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TormakSaber
 
PostPosted: Mon, Mar 19 2012, 11:17 AM 

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You could do a lot better, too, imo.

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QPR
 
PostPosted: Mon, Mar 19 2012, 14:16 PM 

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So what would that be in less ambigious terms? Yay or nay?

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The1Kobra
 
PostPosted: Mon, Mar 19 2012, 14:48 PM 

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(The following assumes you're making a dexterity based melee weapon assassin and not a strength based one)

Generally, the pre-epic feats you want on an assassin are:

Required: Weapon Finesse, Blind Fight, Weapon Focus, IMPR Crit, KD, IKD
Nice to Have: Weapon Focus (Ranged weapon), Weapon Specialization, Saves feats (Fort and Will), Two Weapon Fighting+Ambidex+ITWF, Stealthy, Skill foci (Stealth or detection), Exotic Weapon Proficiency (Small only, for kukri), Toughness

Other feats come after that. You should have all of the ones in the 'required' category. You won't have enough feats for everything in the 'nice to have' category, so I'd recommend picking what best suits the character.
Naturally, if the character is primarily focused in ranged weapons, or is strength based, then the 'required' feats will be different.

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QPR
 
PostPosted: Mon, Mar 19 2012, 15:33 PM 

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I am about to take my ninth level, and I am honestly very unsure of what feats to take. So far i have Ambidex, TWF, weapon finesse, WF shorties, WS shorties, rapid reload and blind fight. I have four or five feats left pre epic, depending on the amount of fighter levels. Obviously I am going to take ITWF and improved crit. That leaves two or three that I can spend on KD and IKD + dodge or imp initiative, or I can focus more on teh crossbow part and take wf and imp crit on crossbow.

What it comes down to I suppose is if 16 bab pre epic is enough to make KD useful, and if I want to go for epic dodge and thus need to take dogde as feat

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Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
The1Kobra
 
PostPosted: Mon, Mar 19 2012, 16:19 PM 

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IKD will be certainly useful. It won't work on -everything-, but it's certainly got enough use to warrant taking.

Epic dodge doesn't need dodge. Also, I'd sooner recommend one of the saves or skill feats than impr initiative.

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Ulir
 
PostPosted: Mon, Mar 19 2012, 20:05 PM 

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Could also focus on a strength based assassin with EWS and stack as much sneak damage as possible. Like trying to stack up as much damage as you possible can for a one round kill. You might be able to kill some characters with it, but a dwarven defender with 800 hp.. likely not.

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QPR
 
PostPosted: Mon, Mar 19 2012, 20:33 PM 

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Aint planning on killing dwarven defenders, no. More geared for the usual adventures with relience on sneaks, and the possibility of assassinating softer NPC targets should it be possible.

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Valygar 'Stonesnake' Stark -Human Ranger
Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
Zamtrack
 
PostPosted: Tue, Mar 20 2012, 0:43 AM 

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Tiefling (Human Base)
Fighter 6/Weapon Master 7/ 16 Rogue
Rapier finessing swashbuckling type
Starting with 19 Dexterity, because starting at 18 I'm sure with the level adjustment I couldn't get 25Dex in time to get Epic Dodge. In my head the build be able to net Epic Dodge, Epic Weapon Specialization and other goodies like crippling strike and still, narrowly get all the required pre-epic feats (Sacrificing Improved Knock Down) even with the +1 level adjustment.

What to you builders think, am I correct? Is this a viable, high functioning build? Anybody play characters like this and enjoy them? Also what should the pre and post epic level spread be?


 
      
MoshingChris
 
PostPosted: Tue, Mar 20 2012, 1:56 AM 

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Per a request

Dwarven Defender/Knight Commander/Fighter

19 Dwarven Defender/5 Knight Commander/5 Fighter

14Str -> 18 str
14Dex
18Con -> 21 Con
14Int
8wis
8Cha

1: Fighter: Weapon Focus, SF Discipline
2: Fighter: Blindfight
3: Fighter: Toughness
4: Fighter: Weapon Spec +1 Str
5: Fighter: Discipline 8, Lore 4, Taunt 4, Persuade 4.
6: Knight Commander: Dodge
7: Knight Commander:
8: Knight Commander: +1 Str
9: Knight Commander: Improved Critical
10: Dwarven Defender
11: Dwarven Defender
12: Dwarven Defender: Great Fort +1 Con
13: Dwarven Defender
14: Dwarven Defender
15: Dwarven Defender: Knockdown
16: Dwarven Defender +1 Con
17: Dwarven Defender
18: Dwarven Defender: Improved Knockdown
19: Dwarven Defender
20: Knight Commander: 23 Taunt +1 Con
21: Fighter: Epic Weapon Focus, Epic Weapon Spec
22: Dwarven Defender
23: Dwarven Defender
24: Dwarven Defender: Epic Damage Reduction 1, +1 Str
25: Dwarven Defender: Epic Damage Reduction 2
26: Dwarven Defender
27: Dwarven Defender: Armor Skin
28: Dwarven Defender: +1 Str
29: Dwarven Defender: Epic Damage Reduction 3
30: Dwarven Defender: Epic Prowess

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Bactérie
 
PostPosted: Tue, Mar 20 2012, 2:44 AM 

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Thanks a lot !

