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Thread: [3.5] Gestalt Warlock/Rogue
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2009-06-13, 12:42 PM (ISO 8601)
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- Jun 2009
[3.5] Gestalt Warlock/Rogue
Hey everyone. I would like to pick your collective brains. I'm creating a new character. He'll be starting as a level 5 Warlock/Rogue. And I'm looking for any suggestions. In particular I would love suggestions on how to get ranged sneak attacks in after the first round flatfootedness is over.
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2009-06-13, 12:52 PM (ISO 8601)
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- Sep 2007
Re: [3.5] Gestalt Warlock/Rogue
If you're willing to sacrifice a large chunk of your levels, you could go as a pixie.
"What, LA+4? ARE YOU MAD?!"
Just consider: Permanent, at-will GREATER invisibility. Flight with perfect maneuverability. Size bonuses to hit and AC.
You will be untouchable, and the sneak attack / eldritch blast gestalt should catch you up reasonably quickly.
This does depend on getting to higher levels, though.
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2009-06-13, 12:52 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Darkness + Devil's Sight + Hide check?
Who needs Hide in Plain Sight? You've got an at-will Darkness ability, which grants Concealment, which is what is necessary to hide.
Later on, Walk Unseen and much later on, Retributive Invisibility are more effective methods. But for now? Heck, what else are you going to blow Least invocations on?SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
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2009-06-13, 12:58 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Dark Utterance...Shatter at will is a good thing...destroy weapons and armor, locks that you can't pick, traps, or...whatever.
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2009-06-13, 01:15 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
TSED: No Pixies. THe DM hates LA races with a passion. And this is a character I'm converting from another campaign (4th Ed), So I'm stuck with Human (I would also be allowed half-elf/orc). Otherwise yeah, that would be pretty impressive.
ShneekeyTheLost: That is a prettycheesyneat combo and what I was looking for. I don't know how I missed those.
I was going to go for Baleful Utterance (Lock? What lock?), Beguiling Influence (I'll be the party face), and Spiderwalk (Great to compliment movement). But those may may have to wait until I get Walk Unseen.
So far so good. Any good PrCs I should be looking ot build towards? At least aside from Hellfire Warlock? I won't be allowed to reduce the Con damage, so that loses a lot of appeal.
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2009-06-13, 01:27 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
There are some nice feats in "Drow of the Underdark" you could use with darkness, they normaly are intendet for drow and their darkness spell-like ability and use up one daily use, but who cares?^^
They ar:
"Blend into shadows": Allows you to make a hide check as swift action as long as you are within 10ft of a darkness area.
"Fade into darkness": As standard action you gain a +5 competence bonus to hide for 1 minute per caster level. Doesn't function in bringht illumination.
"Instinctive darkness": Allows you to use darkness as a immidiate action that doesn't provokes attacks of opportunity.
"Intensify darkness": Allows you to cast deeper darkness instead, but uses a full-round action.Avatar by Serpentine.
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On the pallid bust of Pallas just above my chamber door"- Edgar Allan Poe, "The Raven"
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2009-06-13, 01:33 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
If your DM allows homebrewed works, you could always try my Daggerspell Invoker, a rogue/warlock PrC based on the Daggerspell mage and shaper from the Complete Adventurer.
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2009-06-13, 03:35 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
OK so here is what I have so far:
Human Warlock 5 // Rogue 5
Abilities (40pt Build)
Str 14
Dex 14
Con 14
Int 14
Wis 14
Chr 16
Skills: +8 Concentration, Disable Device, Hide, Move Silently, Open Lock, Search, & Use Magical Device
+5 Bluff, Diplomacy, Knowledge (arcana), & Sense Motive
+4 Listen, Spellcraft, & Spot
I need to be a good Trap Monkey and an ok Party Face. I have a Wizard in the party. So while I need to pick up a smattering of Arcana and Spellcraft, these at least don't need to be maxed. Even with Rogue and Human it is hard to get everything the party will want me to have.
