Creating a new character after a TPK - I need some inspiration

Rogue/Barbarian - spring attacking with a great axe - has a nice ring to it. Take Luck of Heroes and Nymph's Kiss at first level (offsets an 11 charisma and intelligence score) to boost saves and AC a bit.

I just started looking at the Shou Disciple - I think a Rogue/Shou Disciple would be pretty nifty - 2d6 unarmed damage + sneak attack damage.

Looking back on our past campaigns this rogue needs to be able to do 3 things well
1) Not Get Hit
2) Find & Disarm Traps
3) Use Magic Devices

This is really frustrating - usually I have too many ideas, but now nothing leaps out at me.
 

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so, take a level of rogue first (so that you ge the skill point hit), then multiclass to barbarian for 2nd (handily avoiding the illiteracy issue) and then continue on with rogue at 3rd.

the spring attack line was suggested so that you won't get hit too often.

i'd also arrange your stats way differently, in order to support this..

15, 15, 14, 14, 11, 11

str: 14
dex: 15
con: 14
int: 15
wis: 11
cha: 11

since dex and int would be your two primary stats (yes, wis is dumped with and 11 which hurts for spot/listen, but int is good for search, ala point 2). throw on a chain shirt and you're good to go!

now, on to feats: spring attack requires dodge and mobility. it also has a bab +4 requirement - all of which you can do by level six.

sounds like you are thinking about a human already, which means that at 1st you could either take both dodge and mobility (i would do this - it lets you get around the battlefeild easier anyway), or just dodge, and take mobility at level 3. the choice is up to you. i can't think of a really solid feat to take at first level otherwise... but i'm just working straight out of core materials here.

hope this helps...
 

With that rogue/barbarian progression I was thinking Luck of heroes (an FR feat) which grants a +1 luck bonus to AC and all saves.
 

Check out the Scout Class from Comp Adv.

Elf Scout

S: 14, D:17, C:12, I:13, W:12, Ch:10

Skills: Survival, Move Silently, Hide, Listen, Spot, Jump, Tumble, Search, Know: Nature

Feats: Track, Point Blank Shot, Precise Shot, Quick Recon (or Alertness), Weapon Finesse

Focus on Archery and Mobility, you can find traps (but not disarm), and you get all the +'s of a ranger and a rogue, rolled into one.
 

I still say single-class Spellthief. You're uniquely suited to play it well.

Str: 11, Dex: 15, Con: 14, Int: 14, Wis: 11, Cha: 15
Human (you'll need the Feat & skill points).

Notes on Spellthief:

1/ To steal a spell, you need to either sneak attack a foe who has spells, or touch a willing target. This means you can:
- Steal spells from a distance (no mention of melee sneak attack).
- "Steal" spells from a friend (effectively, unlimited imbue with spell ability for your allies), thus doubling your party's damage output on the first round of combat.
- "Steal" spells from the unconscious Cleric (unconscious counts as willing for effects) to heal him, so he can heal the others.

2/ You can steal anyone's spells. The examples are all arcane spellcasters, but the rules text says nothing about arcane vs. divine. It does mention that you need whatever components the original caster would need, "including Focus", so get yourself Clerical and a Druidic Divine Foci.

3/ The saves are kinda lame, and you don't get Evasion, so consider taking two levels of Monk. If you had enough good scores to pump up your Wisdom, I'd say it's a great choice. Hmm, maybe we can lower your Int score... what skills do we really need? Hmm.

4/ Some Feats from Complete Adventurer:
- Ascetic Mage: see if your DM will allow your Spellthief level to count as 1/2 Sorcerer level, since you cast basically as a Sorcerer. If so, you should certainly take two levels of Monk after eight levels of Spellthief. Oh, and Cha bonus to AC (instead of Wis). Schweeeeet! This would be your 9th level Feat, if your DM buys the half-Sorcerer thing, which is IMHO reasonable. They're from the same book.
- Appraise Magic Value: Like Identify, for 1/4 the cost, without wasting a spell. But you have to already know that the item is magical, which you can do Cha bonus/day after 2nd level.
- Force of Personality: Cha bonus to Will in place of Wis. You have a good Will save, but this wouldn't hurt.

5/ Note that the Spellthief has Speak Language on his skill list. It's just him and the Bard. This is a nifty little perk. Some level, pick up nine languages, just to see the look on your DM's face.


So, a Human Spellthief, level 1:

Feats: Point-Blank Shot, Rapid Shot (use darts or a sling)
Skills: 9*4 skill points, so 9 max'd skills: Concentration, Disable Device, Kn(Arcana), Listen, Open Lock, Search, Spellcraft, Tumble, Use Magic Device

Equipment: Leather armor, Longspear, Sling & bullets

-- N
 

OK, I'm looking at the Spellthief :)

However, now I have a question about the Shou Disciple. The Shou Disciple appears to be a monk type prestige class and grants the Light armor proficiency - however, if you wear light armor don't you lose a slew of your monk abilities?
 

Abraxas said:
The Shou Disciple appears to be a monk type prestige class and grants the Light armor proficiency - however, if you wear light armor don't you lose a slew of your monk abilities?

Good ideas =/= good editors. ;)

Haven't seen the Shou Disciple, but I've seen enough WotC stuff...

-- N
 

I hate to say it, but Rogue/Paladin is extremely wanky...Why would a rogue become a Paladin or Vice-Versa...If y'all use psionics, the Shadowmind from CA is awesome...I am a plain old Rogue-Wizard, heading toward Arcane Trickster, and loving it...I just am not a fan of the crazy class combos, just to make a character more kick butt...I think there should be reasons to change class, in game...but just my opinion. Hell, become Conan...go Barbarian, Rogue, Fighter, Mercenary Captain and up as King...sounds really fun to me....
 

play a spellthief. I've been playing a rogue for the last 6 months and bought complete adventurer halfway through and I now want to try a spellthief instead. then tell me all about how great it is.....

The other that i've been fancying is the daggerspell shaper (complete adventurer), I love druids and rogues and the mix seems tempting. Using that and the alternate wildshape rules in unearthed arcana sounds soooo tempting, will be my replacement if my rogue dies as the DM has said we'd use those instead of the normal wildshape.

just had a look at the prereqs for it, a spellthief druid daggerspell shaper works too or a scout actually, all tasty. free quicken spell at 15th level with any full attack sounds very tasty, maybe with combat expertise and the ranks in tumble to get a nice big ac boost and a reach weapon and combat reflexes and imp unarmed strike to do some battle field control.

<edited for stupid grammar mistakes, apologies for the stream of conciousness style writing am surviving on mainly caffeine at the moment>
 

OK, I've read over the spellthief and am somewhat uninspired. It doesn't ring with survivability in our campaign style and after the TPK I'm more into a smacking things and taking their stuff kind of mood.

A Goliath Rogue/Monk/Fighter/Shou Disciple is slowly taking shape (but still may be dropped for a simpler Rogue/Barbarian - or a Dwarven Monk w/VoP :D ).
 

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