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<blockquote data-quote="doctorbadwolf" data-source="post: 9858975" data-attributes="member: 6704184"><p>Some basic ideas I had for a version of him with little or no magic. </p><p></p><p>Rogue (Swashbuckler)/fighter (Battlemaster) more rogue than fighter overall, no need to ever go past level 6 fighter, all other levels rogue, tbh stay at fighter 4 until rogue hits level 7 or so. Manuevers and Cunning Strike is a really good mix, especially taking goading attack, riposte, and either disarm or lunging. I know precision is considered the best or whatever but IMO you should be hitting often enough as a twfer with extra attack and action surge that you just do not need to spend dice on making singular attacks hit. Save it for when you do hit to do something extra, or for turning a missed enemy attack into an opportunity to do sneak attack a second time that round. This is the only one where I would maybe take magic initiate to get booming blade. Maybe. Probably not. Three attacks with scimitar and shortsword or whatever is always better than 1 Booming Blade with a Rapier, and even if you want Rapier, take Dual Weilder so you can use it and a dagger or Scimitar. I guess if you are going all in on the Rapier, with a shield and Dueling fighting style, get Booming Blade for the levels before you get level 5 fighter. </p><p></p><p>Rogue/Monk (kensei)/Ranger (Hunter) - which rogue doesn't matter that much here, even assassin with alert feat would add a sort of opening <em>fleche</em> move, while Thief would make you acrobatic and able to cast some ranger spells as bonus action from scrolls. Hunter Ranger is to add Collossus Slayer (or depending on the adventure and GM habits, Horde Breaker)</p><p></p><p>Monk (any)/Ranger (Hunter) - fewer skills, loses cunning strike, gets more higher level monk and ranger stuff but also spends more time doing unarmed strikes unless you go kensei. </p><p></p><p>And then of course the other magical swordfighters we all know and love like Warlock/Paladin/Bard builds of various descriptions, maybe Bladesinger/Battlesmith.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9858975, member: 6704184"] Some basic ideas I had for a version of him with little or no magic. Rogue (Swashbuckler)/fighter (Battlemaster) more rogue than fighter overall, no need to ever go past level 6 fighter, all other levels rogue, tbh stay at fighter 4 until rogue hits level 7 or so. Manuevers and Cunning Strike is a really good mix, especially taking goading attack, riposte, and either disarm or lunging. I know precision is considered the best or whatever but IMO you should be hitting often enough as a twfer with extra attack and action surge that you just do not need to spend dice on making singular attacks hit. Save it for when you do hit to do something extra, or for turning a missed enemy attack into an opportunity to do sneak attack a second time that round. This is the only one where I would maybe take magic initiate to get booming blade. Maybe. Probably not. Three attacks with scimitar and shortsword or whatever is always better than 1 Booming Blade with a Rapier, and even if you want Rapier, take Dual Weilder so you can use it and a dagger or Scimitar. I guess if you are going all in on the Rapier, with a shield and Dueling fighting style, get Booming Blade for the levels before you get level 5 fighter. Rogue/Monk (kensei)/Ranger (Hunter) - which rogue doesn't matter that much here, even assassin with alert feat would add a sort of opening [I]fleche[/I] move, while Thief would make you acrobatic and able to cast some ranger spells as bonus action from scrolls. Hunter Ranger is to add Collossus Slayer (or depending on the adventure and GM habits, Horde Breaker) Monk (any)/Ranger (Hunter) - fewer skills, loses cunning strike, gets more higher level monk and ranger stuff but also spends more time doing unarmed strikes unless you go kensei. And then of course the other magical swordfighters we all know and love like Warlock/Paladin/Bard builds of various descriptions, maybe Bladesinger/Battlesmith. [/QUOTE]
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