Feats: Point Blank Shot (1st), Precise Shot (human), Spell Penetration (3rd)
This is still an area I don't really have any good ideas for. But these feats cover the basic requirements (Precise Shot is all but required at this level). I can probably re-train out of it when my level gets high enough that a -4 into melee is insignificant. And I put in Spell Penetration for lack of a better idea.
Abilities: Trapfinding (1st), Detect Magic(2nd), Evasion (2nd), DR 1/Cold Iron (3rd), Penetrating Strike Variant (3rd), Decieve Item (4th), Uncanny Dodge (4th), Eldritch Blast 3d6 (5th), & Sneak Attack +3d6 (5th).
Mostly just the basics here. I did put in Penetrating Strike. Hopefully this will give me a bit of a boost against undead and the like.
Invocations: Devil's Sight (1st), Darkness (2nd), & Spiderwalk (4th)
All of these will be replaced. Spiderwalk once I get Fell Flight. And the others when I get Walk Unseen/Retributive Invisibility. I expect to move these to Baleful Utterance, Beguiling Influence and Eldritch Spear.
Items:
3302 "Pact Dagger" +1, also applies to Eldritch Blast. From my DM.
2250 +1 Mithril Chain Shirt
4000 +2 Gloves of Dex
We are only getting about half the normal wealth by level. So I'm kind of limited here.
Does anyone see anything important I have missed? Any boneheaded mistake I've made?
Thanks again for the ideas.
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2009-06-13, 03:36 PM (ISO 8601)
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2009-06-13, 04:01 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
I'd worry about having spot and listen as your lowest skill checks.
Look, you've got 11 skill points per level (x4 at 1st), and 14 skills you want.
Personally, I'd dump Diplomacy, Spellcraft, and Knowledge (Arcana) completely. Diplomacy is mostly a waste, you can Bluff your way better, unless you are going for Diplomacy Cheese, which I'd advise against. Knowledge (Arcana) is not useful to you, as your party wizard can already cover this, and you have no abilities which key off of it. Finally, dump Spellcraft, because again, none of your abilities key off of it.
Then keep your 11 skills capped.
You're getting too complicated with your skill selection. KISS.
I need to be a good Trap Monkey and an ok Party Face. I have a Wizard in the party. So while I need to pick up a smattering of Arcana and Spellcraft, these at least don't need to be maxed. Even with Rogue and Human it is hard to get everything the party will want me to have.
Feats: Point Blank Shot (1st), Precise Shot (human), Spell Penetration (3rd)
This is still an area I don't really have any good ideas for. But these feats cover the basic requirements (Precise Shot is all but required at this level). I can probably re-train out of it when my level gets high enough that a -4 into melee is insignificant. And I put in Spell Penetration for lack of a better idea.
Abilities: Trapfinding (1st), Detect Magic(2nd), Evasion (2nd), DR 1/Cold Iron (3rd), Penetrating Strike Variant (3rd), Decieve Item (4th), Uncanny Dodge (4th), Eldritch Blast 3d6 (5th), & Sneak Attack +3d6 (5th).
Mostly just the basics here. I did put in Penetrating Strike. Hopefully this will give me a bit of a boost against undead and the like.
Invocations: Devil's Sight (1st), Darkness (2nd), & Spiderwalk (4th)
All of these will be replaced. Spiderwalk once I get Fell Flight. And the others when I get Walk Unseen/Retributive Invisibility. I expect to move these to Baleful Utterance, Beguiling Influence and Eldritch Spear.
Items:
3302 "Pact Dagger" +1, also applies to Eldritch Blast. From my DM.
2250 +1 Mithril Chain Shirt
4000 +2 Gloves of Dex
We are only getting about half the normal wealth by level. So I'm kind of limited here.
Does anyone see anything important I have missed? Any boneheaded mistake I've made?
Thanks again for the ideas.SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
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2009-06-13, 04:09 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
What's with the mithril chain shirt?
you can wear light armor, and only have a +2 dex bonus so you don't exactly need the +7 or so from a mithril chain...and you only take the penalty to skills if you are not proficient.
Go for Mithril Breastplate later on. Better AC and still counts as light. Otherwise, don't bother with the mithril and just get something else with the money you save. that extra 1,000 gold spent on the mithril is doing nothing for you.
