SadisticFishing said:
Alright, well, I have a close friend who's playing in the next campaign we're starting up. In the last one, he was a Warlock, and he looked to me for making him super powerful - and I failed =( .... Mostly because he didn't want to use my feat build, and partly because we didn't know how Metaspelllike feats worked, and because I'd never heard of Hellfire Warlock and didn't look very hard.
Anyways, this campaign, he is playing a simple CG Rogue, and I'm looking for ways to make him own.
His stats are: (32 point buy, tell me if he got them wrong - I would have done it slightly differently, but he doesn't really listen to me heh)
12, 16, 14, 14, 10, 12.
For feats, I was thinking; H: Weapon Finesse, 1: Two-Weapon Fighting, 3: Weapon Focus (Dagger), 6: Improved Initiative... But I'm not sure where to go from there. Disembowling Strike (CSco) actually seems rather interesting, Dual Strike (CAdv) looks okay too, move actions are always fun...
But "How can I max his damage output?" is the real question of the day, and any help would be appreciated. Thanks.
Oh if it helps at all, the part is: Druid (me), Paladin, Knight (warforged, this should be fun), and Sorceress.
Str/Dex/Con/Int/Wis/Cha?
I'll treat that as Fixed, for now.
I'll give you a Core build, just for grins
Taking that as-is....
1) Max ranks in UMD (at least until you can make the Use Wand check on a nat-1)
2) Max ranks in Tumble (until you reach the point where you can make the check for two opponents on natural 1's)
Feats:
1) Two-Weapon Fighting
H) Two-Weapon Defense
3) Quick Draw (or Weapon Finess)
6) Weapon Finess (or Quickdraw)
9) Improved Two-Weapon Fighting
12) Improved Initiative (or Combat Expertise)
15) Greater Two-Weapon Fighting
18) Combat Expertise (or Improved Initiative)
Some key items you'll want (in addition to the standard items, of course; potion of Invisibility, potion of Fly, item of Dimension Door/Teleport, extradimensional storeage, Gauntlets of Dexterity, Cloak of Resistence, and so on), in about order you'll want to pick them up (if you can get them sooner, go for it):
Two Shortswords
Bandolier to hold lots of flasks in quickdraw capable locations
Lots of Flasks of Acid
Lots of potions of Alchemist's Fire
Wand of Acid Splash
Wand of Chill Touch (highest caster level available)
Wand of Produce Flame (highest caster level available; Extended if possible; you want the Druid version)
Wand of Grease
Wand of Greater Invisibility
You've got a couple of basic strategies:
Flasks of Acid:
Thrown at a flat-footed opponent. They're attacks, so they are sneak attack capable. As thrown weapons, they automatically use your Dex modifier. They're touch attacks, so your attack bonus mostly doesn't matter. This gets tasty fast. Slightly pricy, though; Flasks of Flasks of Acid 10 gp per attack market, but each attack expends one - period. The splash damage is gravy, but do remember it. They're expended when thrown, which is why you need Quick Draw.
Alchemist's Fire:
See Flasks of Acid, only they're 20 gp per attack. They do an extra d6 of fire damage the next round, though.
Wand of Acid Splash:
It's a cantrip, caster level 1. Mostly, it's used as a vehicle for your sneak attack when you'll only get one attack in anyway. It's a touch attack, so you don't need to worry about your attack bonus too much. Caster level 1, 7.5 gp/charge, market.
Wand of Chill Touch:
This spell is selected because it has multiple charges, based on caster level, with no limit. You want at least as high a caster level on your wand as you get attacks in a round; ideally you'll want double that. You can hold the charge indefinately, so they don't go wasted unless you find you need to touch something. It's the melee version of Flasks of Acid - this is for when you're flanking. 1d6 touch attacks, with the potential for strength damage (DC 11, not likely, but possible). If your DM permits, you two-weapon fight just with the Chill Touch charges; otherwise, you argue that you can use a shortsword in your other hand at no cost other than standard TWF penalties (seeing as how the energy isn't channeling through that hand) and two-weapon fight that way. Market Price 15 gp/attack (due to the way charges work for the item, the price per attack is independant of caster level). As an added bonus, this gives you something to do vs. undead (it's an easy will save DC 11, but when you're forcing several saves per round, well...).
Wand of Produce Flame:
See Wand of Chill Touch - as an added benefit, you can throw them. Produce Flame is an Effect spell with a duration, so you don't need to worry about the clause of touching things discharging the spell regardless. This means you can potentially have two of them running (one on each palm) or have a shortsword in your off hand without arguing with your DM too much. 15 gp per attack, but they come in groups and you can't hold them forever.
Wand of Grease:
There's this nifty clause in Grease - it forces Balance checks. There's this nifty clause in the Balance skill: If you don't have at least five ranks in Balance, you're considered flat-footed when Balancing. Almost nothing has actual ranks in Balance. This makes many critters sneak-attackable after the first round without worrying about being in melee range for flanking. Duration is one round/level.
Wand of Greater Invisibility:
The use should be obvious enough - opponents are denied their Dexterity bonus to AC when they can't see you, opening them up for sneak attacks.
You've got three "elements" available - Acid, Fire, and Negative Energy. Select one based on your opponent - most will usually be subject to at least one of them. The shortswords are primarily backup weapons, don't invest in them too heavily.