Author Topic: Kobold Dagger-Wielding Assassin Help! :D  (Read 9151 times)

Offline Amor

  • Lurker
  • *
  • Posts: 49
  • I'm new!
    • View Profile
Re: Kobold Dagger-Wielding Assassin Help! :D
« Reply #20 on: June 16, 2012, 08:54:46 PM »
Alright, I think I'm going to go with a rogue 3/Hit and Run Warrior 2/Invisible Blade 5/Rogue +10 build, for the fact that I need feats to get the full Two-Weapon Fighting chain up to G.T.W.F.  Before people tell me why its bad, I'd like to note that, on top of the free level of warrior at 0, we also got a second boon related to our class and concepts.  In the case of my kobold, he got a +2 competence bonus to dagger attacks for every three levels (so +4 at 6, +6 at 9, etc).  This should make his iterative attacks much more accurate, if the game ever reaches the point that he can take them.  This also means that he can pick up Staggering Strike earlier.  I also did this because I thought it was easier to gain Hide in Plain Sight by item means than it was to get G.T.W.F. (I know I.T.W.F. can be gained via gloves, but that's as high as it goes).

So, the build should look something like this;

0  Warrior (Weapon Finesse)
1   Rogue 1 (Dragonwrought, for fluff reasons and dragon immunities/type to offset low will save)
2   HnR Fighter 1 (Two-Weapon Fighting)
3   Rogue 2 (Weapon Focus: Dagger)
4   HnR Fighter (Combat Expertise)
5   Rogue 3 (staggering the classes like this delays sneak attack a bit, but allows rogue skills to be kept on top of cheaper)
6   Invisible Blade 1 (Staggering Strike)
7   Invisible Blade 2
8   Invisible Blade 3
9   Invisible Blade 4 (Surprising Riposte)
10 Invisible Blade 5
11 Rogue 4
12 Rogue 5 (Craven/Darkstalker/Imp. TWF)
13 Rogue 6
14 Rogue 7
15 Rogue 8 (Kobold Substitution level, higher bonus to trap skills and a cute feature!  Also, one of the above two feats that wasn't taken already)
16 Rogue 9
17 Rogue 10 (Skill Specialization Special Ability or trade for G.T.W.F.)
18 Rogue 11 (Final feat that wasn't taken above)
19 Rogue 12
20 Rogue 13 (Skill Specialization Special Ability, or trade for G.T.W.F., or perhaps trade for mage slayer feat).

So, before equipment and ability bonuses, and just his BAB + Competence Bonus, his attack cycle would look like +29/29/24/24/19/19/14, for 1d3+10d6+20 damage each, plus a fort save of, on average, 59 DC per hit to avoid being staggered.  If he can't gain sneak attack due to flanking or hiding (and with a massive bonus to hide of +16 at first level, I think nothing is going to spot him easily so long as I can find a good source of Hide In Plain Sight somehow) he can make a free action feint, boosted with as much magical +bluff items as I can find, and then render them flat footed for the rest of his attacks (and until he takes his next turn, in fact).  Bonus fun if mage slayer is taken, as now the wizard has to decide (if it manages to survive) if it wants to run or evoke an attack, since it can only take one, and only one action.