Could go for a cloak of resistance, or maybe check the magic item compendium for the armor crystals. A couple of those might do you good. anything but a mithral shirt that you'll never be capable of using to it's fullest.
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2009-06-13, 05:03 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
That's not true. There are certain skills that are still affected by the armor even if you are proficient.
http://www.d20srd.org/srd/feats.htm#...oficiencyLight
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2009-06-13, 11:05 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Okay, you need to re-do your stats. Bigtime.
Strength is your dump stat. It has zero use to you, as you don't ever attack in melee. So that stays an 8.
Dex is your AC and your ranged attack. Pump that baby up to an 18.
Con is your hit points. Hopefully, being hidden, you won't be hit much. However, neither do you want a penalty. Bump it to a 10
Int is your skill points. Bump to a 16, and pick Diplomacy back up, dump Spellcraft and Knowledge (Arcana), and keep all skills at max ranks
Wis is your Will save, which is high due to Warlock. Keep it at a 10.
Charisma is your DC's, but has no other mechanical necessity for a Warlock. Leave at a 16.
So:
Str: 8 (0)
Dex: 18 (16)
Con: 10 (2)
Int: 16 (10)
Wis: 10 (2)
CHA: 16 (10)
Total: 40 pointsSpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
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2009-06-13, 11:14 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
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I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2009-06-13, 11:19 PM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
Multiclassing for Newbies: A reference guide for the rest of us
My homebrew world in progress: Falcora
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2009-06-14, 01:00 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Ahh...right, I sometimes forget that...well, a magic shirt is by default masterwork, so the penalty would only be -1 if it was normal 'steel' instead of mithral. Still don't think an extra 1,000 would be worth it unless he has some way of maxing his dex over 18...
Now, if he uses the newly proposed stat lineup, he'll have a dex of 20 keeping those gloves which might be worth mithral...then again, if he is happy with a dex of 18, he can use the 4000 gold from the gloves, combine that with the chain shirt cash and get mithril breastplate...that only would have a -1 armor check penalty. That would be...200+4000+1000 = 5200 or 5350 if you assume the 150 gost for masterwork...since he was planning on a 16 dex, with the gloves, maybe an 18 starting dex would be worth it for better base armor...
6250g was the cost of the mithril chain shirt and the gloves together...so that would still leave 1,000g for a cloak of resistance...with the lowered will save, might be a good thing. AC would be one better than the shirt with a +5 max dex bonus.
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2009-06-14, 01:19 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Ok lots of interesting points. Let see If I can cover them. We did have our first session and the DM will let me make modifications in light of the first 'real' session. As a touch of background this is in a post apocolyptic world. Where we are the defenders/troubleshooters/ambasadors for our village.
Abilities:Yeah I should definately re-balance my abilities. The DM rewards broad capabilites and goes after known weaknesses. So I did go overboard to make a balanced character. Though in the first session I did end up briefly in melee. And my concentration is poor enough that I felt better off swinging the dagger than trying to get off the EB. The +2 to hit and damage certainly helped. Long term though that will be a waste. So I will get knock down Str and boost Dex.
But lowering Chr? I thought Warlocks were limited like Sorcerer's spells to Invocations equal or less than the characters Chr - 10. If I dropped my Chr down to 14 I couldn't get higher than Lesser Invocations. Although on review I can't see that written anywhere. Anybody heard of this, or did I just make a massive assumption?
Skills: My DM allows passive assists. So by having minimal investments in Knowledge (arcane) and Spellcraft I am functionally a permanant +2 for the Wizard. Which is important as it helped the Wizard reach a 30+ to identify a portal to the Plane of Fire. Neither of these will go past 5 though. That'll generally give me the 10 to make the assist and I get the +2 synergy to Use Magical Device for scrolls.
Likewise I'll probably keep Diplomacy. Our first session revolved around setting up trade routes and establishing friendly relationships. I don't need enough to be abusive, but it sure was helpful and prevented a couple of fights tonight.
On the bonus side, we had a new player I wasn't expecting who made a trapfinding rogue. So I'll probably scale back those skills to just enough for support and bump up the spot and listen checks.
