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Gloom Stalker / Assassin: sick multiclass?
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<blockquote data-quote="Guest 6801328" data-source="post: 7481232"><p>Although ranged clearly dominates with this combo, I'm still loving the idea of the melee version. Although I'm generally not a fan of multi-classing, in this case I'd love to some day play:</p><p>Gloom Stalker Ranger 4</p><p>Assassin Rogue 5</p><p>Shadow Monk 11</p><p></p><p>All I really want out of the Ranger is Dread Ambusher, so don't have to go past level 3 (Monk will get me 2nd attack)</p><p>Ranger also gives:</p><p> - Umbral Sight (makes it easier to choose Human for an extra Feat)</p><p> - Fighting style: I'd go with Dueling because Monk already gets Dex bonus to offhand</p><p> - A few spell slots, including Disguise Self, isn't bad</p><p></p><p>It only <em>needs</em> 3 levels of Rogue to get the alpha strike abilities, but 2 more levels gets you an ASI, an additional Sneak Attack die, and Uncanny Dodge, which is handy.</p><p></p><p>Monk in general gets you:</p><p>Flurry of Blows, for one more attack in the alpha strike</p><p>More movement</p><p>The ability to go unarmored and unarmed, which helps for surprising victims</p><p>Stunning strike, for more crits later in the fight</p><p>Shadow Monk gets you Bamf!, of course.</p><p>Going all the way to 11 gets both 1d8 damage die (so for a total of 5 attacks doing base 1d8 in the first round, wielding only a dagger in one hand), plus gets you the Shadow Monk's Invisibility.</p><p></p><p>From there it's either +1 Ranger or Monk to get an ASI, and a Ranger has a bigger hit die, so Ranger it is.</p><p></p><p>That's a total of 4 ASIs, plus a Feat at level 1. I'd take Alert at 1st level, put two ASIs toward increasing Dex to 20, then choose two from among:</p><p> - Lucky</p><p> - Mobile (60' base movement, 70' in the first round)</p><p> - Savage Attacker (all those attacks, all those dice...good insurance against really unlucky rolls.) </p><p> - +2 Wis (which would put Initiative at +13, and increase DC of Stunning Strike)</p><p></p><p>(Note that I could go Rogue 4/Monk 12 and get one more ASI, but I think I'd rather have Uncanny Dodge and +1d6 Sneak Attack damage)</p><p></p><p>So on a Surprise round this guy would get:</p><p>2 regular attacks doing 1d8 + 7</p><p>1 extra attack (Dread Ambusher) doing 2d8 + 7</p><p>2 martial arts attacks (Flurry) each doing 1d8 + 5</p><p>A sneak attack in there somewhere for 3d6</p><p>Doubling all the dice, that's 12d8 + 6d6 + 25 = average of 106...if I did that in my head correctly. Probably more with Savage Attacker.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7481232"] Although ranged clearly dominates with this combo, I'm still loving the idea of the melee version. Although I'm generally not a fan of multi-classing, in this case I'd love to some day play: Gloom Stalker Ranger 4 Assassin Rogue 5 Shadow Monk 11 All I really want out of the Ranger is Dread Ambusher, so don't have to go past level 3 (Monk will get me 2nd attack) Ranger also gives: - Umbral Sight (makes it easier to choose Human for an extra Feat) - Fighting style: I'd go with Dueling because Monk already gets Dex bonus to offhand - A few spell slots, including Disguise Self, isn't bad It only [I]needs[/I] 3 levels of Rogue to get the alpha strike abilities, but 2 more levels gets you an ASI, an additional Sneak Attack die, and Uncanny Dodge, which is handy. Monk in general gets you: Flurry of Blows, for one more attack in the alpha strike More movement The ability to go unarmored and unarmed, which helps for surprising victims Stunning strike, for more crits later in the fight Shadow Monk gets you Bamf!, of course. Going all the way to 11 gets both 1d8 damage die (so for a total of 5 attacks doing base 1d8 in the first round, wielding only a dagger in one hand), plus gets you the Shadow Monk's Invisibility. From there it's either +1 Ranger or Monk to get an ASI, and a Ranger has a bigger hit die, so Ranger it is. That's a total of 4 ASIs, plus a Feat at level 1. I'd take Alert at 1st level, put two ASIs toward increasing Dex to 20, then choose two from among: - Lucky - Mobile (60' base movement, 70' in the first round) - Savage Attacker (all those attacks, all those dice...good insurance against really unlucky rolls.) - +2 Wis (which would put Initiative at +13, and increase DC of Stunning Strike) (Note that I could go Rogue 4/Monk 12 and get one more ASI, but I think I'd rather have Uncanny Dodge and +1d6 Sneak Attack damage) So on a Surprise round this guy would get: 2 regular attacks doing 1d8 + 7 1 extra attack (Dread Ambusher) doing 2d8 + 7 2 martial arts attacks (Flurry) each doing 1d8 + 5 A sneak attack in there somewhere for 3d6 Doubling all the dice, that's 12d8 + 6d6 + 25 = average of 106...if I did that in my head correctly. Probably more with Savage Attacker. [/QUOTE]
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