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Working on a Wood Elf Fighter/Rogue archer, with a likely 15-level cap, looking for suggestions
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<blockquote data-quote="994125010" data-source="post: 6705726" data-attributes="member: 6801382"><p>I suggest Rogue 7/Fighter 8 (better than Rogue 8/Fighter 7 due to HD). I feel like the Fighter 7 features are better than the Rogue 9 features which is why I didn't go Rogue 10/Fighter 5.</p><p></p><p>I highly recommend Extra Attack so that you have more chances to get Sneak Attack off on your turn. Sure you won't deal as much Sneak Attack damage on opportunity attacks but you're an archer, you don't get AoO's anyways.</p><p>A good thing to keep in mind is: Extra Attack scales off your damage modifier more (since the damage mod is multiplied), while Sneak Attack scales off attack bonus more (since you just need a hit to land all your SA dice).</p><p></p><p>You get 4 ASI. Given your scores, I'd suggest:</p><p></p><p>1) Sharpshooter: Gets you more range and makes cover (+2 and +5 for half and three-quarters) go away.</p><p>2) Resilient (DEX): Gives you +4 DEX and DM prob has more DEX saves now</p><p>3) +2 DEX: +5 DEX</p><p></p><p>The rest is up to you. You now avoid cover, have a killer DEX save + Evasion, CON saves, and advantage against Charm (with a +2 WIS save). Your AC should also be around 16-18 now.</p><p></p><p>If you're going to be an Assassin, I would actually recommend the Battlemaster over the Champion. And here's why:</p><p></p><p>1) Precision Attack</p><p></p><p>The Assassinate feature says that any hit you make is a critical hit. That still requires you to hit the creature, and even if you have advantage, there are times where you need that 1d8 extra bonus to land your crit.</p><p></p><p>2) Anything that adds the Superiority Die to damage</p><p></p><p>Since you can use a Superiority Die once per attack and you get 4 of them with Action Surge, you can add up to 4d8 to the number of dice you double with crits on Assassinate. This is a potential 8d8 (36) extra damage on your nova round. I think this is much more worth it than fishing for that 19 crit which happens 5% of the time and only gives you 4d6 + 1d10 (19) extra damage for an expected increase of ~1 damage per round.</p><p></p><p>If you argue that Champion's Remarkable Athlete grants half your proficiency to initiative, note that at levels 1-15, this is a +1 or +2 bonus. You already have +5 from DEX and if you do take the Alert Feat, I don't think it'll make much of a difference between you having a +12 vs. a +10 to initiative.</p></blockquote><p></p>
[QUOTE="994125010, post: 6705726, member: 6801382"] I suggest Rogue 7/Fighter 8 (better than Rogue 8/Fighter 7 due to HD). I feel like the Fighter 7 features are better than the Rogue 9 features which is why I didn't go Rogue 10/Fighter 5. I highly recommend Extra Attack so that you have more chances to get Sneak Attack off on your turn. Sure you won't deal as much Sneak Attack damage on opportunity attacks but you're an archer, you don't get AoO's anyways. A good thing to keep in mind is: Extra Attack scales off your damage modifier more (since the damage mod is multiplied), while Sneak Attack scales off attack bonus more (since you just need a hit to land all your SA dice). You get 4 ASI. Given your scores, I'd suggest: 1) Sharpshooter: Gets you more range and makes cover (+2 and +5 for half and three-quarters) go away. 2) Resilient (DEX): Gives you +4 DEX and DM prob has more DEX saves now 3) +2 DEX: +5 DEX The rest is up to you. You now avoid cover, have a killer DEX save + Evasion, CON saves, and advantage against Charm (with a +2 WIS save). Your AC should also be around 16-18 now. If you're going to be an Assassin, I would actually recommend the Battlemaster over the Champion. And here's why: 1) Precision Attack The Assassinate feature says that any hit you make is a critical hit. That still requires you to hit the creature, and even if you have advantage, there are times where you need that 1d8 extra bonus to land your crit. 2) Anything that adds the Superiority Die to damage Since you can use a Superiority Die once per attack and you get 4 of them with Action Surge, you can add up to 4d8 to the number of dice you double with crits on Assassinate. This is a potential 8d8 (36) extra damage on your nova round. I think this is much more worth it than fishing for that 19 crit which happens 5% of the time and only gives you 4d6 + 1d10 (19) extra damage for an expected increase of ~1 damage per round. If you argue that Champion's Remarkable Athlete grants half your proficiency to initiative, note that at levels 1-15, this is a +1 or +2 bonus. You already have +5 from DEX and if you do take the Alert Feat, I don't think it'll make much of a difference between you having a +12 vs. a +10 to initiative. [/QUOTE]
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Working on a Wood Elf Fighter/Rogue archer, with a likely 15-level cap, looking for suggestions
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