Fighter / Rogue Great Weapon.

Post/Author/DateTimePost
#1

SnigTheWorg

Jul 21, 2015 11:55:37

Hey guys, in my other post i'm considering Fighter / Warlock. In this one my other idea (have till Friday to deciede on class) is going the typical Assassin, with Fighter / Rogue. I'm thinking i'll go mostly fighter and only dip 3 rogue for assassination, but wait there is a twist to what I want to do!

 

So i'm really sold on playing a Dwarf wielding a maul and taking Great Weapon Style + Great Weapon Master. I'm just beating my head against the wall with regards to sneak attacking and finess weapons.

If I get three levels in Rogue, then I gain 2d6 SA damage. Coupled with a Rapier, i'm doing 2d6+1d8+str mod, as apposed to using the maul which is only 2d6+str mod. 

So i'm wondering even after only 3 levels of rogue, is there any reason for me to ever want to swap out my rapier for my maul?

I was thinking that with GWM, and Precision Attack from Battle Master would make it worth while, or obviously any time I do not have advantage?

What do you guys think? Is there any way you can think of to justify this crazy idea I have?

Some more info on the build.

 

- Plan on using Medium Armor (Half Plate) + Medium Armor Master (+3 dex bonus) for 18 dex (20 with shield + Rapier)

- Ability Scores will probably start as (after racial mods) 16 STR, 15 DEX, 15 CON, 8 INT, 10 WIS, 10 CHA. I'll bump DEX + CON, once and STR probably once or twice.

- I don't mind swapping between Maul / Rapier + Shield when the situation calls for it, but i'm not sure how often i'll actually want to use my maul?

 

Anyhow, hit me with it guys. Lemme know what you think, and thanks for the input.

#2

FrogReaver

Jul 21, 2015 11:58:28

I think extra attack makes the maul close enough that it won't matter

#3

SnigTheWorg

Jul 21, 2015 12:18:03

Does anyone have any link or know how to calculate DPR?

 

Assuming at lvl 5 I attack twice with Rapier for 1d8+3+2d6+1d8+3 (+2 AC with Shield) VS attacking twice with Maul for 2d6+3+2d6+3 (reroll 1 & 2 + chance to add +10 dmg, -5 attack, and extra attack on crit or kill).

 

This actually seems like it'd balance pretty good no matter which weapon I choose. Another thing I just noticed, is that assassinate actually looks amazing with GWF+GWM! Auto crit on surprised enemies will trigger a free bonus attack, and advantage on any enemy that hasn't acted would allow me to sacrifice my -5 to hit for +10 damage much more safely!?

 

Hmmm, the creative juices are flowing indeed!

#4

mellored

Jul 21, 2015 12:31:57

Damage * accuracy + crit damage * crit rate (usually 0.05).

* number of attacks.

#5

Tempest_Stormwind

Jul 21, 2015 12:55:51

SnigTheWorg wrote:
#6

SnigTheWorg

Jul 21, 2015 13:11:00

Tempest_Stormwind wrote:
#7

Tempest_Stormwind

Jul 21, 2015 13:26:47

SnigTheWorg wrote:
#8

mellored

Jul 21, 2015 13:32:25

Tempest_Stormwind wrote:
#9

SnigTheWorg

Jul 21, 2015 14:02:33

Tempest_Stormwind wrote:
#10

Tempest_Stormwind

Jul 21, 2015 14:19:39

SnigTheWorg wrote:
(Reply to #9)

Danny_Montanny

SnigTheWorg wrote:
#12

SnigTheWorg

Jul 21, 2015 14:46:39

Danny_Montanny wrote:
#13

SnigTheWorg

Jul 22, 2015 12:08:46

Hey guys, i'm just thinking of a possible combo with this build as a Duergar. First of all i'll post my homebrew Duergar idea. Anyone familiar with the Homebrew race guide, should know that I used it as a guideline for this race and it comes out at a 7.5 racial score which is equal to the Mountian Dwarf, rightfully so, as the Duergar have always been a powerful race. So here it is.

 

Dwarf Traits

 

  • Ability Score Increase. Con +2

  • Size. Medium

  • Speed. 25 ft. Your speed is not reduced by wearing heavy armor

  • Darkvision. 60 ft.

  • Dwarven Resilience. You have advantage on saving throws against poison and you have resistance against poison damage.

  • Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. (crossbow (light), shortsword, warhammer, and warpick if you select the Duergar subrace)

  • Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. (Smith's tools only if you select the Duergar subrace)

  • Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

  • Languages. Common, Dwarvish (Undercommon if you select the Duergar subrace)

Duergar

 

  • Ability Score Increase. Str +1
  • Superior Darkvision. Your darkvision has a radius of 120 ft.
  • Sulight Sensitivity. You have disadvantage on attack rolls and on Wisdom (perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to preceive is in direct sunlight.
  • Mental Fortress. You have advantage on saving throws against illusions, as well as to resist being charmed or paralyzed.
  • Duergar Psionics. When you reach 3rd level, you can cast the Enlarge spell (Page 122 of Monster Manual) once per day. When you reach 5th level, you can also cast the Invisibility spell once per day.

So the idea I have was to set up a combo with assassinate, and it would go something like this. Please let me know if there is a better way to pull it off, or if i'm doing something wrong.

 

So basically, if I'm scouting ahead and I manage to spot some enemies ahead and want to get the drop on them (surprise round) I could cast enlarge, then go invisible, and stealth in for my surprise round. Enlarge would increase my damage die from 2d6 to 4d6 for 1min. And any attack I make in a surprise round is a crit thanks to assassinate, so now i'm hitting for 8d6!

Do you guys think this is the best use of Enlarge / Invisibility? Seeing as how my invisibility would break if I cast enlarge I cannot do it the other way around, and i'd have to enlarge first.

(Reply to #13)

Danny_Montanny

SnigTheWorg wrote:
#15

SnigTheWorg

Jul 22, 2015 14:19:22

Danny_Montanny wrote: