| Post/Author/DateTime | Post |
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| #1FrankJonesAug 10, 2014 10:06:35 | This isn't quite a charop post although I'd like to optimize a character with certain limits up front. I'm building a rogue, who has to be a high elf or wood elf. The character concept requires an intelligence of 16+. The stats were rolled (but I'm interested in what folks would do with the standard array also): Str. 8
(Edit: the above is with a high elf's racial modifiers. I incline to the high elf because I figure I'll pick up skulked at some point unless the wood elf's racial hide is far more permissive than I think- what counts as nonnatural light obscurement?)
The concept requires the rogue to be an undercover operative that does some wet work and serious investigation. So I was leaning toward assassin except that the mid range assassin abilities seem easy to reproduce by other means. The thief ones seem far better for infiltrating and the lvl. 17 thief ability seems just as deadly as the 17 assassin one. All that having been said, I also wonder if the trickster's functionality as a magic user is great enough to make all the preceding moot. I am open to MCing I think. Thoughts? |
| #2GladiusLegisAug 10, 2014 10:57:15 | The Assassin's middle abilities are basically there to make up for a relatively low CHA, either not requiring a Deception check at all or giving you advantage on one if it does need to happen.
I think a Thief is overall the better archetype for your concept (especially since you don't seem like you care about surprising and killing people), but in that case you'll want a higher CHA so you can rock Deception checks while undercover.
With standard point buy, I'd recommend starting (w/ High Elf stats) DEX 17, INT 15, CHA 13, WIS 12, CON 10, STR 8. Increase DEX to 20, INT to 16 and then CHA as you can.
As for Lv. 17 Thief vs. Assassin abilities, the Thief one is more versatile, but the Assassin one is a straight-up nasty death blow that can potentially do double the damage of even what a Thief can do with his two turns combined in the first round. Both are good at what they're meant to do. |
| (Reply to #2)FrankJones |
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| (Reply to #3)FrankJones | Sorry for formatting. On phone. |
| #5Danny_MontannyAug 10, 2014 11:18:18 | With the standard array I'd go High Elf with Str: 8 Con: 10 Dex: 16 Int: 16 Wis: 12 Cha: 13. I'd put Expertise in Deceptoin and Investigation, then Stealth and Perception at level 6. Take Actor at level 4 to get the Cha bump and serious advatage to your undercover work. Observant would also be a good idea if you want to be a super slueth. I would def go with Arcane Trickter, though, as your spells will greatly inhance your ability to go undercover to crack a case. |
| #6GladiusLegisAug 10, 2014 11:21:11 | Yeah, I didn't see anything on poisons in the PHB, either. May have to wait for the basic rules update tomorrow or even the DMG. (Hopefully the former.)
Basic DPR for all Rogues from the second round onward is the same. The damage advantage for the Assassin is the surprise round, and it's a big one, since you literally double your Sneak Attack dice. Thieves give that up for the ability to disarm traps easily in the middle of combat or open locks for quick exits.
I haven't looked at the Arcane Trickster's spells in detail yet, but I'd imagine with Enchantment and Illusion schools will come ways to charm, deceive and maybe even boost CHA checks. |