Please help me put the numbers to the concept

I am currently working on a level 13 character for a gestalt game. I want one of the classes to be rogue and eventually to work into the shadowdancer prestige class. I am planning on doing a two weapon fighting style, focusing on using a thin blade (rapier) and a whip. I am also going to get a blowgun (one of the best weapons to deliver poisons in my opinion). What class/prestige class would compliment this for the second class? I am open for just about anything. The DM allows mostly anything as long as it doesn't overshadow the party.
 

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Ninja would be good for the other side for its ability to handle poison. They also have good mobility, add wisdom to armor class and can gain Ki abilities that allow them to go invisible and deal with incoporeal creatures.

Fighter / Dervish (Whip PrC) would also be good. The fighter feats would allow you to augment your ability to hit and the dervish would take away some of the penalties of the whip.
 

The important thing to remeber with gestalt is to use the second class(es) to add things that you don't get from your primary class. For that reason, I probably would not recommend something like Ninja - you're already getting a similar (though not exactly the same) set of benefits from rogue. Perhaps levels of Ninja in addition to levels of rogue, but not a Ninja/Rogue.

Four or more levels of Fighter wouldn't be a bad choice for the feats. It also ramps up your fortitude saves, hit points, and base attack bonus.

If you have a high intelligence, levels of Swashbuckler would work well. Free Weapon Finesse and adding your intelligence to damage will help out.

If you have the intelligence or charisma, levels of wizard or sorcerer could work well, especially if you're willing to go without armor. There are a lot of times that a bunch of spellcaster levels can work well for a rogue. However, for a dual-wielder, it may not help you as much. Up to you to decide.

Overall, I'd probably recommend Fighter, because you need a lot of feats to make this work and, default, you get five or six (depending on race). You'll need EWP (Thin Blade), Two-Weapon Fighting, Dodge, and Mobility. I would probably recommend Combat Expertise, Improved Trip, Improved Disarm, and Combat Reflexes, to take advantage of the whip. I'd also recommend Weapon Focus, Weapon Specialization, and Improved Critical with the Thin Blade. That would be up to 11 feats, 12 if you add in Two-Weapon Defense. Weapon finesse, too, if you're high dex, low strength. So... yeah, that'd require just about every level in your second class going towards Fighter. Sure, there are other ways to do it, but Fighter would work well.

I might also recommend the Defending property on your whip. Use it when making attacks of opportunity, to trip and disarm opponents. Tripping is just a touch attack, so, even with all of a whip's enhancement shifted to defense, you're going to hit.
 

Even if you go Human, you've only got 6 feats at 13th level.
TWF, Dodge, Mobility, Spring Attack, EWP (whip), and Combat Reflexes (needed for S.D.)
Your feats are all full.

Fighter could get you some more cool feats: Elusive Target, PHB2 extended spring attack chain, maybe combat expertise and improved disarm for the whip.

Duskblade would work very well too. With Rogue you'd get all good saves, full BAB, d8 HD,
and some spells to fire off when you can't sneak attack things.

I would take Ninja instead of Rogue for your build.
 

Ninja (or Rogue)/Fighter I think is the way to go. Sneak attack with a full BAB, a lot of hitpoints, good saves, lots of skills, tons of feats, and weapon spec to bump up the damage when SA isn't an option. A solid choice for you I think.
 

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