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| #1Jvance420Aug 18, 2014 19:25:31 | I'm wanting to make an variant human assassinate rogue. I'm not sure which feat to take though. Also a little confused on a few mechanics. Let me explain, feel free to suggest and correct as needed...I'm probably leaning towards melee, although am open to a ranged version, just seems easier to have advantage in melee assuming there is another melee in the party of course.
1. Skulker sounds pretty cool, but not sure how to be lightly obscured enough that it makes it worth it. The remain hidden on a miss is interesting of course.
2. Lucky is interesting, always nice to reroll an attack.
3. Alert is pretty good for a rogue I'd think, especially an assassin.
4. Defensive Duelist sounds pretty good, even if its basically a +2 to AC when hit.
Which of these is considered the best so far or would you suggest?
I'm also considering melee vs ranged weapons. On the one hand, the rapier seems fine as it qualifies for sneak attack, ranged I'm debating between daggers or a crossbow.
So yeah, that is the mess I am starting with. Any suggestions? |
| #2WhirAug 18, 2014 20:22:31 | If I had to pick one of the four, I'd go skulker for a ranged build and alert for a melee build.
Skulker lets you essentially hide on a successful roll using nothing but shadows rather than having to be completely obscured, and there are always shadows!
Alert is good either way, but I feel like skulker wins out for ranged. Alert gives you the +5 for init and winning init is never a Bad End™ for an assassin!
I'd probably go dagger dual-wield for melee -- you can always throw one or bother daggers if need be -- and light crossbow for ranged. Dual hand crossbows is (maybe) an option later when you can pick up crossbow expert. |
| #3GladiusLegisAug 18, 2014 20:27:28 | I wouldn't worry about melee vs. ranged per se. Rogues have no class features that shove you into specializing in one or the other so you might as well take one of each.
That said, Skulker, then later Sharpshooter is mad good if you're ranged. Alert's definitely solid for an Assassin, too. Rogues get 1 more ASI/feat than most other classes, plus only really need DEX at 20, so you definitely have some leeway on feats.
Defensive Duelist you can pretty much take or leave, especially with Rogues getting Uncanny Dodge. |
| #4Jvance420Aug 18, 2014 20:31:21 |
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| #5Jvance420Aug 18, 2014 23:39:58 | Here is what I've got so far... I am planning on playing him in AL if that matters.
SLADE1st-level Rogue, Medium humanoid (human), Lawful Evil
Armor Class 14 (leather armor) Speed 30 ft. 10 (+0) 16 (+3) 10 (+0) INT WIS CHA 12 (+1) 13 (+1) 14 (+2)
Saving Throws Dex +5, Int +3 Skills Acrobatics +7, Deception +4, Intimidate +4, Perception +3, Sleight of Hand +5, Stealth +7 Expertise. Steatlh, Acrobatics Languages Common, Elvish, Thieves Cant Lifestyle: Criminal (poor) Faction: Zhentarim (Rank 1 - Fang)
Equipment. A rapier, a shortsword, a shortbow and quiver of 20 arrows, an burglars pack, leather armor, four daggers, thieve's tools, crowbar, a dice gaming set, a set of dark common clothes w/ hood, a gold coin (stamped symbol of Zhentarim) and a belt pouch containing 11 gp.
Feat. Alert - Always on the lookout for danger, you gain the following benefits:
Proficiency. (+2)
Sneak Attack. Once per turn, Slade can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he doesn't have disadvantage on the attack roll.
ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4 +3 piercing damage. Shortbow. Ranged Weaopn Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 1d6 + 3 piercing damage.
PERSONAL CHARACTERISTICS Background. Criminal (Hired Killer) Feature. Criminal Contact Trait. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Ideal. Honor. I always fulfill my contract. My word is my bond. Bond. I am always loyal to the highest bidder. Flaw. When faced with a choice between money and my friends, I usually choose the money.
BACK STORY Slade's father was a con artist who was murdered when he was 10, after he cheated the wrong mercenary in a card game. His home was burned down and his mother took him and fled the town. She died two winters later and Slade was all alone. Luckily, his father had taught him several tricks of the trade and although he was young, he was determined to make something of himself. He was living on the streets, eating scraps he bought with some coin he had cheated his way into over a dice game when he was attacked by an older vagrant who wanted the scraps of food the young boy had. He was battered and bruised but he did manage to slip his makeshift dagger through the larger man's ribs killing him. Rumors began to make their way around the small town, and he was soon regarded as someone to avoid. Slade knew at that moment that he had turned a corner, and nothing would stand between him and his goals. He was soon noticed by the Zhentarim and eventually he was offered a job to assassinate a tavern owner who had refused to pay for protection. Slade waited until late one night when most of the patrons were drunk. He entered the tavern and told the owner he saw a woman half dressed outside and she was asking for him. The owner could hardly refuse and almost pushed the teen over to go see for himself. Slade crept up behind him and slit his throat without a witness in sight aside from the Zhentarim who were watching to gauge his progress. Slade has done a few other small jobs for them and hopes they will soon give him the more prosperous missions so that he can both prove himself and improve his lifestyle. He has never failed an assignment, and is willing to die to complete his mission.
So this is where I am at. I realize it is only level 1, but any suggestions, errors, or considerations are appreciated. |
| #6SorxoresAug 19, 2014 9:19:20 | If you want help to maximize a rogue here is my opinion. This is simply on a math and synergy point of view, there is no RP included:
you have to go range because being range make it easier to find a hiding spot to hide. Hiding give you advantage and sneak attack (but you can easyly get sneak attack with a melee ally). Since your sneak attack apply only on 1 attack per turn, then you want to focus all your energy on this single attack, to make it as big and accurate as possible (specially if it's the first attack of the round, and you are going to get your automatic crit)
For the same reason, Halfling is the best race (damage wise) since halfing give you the good part of skulker (easy way to hide behind a medium size creature VS finding a light obscured region) and a simulacrum to Lucky (reroll when you roll a 1) and give you an extra +1 on Dex (this extra +1 on dex give you an extra 3 points to buy stats to boost con for more HP or Wisdom for better perception, assuming you want 16 dex with both race). So with a range halfing you are hidden every round as soon that you reach lvl 2 (cunning action) so you got advantage on every attack so you got sneak attacking on every round, the only requirement is that your party have a medium size member, preferably in range, but even if you have to hide behind the barbarian in melee it can still work)
Wood elf would be a close second because of darkvision. but darkvision is situational
unless you plan on taking one of those half feat giving +1 wisdom, or you plan on multiclassing in a wisdom class (require 13) I would suggest to put that extra point in Strenght to increase your carying capacity.
in Flaw you need to take a flaw, you cannot take a benefit. lol |
| (Reply to #6)Jvance420 |
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| #8SorxoresAug 19, 2014 13:28:54 | it's a joke, I am implying that choosing money over friend is a good thing and not a flaw |
| (Reply to #8)Jvance420 |
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| #10WhirAug 19, 2014 19:37:05 | From an RP point of view, I think you dressed him well enough. He didn't kill the tavern owner with a ranged weapon, but with a dagger. That's up close and personal.
To be fair, my character builds are almost never about synergistic abilities and maximum damage potential, and I enjoy the RP side of the game as much as (but probably not more) than the combat part.
Above you listed the feats to choose from, so I chose from that list. As a suggestion, especially if you are going to playing with a group, you might look at the mobile feat to replace alert. I stand by what I said about alert and winning initiative, but if you are going to go in for melee, mobile will benefit you more than alert in the long run, in my opinion. |