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General Tabletop Discussion
Character Builds & Optimization
Any Rogue/Warlock ideas?
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<blockquote data-quote="Arkhan_The_Black" data-source="post: 6884922" data-attributes="member: 6851813"><p>I am currently playing a Warlock 3 / Rogue 4 / Fighter 1 in campaign and absolutely loving it. Lock can give rogues that bit of magical punch to really get over the top while also keeping to the non-Arcane Trickster archetypes and providing some nice opportunities for extra damage (Hex comes to mind here)</p><p></p><p>Depending on what you want to do the fighter levels are completely optional, but of course are very nice for the extra nova burst via action surge. I'm using Pact of the Chain and Assassin, and will be going up to Fighter 5 for an extremely skillful, combat capable character that has some really cool ways to start engagements and generate surprise via warlock magic and social skills (Disguise Self & Silent Image at will for example). Plus, having an Imp or Quasit as a familiar can be very useful, they help you proc sneak attack by being next to an enemy, and can do so while being invisible. As for a patron, Fiend probably has the best early mechanical benefits with Dark One's Blessing but depending on how deep you want to go into Lock Great Old One can be really interesting as well.</p><p></p><p></p><p>Overall, in my experience this idea makes for a really cool character that is reminiscent of 4E's assassin if that one played by rogue rules. I thoroughly recommend it!</p><p></p><p>P.S. If your GM isn't opposed to poisons, and your character isn't either, take a gander in the DMG at the specialist poisons listed. They can do wonders for your damage, give you some relatively good save-or-sucks, and add to your RP potential all at once.</p></blockquote><p></p>
[QUOTE="Arkhan_The_Black, post: 6884922, member: 6851813"] I am currently playing a Warlock 3 / Rogue 4 / Fighter 1 in campaign and absolutely loving it. Lock can give rogues that bit of magical punch to really get over the top while also keeping to the non-Arcane Trickster archetypes and providing some nice opportunities for extra damage (Hex comes to mind here) Depending on what you want to do the fighter levels are completely optional, but of course are very nice for the extra nova burst via action surge. I'm using Pact of the Chain and Assassin, and will be going up to Fighter 5 for an extremely skillful, combat capable character that has some really cool ways to start engagements and generate surprise via warlock magic and social skills (Disguise Self & Silent Image at will for example). Plus, having an Imp or Quasit as a familiar can be very useful, they help you proc sneak attack by being next to an enemy, and can do so while being invisible. As for a patron, Fiend probably has the best early mechanical benefits with Dark One's Blessing but depending on how deep you want to go into Lock Great Old One can be really interesting as well. Overall, in my experience this idea makes for a really cool character that is reminiscent of 4E's assassin if that one played by rogue rules. I thoroughly recommend it! P.S. If your GM isn't opposed to poisons, and your character isn't either, take a gander in the DMG at the specialist poisons listed. They can do wonders for your damage, give you some relatively good save-or-sucks, and add to your RP potential all at once. [/QUOTE]
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