I've got a rider character who is currently Mystic Ranger 9 / Cloistered Cleric 1 / Prestige Paladin 2. He's the cohort to a very powerful mount. (This thread is not about the mount.)
With the rider taking Sword of the Arcane order, my already powerful mount has a lot of added flexibility. I’m...
Sounds like the dagger is a good (and cheap) way to ensure getting full sneak attack dice then. Would you agree?
Also, with the clause about no enhancement bonuses... would that mean you could stack further magic abilities on it (such as Heart Seeking, Keen, etc), so long as it doesn't get a...
What about spectral dagger from Magic Item Compendium? Only costs 6,000 gold each!
I can read this in two ways. One, you deal no damage unless they fail the save. Two, you can deal sneak attack damage even if they fail the save.
Revision:
I found out I'm calculating my two-weapon attacks wrong.
If you apply my +8 dex mod and weapon finesse, I'd get six potential sneak attacks, at +17/+17/+12/+12/+7/+7, vs two at +21/+21. I think that kind of answers it.
They seem pretty similar to me. The two weapon spring attack grants slightly more flexible, but overall only seems different in the maximum damage and your likelihood to hit. Either case, I'd be popping up behind an enemy, and afterwards, disappearing.
I suppose taking the Evocator path grants...
Almost got this figured out. Rogue now rather than scout. Idea is burrow up, flank, sneak attack, and burrow down to hide. (Changing the original post to reflect this)
Both of these methods will allow burrow back underground after an attack, essentially dodging almost any damage, unless an...
Boots of Speed is definitely a good idea.
As far as Whirlwind Attack goes...
Pre-reqs are: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
I figure that the only reason Dodge and Mobility are in that list is because Spring Attack Requires it. But I'll...
We're starting up a Monster/Scoundrel campaign set in Faerun. I've got a pretty cool build idea, but I want to make sure I am understanding Entomanothropy properly. Here goes.
I want to make an entomanothropic rogue. He'd take 5 levels of the mole PrC (Dragon #310, p71), which would allow...
Thank you all for all your suggestions and help.
Based on the forums Dandu recommended, I've come up with a new character concept that's just as cool, with only a +2 level adjustment and 1 racial hit die.
Since it's really a total re-envision (skirmish based rather than sneak attack), I'm...
Heh. Yes he does. I don't think the shade deserves the +4 level adjustment, especially when we have a kobold who can do an insane amount of fire damage with his breath attack, and has 35 dex. Sure, the Shade has some good abilities, but none of them are super gamebreaking, and most are only...
Would you mind clarifying why for each suggestion, as it relates to Dagerspell Mage?
Arcane Trickster gains impromptu sneak attack, which is definitely solid, but I can already turn invisible once per round. I haven't really played with a rogue before, but I imagine flanking wouldn't be hard...
Thank you guys for all the advice. I'm somewhat set at this point in using arcane magic, as it would greatly boost my flexibility and damage output. That said, I have a few questions.
Firstly, my DM lets the Practiced Spellcaster feat not only increase your caster level, but spells...
The difference is I expected my AC and damage to be high enough that I'd be a force to be reckoned with in combat, when in reality, I could probably be put down with a single critical hit, depending on what we're fighting.
Those are cool but feel very similar to the shade abilities. Much as I...