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| #1the_smartest_lemmingMay 15, 2008 2:06:30 | My Build so far is: Human Rogue4/Swashbuckler3/Monk2(w/Kung Fu Genus)/Tattoed monk1/Invisable Blade5/Guild Thief5 in no particular order. Stats are 32pb I can use practially any official book except for Tome of Battle The house rules are as follows: The Invisible Blade PRC feat requirements are Weapon Focus : Dagger/Punching Dagger/Kukuri and Weapon Finesse. The Invisible Blade also "receives" improved feint at 3rd, and the dodge bonus the Swashbuckler Class gets is considered to be the Dodge feat for all feat requirement purposes. What I am hoping everyone here might be able to help me with is stat choices, suggestions of feat placement, good ideas for level progression, critiques, and whether or not you think this build is a viable one from 1-20 Right now I have a 15 bab (I know not 16, maybe we can work on that) 9d6 SA(with Daring Outlaw) 11 Fort, 19 Ref, 9 Will, 6+13d6+3d8+3d10 hit points, a mother load of skill points, a +40 to Bluff rolls (23 from ranks 10 from the tattooed monks white mask, 2 from the Guild Thief, 2 from cosmopolitan (GT bonus feat), and 3 from Skill Focus Bluff (another bonus feat)) with the ability to take 10 and make that a 50 bluff every time without adding in anything from charisma. :D I am using 4 out of my 8 feats for Endurance (requirement for Tattooed Monk) Weapon Focus (Invis Blade) Daring outlaw (2d6 SA and "Dodge") and Kung Fu Genus. I also know that the IB was erattaed to being able to bluff for free only once per round, but I was also thinking of possibly adding in Surprising Riposte to help out with that. The only problem being that it's another two feats, leaving me with only two "free" feats What I am looking for here is a good stabby rogue who can also handle situations in a group as well as alone, since the rogues seem to get separated for one on one time with the DM a lot. That is partially why I went with, and still like the Invisible Blade, because it doesn't have to rely upon flanking or surprise for it's SA. After I put it all together, I of course realize that the monks flurry does not work with daggers or kukuris (that sucked). So I am also wondering if anyone here knows of a way to get daggers or kukuris flurryable so that I can make more use of the levels I spent in Monk. I also may have been going out of my mind, but I thought that I remembered an ability/feat/something that could turn the monks unarmed attacks into slashing/piercing abilities. If so I might be able to get the monks unarmed attacks house ruled into "daggers." I am sorry that this is such a long post, but any help would be greatly appreciated, thanks. |
| #2operation_shoestringMay 15, 2008 13:51:03 | I'm not seeing why you want tattooed monk and guild thief. And is it really worth all that effort for INT to AC, especially when it gives you MAD? You can just wear a good light armor. The IB actually doesn't lose any of it's abilities except INT-to-AC when wearing armor. Also, you may find the 10 level version of IB interesting http://www.wakinglands.com/htm_files/prestige_classes_invisible_blade.htm |
| #3the_smartest_lemmingMay 15, 2008 17:30:05 | The reason why I am going for Tatooed monk and Guild thief are pretty simple. For the cost of a feat (endurance) and one level, I get +10 to bluff, as well as an undetectable alignment, great saves, and not to mention a cool looking face tattoo, which is a nice little bonus. The reason why I am going for the Guild Thief was for the SA progression, and the +7 to Bluff (through the double speak ability, Skill focus: Bluff, and Cosmopolitan, the latter two are bonus feats granted by the Guild Thief). The reason why I am so Bluff happy, is because I know that just having a good bluff is not going to cut it all of the time, and since feinting is this guys main way of achieving damage output, I want to have a good chance against almost everything. The reason why is beacuse he will be fighting sololy a good protion of his fights. I also like the fact that the Guild thief has a better skill progression than the IB. I am also not such a fan of the 10 level progression for IB, since it requires one more feat (PBS) and a few levels in my mind are dead levels, since I am not planning for a ranged sneak attacker build. Although I do grant that the 10 lvl progression paired with the Master Thrower is a nice way to make a character. I was also thinking of my stats being something like: 10 Str 16 Dex 14 Con 16 Int 10 Wis 10 Cha I know it sounds funny having a bluff build with no charisma, but by the time he gets to needing to use bluff in combat, he will already have some nice bonuses, and by the end he'll have a +40 to bluff, and the ability to take 10without magical items or charisma. Thanks for your advice, and again, please tell me if my logic is completely messed up. |