Thanks for the extra input. I like both options but I think assassin is out because it requires evil alignment. DM is pretty strict on alignment as far as I can tell, and I don't like the idea of losing the BAB. The 2nd build starts out very close to what I had, and I'm beginning to think keeping my SA is the best option. Even if it is only 3-4d6 for awhile at least it's some extra punch and gives me some options. Also because I will be doing melee as well and not getting bonus damage while flanking will suck if I'm a rogue.
I really like the idea of dipping Master Thrower early to pick up the trick and quick draw, then finishing up swash/rogue. I hadn't considered that before. The only thing I'd consider is taking swash 3 before rogue 4 to get the insightful strike before master thrower, then uncanny dodge after. Partially because with the palm trick I get no +str damage, but I'd still get my +2 int to damage and with TWF I'd get 4 attacks so that's easy extra damage. And also because I have no real world experience with how good uncanny dodge really is and if it would benefit me more for those 3 levels.
Also like the idea of having mediocre SA dice early on, but then getting a nice mid level boost after all of my skills come together. I'm not sure if I can squeeze in anything from ToB, but I wouldn't rule it out. As I mentioned he's a new DM and I really don't want to overwhelm him. However by the time we get to that level range I'm sure he'll totally be into the swing of things and may be ok with me taking a few things if it goes along with my character build concept. He seems really big on keeping the character concept strict, and not into the Barbarian/Warlock/Wizard/Assassin/Monk kinds of builds hehe.
So with that said, what is the benefit to daggers instead of darts? Availability? Darts have identical damage and farther range than daggers and weigh/cost half as much. I don't plan on wielding 2 daggers to fight, rather rapier/shortsword. With quick draw I could easily throw my weapons, then quick draw my swords next round in melee and still get full attack. Or quick draw, move, partial attack. There must be some other benefit I'm not realizing.
Also some basic thrower class questions. How expensive/feasible is carrying a ton of thrown weapons around? Or can I expect some sort of magic item to supply me items so I don't have to walk around with 100 daggers in my backpack hehe. I really want to be able to focus on throwing until I'm forced to engage in melee, then easily step in and get some SA flanking with my TWF. Then if I get arcane stunt and get in trouble I could easily expeditious retreat out of combat and start throwing again(at least in theory).
I'm gonna have to read up on swordsage.. I'd like to think of my guy as being sort of a medieval gunslinger that can dance around picking out targets until he has to get close, then can whip out some swords and do some fancy footwork. Acrobatic backstab, expeditious retreat and any other skill tricks I can use to make this happen.
I really like the idea of dipping Master Thrower early to pick up the trick and quick draw, then finishing up swash/rogue. I hadn't considered that before. The only thing I'd consider is taking swash 3 before rogue 4 to get the insightful strike before master thrower, then uncanny dodge after. Partially because with the palm trick I get no +str damage, but I'd still get my +2 int to damage and with TWF I'd get 4 attacks so that's easy extra damage. And also because I have no real world experience with how good uncanny dodge really is and if it would benefit me more for those 3 levels.
Also like the idea of having mediocre SA dice early on, but then getting a nice mid level boost after all of my skills come together. I'm not sure if I can squeeze in anything from ToB, but I wouldn't rule it out. As I mentioned he's a new DM and I really don't want to overwhelm him. However by the time we get to that level range I'm sure he'll totally be into the swing of things and may be ok with me taking a few things if it goes along with my character build concept. He seems really big on keeping the character concept strict, and not into the Barbarian/Warlock/Wizard/Assassin/Monk kinds of builds hehe.
So with that said, what is the benefit to daggers instead of darts? Availability? Darts have identical damage and farther range than daggers and weigh/cost half as much. I don't plan on wielding 2 daggers to fight, rather rapier/shortsword. With quick draw I could easily throw my weapons, then quick draw my swords next round in melee and still get full attack. Or quick draw, move, partial attack. There must be some other benefit I'm not realizing.
Also some basic thrower class questions. How expensive/feasible is carrying a ton of thrown weapons around? Or can I expect some sort of magic item to supply me items so I don't have to walk around with 100 daggers in my backpack hehe. I really want to be able to focus on throwing until I'm forced to engage in melee, then easily step in and get some SA flanking with my TWF. Then if I get arcane stunt and get in trouble I could easily expeditious retreat out of combat and start throwing again(at least in theory).
I'm gonna have to read up on swordsage.. I'd like to think of my guy as being sort of a medieval gunslinger that can dance around picking out targets until he has to get close, then can whip out some swords and do some fancy footwork. Acrobatic backstab, expeditious retreat and any other skill tricks I can use to make this happen.
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