Feats: Per RAW: "An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast." So as that is my only real attack I really do need to keep Spell Penetration for it. Unless there is a better way to improve my level checks vs SR?
Equipment: Being in a post apocolyptic game there is a lot of weirdness in equipment availiblity. Basically I have what the DM has given me. I'm not sure why I forgot the Breastplate. I think I can upgrade to that OK. And I'll have to look into the Wand of Gravebane and try to talk him into one. What book is Gravebane from?
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2009-06-14, 01:34 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Nope, you are not limited, as pure casters are, by your primary casting stat as to which effects you can cast. The ONLY thing Charisma affects is your DC's.
Why are you worried about Concentration? You've got a +10 check (8 ranks + 2 Con Mod), so far. Casting on the Defensive is DC 15+Spell Level. Not a problem.
Skills: My DM allows passive assists. So by having minimal investments in Knowledge (arcane) and Spellcraft I am functionally a permanant +2 for the Wizard. Which is important as it helped the Wizard reach a 30+ to identify a portal to the Plane of Fire. Neither of these will go past 5 though. That'll generally give me the 10 to make the assist and I get the +2 synergy to Use Magical Device for scrolls.
Likewise I'll probably keep Diplomacy. Our first session revolved around setting up trade routes and establishing friendly relationships. I don't need enough to be abusive, but it sure was helpful and prevented a couple of fights tonight.
On the bonus side, we had a new player I wasn't expecting who made a trapfinding rogue. So I'll probably scale back those skills to just enough for support and bump up the spot and listen checks.
Feats: Per RAW: "An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast." So as that is my only real attack I really do need to keep Spell Penetration for it. Unless there is a better way to improve my level checks vs SR?
Equipment: Being in a post apocolyptic game there is a lot of weirdness in equipment availiblity. Basically I have what the DM has given me. I'm not sure why I forgot the Breastplate. I think I can upgrade to that OK. And I'll have to look into the Wand of Gravebane and try to talk him into one. What book is Gravebane from?
Gravebane is from... I'm wanting to say Spell Compendium, I think it was also in PhB II and... Complete Arcane? Complete Mage? Complete Divine? One of those three...
Swift action to use Wand of Gravebane, to let you apply sneak attack to undead.Last edited by ShneekeyTheLost; 2009-06-14 at 01:34 AM.
SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
Multiclassing for Newbies: A reference guide for the rest of us
My homebrew world in progress: Falcora
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2009-06-14, 02:02 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
The Devil's Sight + Darkness combo is a waste, you only get three invocations at each tier and you want Baleful Utterance and See the Unseen. If you want to use the Hide skill, go with an Underfolk in Races of Destiny, it's a human subrace that lives in underground environments. Use Wilderness Rogue and make your Rogue 10 special ability Hide in Plain Sight, since you'll already have Camouflage as a racial ability. That's the absolute best hiding ability in the entire game, it works regardless of the current conditions and even in an antimagic field unlike Supernatural abilities of the same name. Take the feat Darkstalker from Lords of Madness and anything with Scent, Blindsense, Blindsight, Tremorsense, or any other special senses that would automatically detect you must instead make a Spot or Listen check (whichever DC is higher) in order to even notice you.
Get a Wand of Grease, anyone standing on it who has less than 5 ranks in Balance will automatically be considered flat-footed. An Eternal Wand (MIC) is only 820 gp and usable 2/day, so get two or three and you should be set. You shouldn't even have to roll a UMD check for them as per the item description, assuming Warlock invocations would qualify as arcane spellcasting for item activation as it does for prestige class entry. You should also get a (+1) Mithral Buckler, since you don't suffer any penalties for using it.
