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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Optimised A5e rogue (and other) builds
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<blockquote data-quote="chromevulture" data-source="post: 8691763" data-attributes="member: 7036856"><p>Thanks for the responses. We start in around 1 week, though my DM might allow me to change subclasses if I ask nicely. The queen bee build sounds incredibly fun, but I think its a miss for this campaign. Dropping that many levels into another class that someone else already has covered would probably not be the best (I am basically designated handle non-combat encounters with the wizard). Finally, I believe that the 1 hit for melee poisons is for all poisons (even those bought or found). On page 167 of "Trials and Treasures" it states:</p><p></p><p>"As an action you can coat one slashing or piercing weapon, or up to 3 pieces of ammunition. The poison retains its potency for 1 minute <strong>or</strong> <strong>until you hit with the weapon</strong> or ammunition."</p><p></p><p>This is disconnected from the rogue ability and seems like a colossal nerf to melee attacks featuring poison (especially as the set DCs are so low already and ranged attacks are just plain better in this game).</p><p></p><p>On a side note, would anyone know the maths behind how big of a damage buffs having D8s for sneak attack would be? I doubt it would make up for missing extra attack, but something to keep me in a close third/fourth place position on the damage chart would be nice.</p><p></p><p>Edit: Forgot to mention, carver doesn't give an extra 1d8 unfortunately:</p><p></p><p>"When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage."</p><p></p><p>It doesn't mention that it deals extra sneak attack and burglar's backstab only works on sneak attack.</p></blockquote><p></p>
[QUOTE="chromevulture, post: 8691763, member: 7036856"] Thanks for the responses. We start in around 1 week, though my DM might allow me to change subclasses if I ask nicely. The queen bee build sounds incredibly fun, but I think its a miss for this campaign. Dropping that many levels into another class that someone else already has covered would probably not be the best (I am basically designated handle non-combat encounters with the wizard). Finally, I believe that the 1 hit for melee poisons is for all poisons (even those bought or found). On page 167 of "Trials and Treasures" it states: "As an action you can coat one slashing or piercing weapon, or up to 3 pieces of ammunition. The poison retains its potency for 1 minute [B]or[/B] [B]until you hit with the weapon[/B] or ammunition." This is disconnected from the rogue ability and seems like a colossal nerf to melee attacks featuring poison (especially as the set DCs are so low already and ranged attacks are just plain better in this game). On a side note, would anyone know the maths behind how big of a damage buffs having D8s for sneak attack would be? I doubt it would make up for missing extra attack, but something to keep me in a close third/fourth place position on the damage chart would be nice. Edit: Forgot to mention, carver doesn't give an extra 1d8 unfortunately: "When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage." It doesn't mention that it deals extra sneak attack and burglar's backstab only works on sneak attack. [/QUOTE]
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