| Post/Author/DateTime | Post |
|---|---|
| thunderspirit08-23-07, 12:00 PM | My assembled group for Greyhawk Ruins needs a trapfinder, so I put together the following build. I'm asking for input because I have the nagging suspicion I'm missing something, and doubt it's as efficient as it could be. A few parameters going in: * The group already has two primary casters (three if you count the Bard), so I don't want to play a Beguiler. * No one in the current assemblage has either trapfinding or the Track feat, so I envision this PC filling those roles. * I want to get EWP as soon as possible, which is why I'm starting with Ranger and not Rogue. (Plus, I'm allergic to low hit dice :D) With that in mind... Human (Olman) S 12, D 15, Cn 14, I 14, W 10, Ch 10 (pretty set on these stats) 1) Rgr1 (w/Trap Expert alternate class feature) BAB +1; Fort +4, Refl +4, Will +0; HP=10 Feats: EWP (spiked chain), Track (H) Skills: Disable, Kn: dun, Listen, Search, Spot, Survival 4; Open Locks, Tumble 2 (cc) 2) Rog1 BAB +1; Fort +4, Refl +6, Will +0; HP=16 Sneak attack 1d6 Skills: DD, Listen, Search, Spot, OL, Survival 5, Tumble 4 3) Rog2 BAB +2; Fort +4, Refl +7, Will +0; HP=22 Evasion Feat: Combat Reflexes Skills: DD, Listen, OL, Search, Spot, Survival, Tumble 6, Kn: dun 5 4) Swa1 BAB +3;Fort +6, Refl +7, Will +0; HP=30; Dex -> 16 Weapon Finesse (bonus feat) Skills: DD, Search, Survival, Tumble 7 5) Rog3 (w/Penetrating Strke alternate class feature) BAB +4; Fort +7, Refl +7, Will +1; HP=36 Sneak attack 2d6 Skills: DD, Listen, OL, Search, Spot, Survival, Tumble 8 6) Swa2 BAB +5; Fort +8, Refl +8, Will +1; HP=44 Grace (+1 competence bonus to Refl saves) Feat: Daring Outlaw (sneak attack -> 3d6 Skills: DD, Search, Survival, Tumble 9 7) Rog4 BAB +6/+1; Fort +8, Refl +9, Will +1; HP=50 Uncanny dodge Skills: DD, Listen, OL, Search, Spot, Survival, Tumble 10 8) Swa3 BAB +7/+2; Fort +8, Refl +10, Will +2; HP=58 Insightful strike Sneak attack 4d6 Skills: DD, Search, Survival, Tumble 11 Not sure what to do upon reaching 9th level...maybe Rgr 2, take TWF and retrain EWP, and perhaps Staggering Strike. And if it's ever ruled that the Swashbuckler Shield of Blades ACF can replace the Dodge class bonus for Daring Outlaw, I'd grab that too. What do you think? |
| the_redbeard08-23-07, 04:34 PM | My assembled group for Greyhawk Ruins needs a trapfinder, so I put together the following build. I'm asking for input because I have the nagging suspicion I'm missing something, and doubt it's as efficient as it could be. A few parameters going in: * The group already has two primary casters (three if you count the Bard), so I don't want to play a Beguiler. * No one in the current assemblage has either trapfinding or the Track feat, so I envision this PC filling those roles. (snip) Not sure what to do upon reaching 9th level...maybe Rgr 2, take TWF and retrain EWP, and perhaps Staggering Strike. And if it's ever ruled that the Swashbuckler Shield of Blades ACF can replace the Dodge class bonus for Daring Outlaw, I'd grab that too. What do you think? 9th: Trapsmith from DungeonScape is open for Greyhawk Ruins characters. The only pre-req you don't already meet is Craft-Trapmaking. you get to set traps AND have spells: with a decent intelligence you'd start with 2, 2/day. The spell list includes haste, cat's grace, arcane sight - much niftyness. You'd need to take the Practiced Spellcaster feat to get a decent duration (which means 4 ranks of cross-class spellcraft) but it is a nice addition. I have a post on that. But I've nearly talked myself out of it because it delays the TWF/Improved Critical/Telling blow awesomeness: Multiple attacks that crit on 15-20 and add your sneak dice. |