Spam Eldritch Chain + Blinding Blast every round, blinded foes won't get their Dex bonus to AC. Take Ability Focus: Eldritch Blast and any Eldritch Essence you apply will be at +2 DC. Get Fey Heritage and Fey Power in Complete Mage for another +1 to both DC and caster level, and you may as well get Fey Skin while you're at it. Fey Power allows you to go Warlock 4/ Mindbender 1, then keep taking more Warlock levels, in which case your 6th level feat should be Mindisght from Lords of Madness (page 126). You could also get Eldritch Glaive from Dragon Magic and gain sneak attack via flanking, though that focuses more on Strength than Dex. Definitely keep max ranks in UMD, and maybe even take Craft Wand since you can put any spell you want on them within the level limitation. If there's a Wizard (or Archivist!) in your group you can help him make scrolls of whatever spells he wants, and get him to make you some scrolls in return.
Edit: I almost forgot, you should take Crusader 2 at your 19th and 20th character levels. At level 20 your initiator level will be 11, so you can pick Aura of Chaos as your stance and you'll get an extra die of damage for every die that rolls max, including when the extra ones do. Deadly Precision is also good to take with that, since it increases your chances to roll max on each die.Last edited by Biffoniacus_Furiou; 2009-06-14 at 02:08 AM.
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2009-06-14, 02:15 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Suggestions:
1) Supernatural Transformation feat for your Eldritch Blast. Now your EB is supernatural so; ingores SR, needs no concentration, has no somatic components (you can use it while grappled, for example), cannot be dispelled and its DC is 10+ 1/2 HD + charisma modifier (or 17 for your level and a charisma of 18).
2) Ability Focus feat for your Eldritch Blast. +2 to DCs so DC 19 now.
3) Don't listen to people that say "dump charisma". Once you get Noxious Blast, every target you hit will need to make a save or be nauseated for one minute. That means they can't take ANY actions except move. That's a save-or-lose more powerful than finger of death; if they fail, they're essentially dead meat and deathward (or any outher spell I know of) does not stop it like it does finger of death. And Eldritch Chain can make it a multi-target save-or-lose later on while at 10+ level, you get Eldritch Cone. Can you say AoE save-or-lose?
(a 12th level warlock with 20 charisma +4 from item and ability focus has a DC of 25. How many CR 12s can reliably make the save?)
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2009-06-14, 02:30 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Where is that from, and what are the prerequsites?
2) Ability Focus feat for your Eldritch Blast. +2 to DCs so DC 19 now.
3) Don't listen to people that say "dump charisma". Once you get Noxious Blast, every target you hit will need to make a save or be nauseated for one minute. That means they can't take ANY actions except move. That's a save-or-lose more powerful than finger of death; if they fail, they're essentially dead meat and deathward (or any outher spell I know of) does not stop it like it does finger of death. And Eldritch Chain can make it a multi-target save-or-lose later on while at 10+ level, you get Eldritch Cone. Can you say AoE save-or-lose?
(a 12th level warlock with 20 charisma +4 from item and ability focus has a DC of 25. How many CR 12s can reliably make the save?)
Keep in mind, we're not saying 'dump charisma', we're saying 'there are SO many other ways to boost your DC's that one additional point is not going to be worth 2 hps per level"SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
Multiclassing for Newbies: A reference guide for the rest of us
My homebrew world in progress: Falcora
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2009-06-14, 04:26 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
I personally wouldn't get the 18 dex, either. Those points can be spent somewhere else - for example, boosting strength back up for carrying capacity, since it's unlikely you can hit the MagikMart to get a Heward's handy haversack any time soon. Or raising Int for more skill points. A 16 does does mean 1 point less AC and 1 point less attack rolls, but you're rolling *touch* attack rolls. That 1 point isn't gonna make a huge difference, and with maxed hide/move silently and Darkness/Devil's Sight (Is that what it was called?) combo, you can make sure you're always hidden. And since you have concealment, even if they spot you, you can sneak attack them - they don't benefit from concealment when you use Devil's Sight, or whatever it's called, to see through magical darkness.
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2009-06-14, 10:01 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
Alright here is my modified build
Human Warlock 5 // Rogue 5
Abilities (40pt Build)
Str 10 - I hate having a penalty, even on a dump stat. So 10 it is.
Dex 16 - Good for AC, Init, Reflex, and my ranged attacks. It did need to go up.
Con 14 - I need HPs and I need anything to give me a boost to Fort.
Int 16 - More Skill points, yeah.
Wis 14 - Good for some key skills and Will saves.
