd have my Bonus Action available to bash people in the face. I wouldn't even need Extra Attack for a long while, since I'd have PAM, Action Surge, and the bonus attacks from EchoK to average 3 attacks per turn WITHOUT EXTRA ATTACK.
Variant Human for Slasher (1 per turn, dealing slashing damage reduces speed by 10).
Barbarian: Ancestral Guardian.
Uses a whip to start. You probably know how this works: Hit the thing I want to cripple, run away so he can't hit me.
I am making him after a made-up tribe where their spirits pass on as viper spirits, tattoos are involved, blah blah blah. Important thing is, this is a brutal bandit tribe. They specialize in crippling a traveler's transportation that gets too close to their territory, stealing their stuff, and then releasing them with a knife and some rations for a couple days as a gesture of goodwill (assuming the hostage was nice during their visit, otherwise they become bait for hunts). They also hunt dangerous game as a means of improving their status within the tribe, whether that be armed people or big monsters. They're big on showing their strength and aren't scared of death, but they still consider tactical strength valid.
I didn't want this to be intended as a "Which is best?!" kind of thread, but instead want to hear what arguments you have on the choices. Each option is equally valid to me at the moment, but I'm at a crossroads and I'm having difficulty seeing the long-term benefits and cons of each choice.
This character isn't on the field quite yet, but I will be playing him in the near future, and what choices I make later on definitely have some sway on what kind of feat I would be starting out with.
Anyway, the problem I'm running into is figuring out what I do past level 3. I could:
Pick up Dual Wield, rock two whips, and now Recklessly hit a bunch without ever getting touched (unless I decide to tank with my face) while getting some nice synergy with my Rage damage. It also means I can reliably guarantee getting my taunt off without attacking Recklessly (as I'll have 3 attacks, more than enough). This is the best way to get Extra Attack the soonest, as well as that sweet level 6 Reaction shield that basically means I never have to face-tank.
.
Dip into Battlemaster. There are a lot of synergies for things like Brace + Slasher (enemy moves within 10 feet of me, I slash and reduce their speed by 10, they don't have enough and can't move), Goading Strike (taunt a second enemy this turn), or Bait & Switch (Enemy manages to reach me, I swap places with an ally to avoid an OA and start running like mad as per usual). I could also flesh him out with something like Ambush to jack up my Stealth or Initiative as needed, proper for a retired highwayman.
.
Dip into Soulknife. Soulknives, for starters, can throw their stupid 60ft range daggers without any ammunition, and doing so would free up my feat to grab something else (like a fighting style). With both Duelist and Throwing Weapons (like, say, dipping a single level into Fighter), that's a +4 damage per dagger. Soulknives have a unique benefit of scaling absurdly well with Proficiency, as most of their Psionic Dice benefits do. So after my 4 levels (3 Rogue, 1 Fighter), I'd be free to invest heavily into Ancestral Guardian and still reap the long-term benefits. I'd also get some cool stealth benefits, which definitely goes with my bandit vibe.
.
I can also go into Echo Knight. EchoK has a lot of interesting perks with an Ancestral Guardian, like making your ghost harder to hit, granting it THP when it is hit, and having a bunch of extra melee attacks to throw around (great for rage bonuses). For this, PAM goes exceptionally well, as I'd have my Bonus Action available to bash people in the face. I wouldn't even need Extra Attack for a long while, since I'd have PAM, Action Surge, and the bonus attacks from EchoK to average 3 attacks per turn WITHOUT EXTRA ATTACK.