Bluff master invisible blade

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First Post
Hi, I'm making a build with a few goals. I'm trying to make it a master of manipulation, while retaining some combat viability through sneak attack (and similar modifiers).
We are allowed to use the PH1, and prestige classes from complete books and DMG, feats and bass classes from complete and DMG not allowed.

Current build (halfling):
Base stats:
Str:12 -2 racial = 10
Con:12
Dex: 17 +2 racial, +1 at 8 = 20
Wis: 8
Int: 14
Cha: 15 +1 at 4 = 16

I am using the unofficial errata of invisible blade for prereqs (weapon focus and weapon finesse, due to a mistake in the book when invisible blade and master thrower were split)

1. Rogue weapon finesse, sneak d6
2. Rogue
3. Rogue weapon focus: knife, sneak 2d6
4. Rogue
5. Rogue sneak 3d6
6. Invis blade improved initiative, sneak 4d6
7. Invis blade bleeding wound (very nice)
8. Invis blade sneak 5d6, feint as move
9. Invis blade (feat?), take 10 on feint
10. Invis blade sneak 6d6, feint as free
11. Nightsong enforcer sneak 7d6
12. Master of masks: sneak 8d6, +2 hide and move silently
13. Avenging executioner? sudden strike 1d6, bloody blade, (not sure if this class level is worth it due to BAB loss)

Starting at level 7 with 18k
bane knife (we're fighting a specific race), gloves of dex (+2), amulet of health (+2), +2 mithril chain shirt, about 2k left over.

Skill tricks:
assume quirk, timely misdirection, second impression, group fake-out @ level 7

I could do a 1 level exemplar dip to boost bluff later on.

Thoughts on the build?
What feat to take at 9?
Where to go after level 12?
 

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I think invisible blade is a terrible class and you'd be much better off just using Master Thrower, which is stronger and more fun. I say that as someone who made an IB, found it to miserably suck, then went into MT after that (w/o being able to retrain), and despite the delayed and not entirely synergistic entry, STILL found my character much better off immediately.

Also, iirc the 5th level ability was errata nerfed to only let you free action feint once/round, which (as if feinting was difficult and unrewarding enough already) officially made the capstone pointless.

Also, just so I'm clear...feats and base classes from the completes aren't allowed, but skill tricks ARE?

EDIT: And allowing PrCs from all over but not feats or base classes sounds like a spellcaster's wet dream. Just sayin'.
 

Then I replace weapon focus and finesse levels, I'm starting at level 7 so no difference.

I don't particularly like playing casters, just not my style. And you'd be correct, the DM has put some rather odd limitations on us. I'm put off by the master thrower's lack of sneak attack.

At level 8 is 6d6 sneak attack converted into a DOT really that bad?
 

What's DOT?

MT doesn't advance sneak attack, but it lets you attack touch AC and...I think double your sneak attacks, though the palm throw thing may not work for that. Along with fun things like free trip attempt on every attack. Just get a ring of blinking, pummel their flatfooted touch AC with your TWF Rapid Shotting daggers of doom, and laugh.

May take a few levels past 7th to afford the ring of blinking, though. :)


Alternatively, if you're willing to play a semi-caster, Rogue/Wizard/Unseen Seer/Arcane Trickster. Start with a level in rogue, take like 3 in wizard then another in rogue, then ~4-5 in Unseen Seer, then the rest in Arcane Trickster. Likely the best "rogue" you could make with the given houserules.
 

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