Chr 14 - Necessary, but not quite as vital as I had been thinking.
Skills: +8 Bluff, Concentration, Diplomacy, Hide, Listen, Move Silently, Sense Motive, Spot, & Use Magical Device
+5 Disable Device, Knowledge (arcana), Open Lock, & Search
+4 Spellcraft
Ok now I am a good Party Face, and a decent support for the Wizard and the real rogue. And my stealth and perception are great.
Feats: Point Blank Shot (1st), Precise Shot (human), Supernatural Transformation (3rd)
I found Supernatural Transformation in Savage Species. It only affects innate spell-like abilities. So by RAW I don't think it works. But I think I can get my DM to buy in, as the class abilities come from my "supernatural bloodline."
Class Abilities: Trapfinding (1st), Detect Magic(2nd), Evasion (2nd), DR 1/Cold Iron (3rd), Decieve Item (4th), Uncanny Dodge (4th), Eldritch Blast 3d6 (5th), & Sneak Attack +3d6 (5th).
Invocations: Devil's Sight (1st), Darkness (2nd), & Spiderwalk (4th)
All this is unchanged.
Items:
3302 "Pact Dagger" +1, also applies to Eldritch Blast. From my DM.
2250 +1 Mithril Chain Shirt
4000 +2 Gloves of Dex
And lots of other interesting ideas going forward, especially with feats. I wasn't sure ehere to go with them. Thanks everyone.
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2009-06-14, 10:10 AM (ISO 8601)
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Re: [3.5] Gestalt Warlock/Rogue
I would take the Craven feat. (Champions of Ruin) You can't be immune to fear to take it, and it gives you a -2 penalty to fear related saves, but you also gain 1 damage per character level to your sneak attack. At higher levels, that's the equivalent of empowering (as in the metamagic feat) your sneak attack damage.
"They couldn't know that the points from the mainline to the siding were frozen, and the signal should have been set at 'DANGER', but snow had forced it down."
- The Flying Kipper
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2009-06-14, 10:13 AM (ISO 8601)
- Join Date
- Nov 2006
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- Stuck in a bottle.
- Gender
Re: [3.5] Gestalt Warlock/Rogue
When you hit 9th level, drop 1 level of Rogue and pick up a level of Swordsage. It grants you Assassin's Stance (Sneak Attack +2d6...a net gain over straight Rogue), as well as a d8 Hit Die, +1 to Initiative, and +2 to Fort and Reflex saves. Oh...and some maneuvers as well.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2009-06-14, 10:22 AM (ISO 8601)
- Join Date
- Dec 2007
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- Finland
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Re: [3.5] Gestalt Warlock/Rogue
Last edited by Eldariel; 2009-06-14 at 10:23 AM.
Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
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2009-06-14, 01:59 PM (ISO 8601)
- Join Date
- Feb 2007
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Re: [3.5] Gestalt Warlock/Rogue
Pokemon friend code : 3067-5701-8746
Trade list can be found on my Giant League wiki page, all pokemon are kept in stock with 5 IVs, most with egg moves, some bred for Hidden Powers. Currently at 55 in stock and counting.
Padherders for my phone and my tablet!
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2009-06-14, 02:14 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- Finland
- Gender
Re: [3.5] Gestalt Warlock/Rogue
Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
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2009-06-14, 03:36 PM (ISO 8601)
- Join Date
- May 2007
- Location
- The Land of Cleves
- Gender
Re: [3.5] Gestalt Warlock/Rogue
If you want to use the Hide skill, go with an Underfolk in Races of Destiny, it's a human subrace that lives in underground environments. Use Wilderness Rogue and make your Rogue 10 special ability Hide in Plain Sight, since you'll already have Camouflage as a racial ability.
Your first stance has to be a 1st level one, so he needs two levels of SS for that (one level buys you the prerequisites for Martial Stance: Assassin's Stance though so either two levels or 1 level and 1 feat).Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2009-06-14, 03:39 PM (ISO 8601)
- Join Date
- Nov 2007
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- Texas...for now
- Gender
Re: [3.5] Gestalt Warlock/Rogue
[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.