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SEAL character
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<blockquote data-quote="nittanytbone" data-source="post: 2697360" data-attributes="member: 35709"><p>Sounds like you want a skill-monkey who is also good at combat and who also has a good dose of stealth.</p><p></p><p>To be able to break and enter, conduct thorough searches, locate and disable traps, have lots of skill points for acrobatic skills (balance, swim, move silently, climb), etc, you'll need at least one level of rogue. This gives you trapfinding and access to skills like Disable Device as well as sneak attack damage. You should definitely take the rogue level at level 1 for maximum skill points.</p><p></p><p>Then, two levels of ranger would not be a bad thing. They help your Fort save out a ton, get you tracking, a favored enemy (this one's a no brainer: Humans!), and a combat style (Two Weapon Fighting or Archery) which meshes very nicely with sneak attack damage. The skill list is good and you can keep your search, spot, listen, hide, and move silently high.</p><p></p><p>If you want to improve your hand-to-hand combat prowess and defensive potential, I'd reccomend one or two levels of monk. If you later plan on getting more rogue levels, I'd stick with one level of monk (no need to get evasion twice!). If you don't want any more rogue levels, go with two monk levels to get Evasion. It'll help your saves (especially your awful will save!), get you access to some hand-to-hand combat feats, and continue your access to good skills. You do lose a bit of BAB, however.</p><p></p><p>If you want to improve your skills and damge potential, keep grabbing rogue levels. The sneak attack damage will keep piling up (and its basically doubled with TWF or rapid shot!) as will your skill list. Use Magic Device might be important if you want to be able to use gadgets (I figure magic items are as close to a SEAL's gear as you can get in D&D).</p><p></p><p>Maybe throw a level of fighter in if you must have the feats. But it will hurt your skills.</p><p></p><p>A level of wizard could be interesting if you carefully pick spells and a familiar, and it will go nicely with the high intelligence you should be having to have a ton of skills. It will increase your versatility and maybe let you save on Use Magic Device skill points. It also boosts the crucial Will save. You do lose out on some BAB and HP though.</p><p></p><p>You should definitely give a second look at being human for such a skill intensive build; the extra feat and skill points will pay off for you. Just take some ranks in swim and have a friendly mage cast "water breathing" (or use a scroll with UMD, or get a magic item that simulates SCUBA apparatus...).</p><p></p><p>For stats, I'd say you want 14+ int, 14+ dex, and 14+ con. Nothing else really matters, although good wisdom could boost your will saves and good strength improves damage potential slightly and lets you lug more stuff.</p><p></p><p>For combat, there's a few options. The dodge-mobility-spring attack path is safest but offers the least damage potential. The dedicated melee two-weapon fighting tree requires high dexterity to qualify for the feats but has good damage output. You can use TWF to throw things as well, in which case Point Blank Shot-Precise Shot-Far Shot might be for you. Rapid shot would send you down the archery path, and again point blank shot and precise shot might be a good investment. I don't think Combat Expertise-Improved Bluff is worth it, as you still can't make a full attack. It is something to consider though as you rely a lot on sneak-attack damage.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 2697360, member: 35709"] Sounds like you want a skill-monkey who is also good at combat and who also has a good dose of stealth. To be able to break and enter, conduct thorough searches, locate and disable traps, have lots of skill points for acrobatic skills (balance, swim, move silently, climb), etc, you'll need at least one level of rogue. This gives you trapfinding and access to skills like Disable Device as well as sneak attack damage. You should definitely take the rogue level at level 1 for maximum skill points. Then, two levels of ranger would not be a bad thing. They help your Fort save out a ton, get you tracking, a favored enemy (this one's a no brainer: Humans!), and a combat style (Two Weapon Fighting or Archery) which meshes very nicely with sneak attack damage. The skill list is good and you can keep your search, spot, listen, hide, and move silently high. If you want to improve your hand-to-hand combat prowess and defensive potential, I'd reccomend one or two levels of monk. If you later plan on getting more rogue levels, I'd stick with one level of monk (no need to get evasion twice!). If you don't want any more rogue levels, go with two monk levels to get Evasion. It'll help your saves (especially your awful will save!), get you access to some hand-to-hand combat feats, and continue your access to good skills. You do lose a bit of BAB, however. If you want to improve your skills and damge potential, keep grabbing rogue levels. The sneak attack damage will keep piling up (and its basically doubled with TWF or rapid shot!) as will your skill list. Use Magic Device might be important if you want to be able to use gadgets (I figure magic items are as close to a SEAL's gear as you can get in D&D). Maybe throw a level of fighter in if you must have the feats. But it will hurt your skills. A level of wizard could be interesting if you carefully pick spells and a familiar, and it will go nicely with the high intelligence you should be having to have a ton of skills. It will increase your versatility and maybe let you save on Use Magic Device skill points. It also boosts the crucial Will save. You do lose out on some BAB and HP though. You should definitely give a second look at being human for such a skill intensive build; the extra feat and skill points will pay off for you. Just take some ranks in swim and have a friendly mage cast "water breathing" (or use a scroll with UMD, or get a magic item that simulates SCUBA apparatus...). For stats, I'd say you want 14+ int, 14+ dex, and 14+ con. Nothing else really matters, although good wisdom could boost your will saves and good strength improves damage potential slightly and lets you lug more stuff. For combat, there's a few options. The dodge-mobility-spring attack path is safest but offers the least damage potential. The dedicated melee two-weapon fighting tree requires high dexterity to qualify for the feats but has good damage output. You can use TWF to throw things as well, in which case Point Blank Shot-Precise Shot-Far Shot might be for you. Rapid shot would send you down the archery path, and again point blank shot and precise shot might be a good investment. I don't think Combat Expertise-Improved Bluff is worth it, as you still can't make a full attack. It is something to consider though as you rely a lot on sneak-attack damage. [/QUOTE]
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