One thing though : how essential is SF Discipline? I was intending to take a weapon such as dwarven waraxe or bastard sword for the flavor (and because they hit hella hard!). That would mean replacing SF Discipline with exotic weaponry, because for some reason, elves have extra proficiencies, but dwarves are not proficient with dwarven axes by default O_o

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Naivatkal
 
PostPosted: Tue, Mar 20 2012, 2:57 AM 

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Bactérie wrote:
Thanks a lot !

One thing though : how essential is SF Discipline? I was intending to take a weapon such as dwarven waraxe or bastard sword for the flavor (and because they hit hella hard!). That would mean replacing SF Discipline with exotic weaponry, because for some reason, elves have extra proficiencies, but dwarves are not proficient with dwarven axes by default O_o


SF: Discipline is required for Knight Commander

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Bactérie
 
PostPosted: Tue, Mar 20 2012, 2:57 AM 

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Argh, no exotic weapon then? Mhhh

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Ulir
 
PostPosted: Tue, Mar 20 2012, 3:06 AM 

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Since rogues are the only ones to disable traps of DC 35 and above, wouldn't it be sort of pointless to put points in disable trap? I'm not keen on only being able to disable low level traps and my character won't be any pro at handling traps anyways.

If I can set traps I don't need to put points in disabling trap, when I can use the widget to remove my own traps, do I?

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Bactérie
 
PostPosted: Tue, Mar 20 2012, 3:10 AM 

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Moshing Chris, I remember in earlier posts, you were referring to a 6 fighter 18 DwD 5 KC as your favorite of the lot of variations there were. Out of curiosity, what makes you now choose 5/19/5 over 6/18/5?

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MoshingChris
 
PostPosted: Tue, Mar 20 2012, 3:12 AM 

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Bactérie wrote:
Argh, no exotic weapon then? Mhhh


You can go exotic. You just take exotic at level 1, weapon focus at 2 and drop Great fort at 12 for Blindfight.

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MoshingChris
 
PostPosted: Tue, Mar 20 2012, 3:14 AM 

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Bactérie wrote:
Moshing Chris, I remember in earlier posts, you were referring to a 6 fighter 18 DwD 5 KC as your favorite of the lot of variations there were. Out of curiosity, what makes you now choose 5/19/5 over 6/18/5?


Dwarves have 30 levels.

6 Fighter 19 DwD 5 KC is better than 7 Fighter 18 DwD 5 KC by a matter of two hitpoints.

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MoshingChris
 
PostPosted: Tue, Mar 20 2012, 3:18 AM 

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Ulir wrote:
Since rogues are the only ones to disable traps of DC 35 and above, wouldn't it be sort of pointless to put points in disable trap? I'm not keen on only being able to disable low level traps and my character won't be any pro at handling traps anyways.

If I can set traps I don't need to put points in disabling trap, when I can use the widget to remove my own traps, do I?


Silly Ulir didn't anyone inform you that you can recover traps regardless of class affiliations and that its only disarming traps that rogue-centric.

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Bactérie
 
PostPosted: Tue, Mar 20 2012, 3:28 AM 

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last question for you MoshingChris : with that build, would you favor sword and board or 2-handed?

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Ulir
 
PostPosted: Tue, Mar 20 2012, 3:35 AM 

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MoshingChris wrote:
Ulir wrote:
Since rogues are the only ones to disable traps of DC 35 and above, wouldn't it be sort of pointless to put points in disable trap? I'm not keen on only being able to disable low level traps and my character won't be any pro at handling traps anyways.

If I can set traps I don't need to put points in disabling trap, when I can use the widget to remove my own traps, do I?


Silly Ulir didn't anyone inform you that you can recover traps regardless of class affiliations and that its only disarming traps that rogue-centric.


Huh! I wasn't briefed about that. Thanks!

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MoshingChris
 
PostPosted: Tue, Mar 20 2012, 3:51 AM 

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Bactérie wrote:
last question for you MoshingChris : with that build, would you favor sword and board or 2-handed?


Board and sword. Only because I want the mythal slots on the shield to fill up with resistance stuff. Your not playing the Weapon Master version so you don't need to worry about huge DPS.

Oh and on that build you want to cross class tumble to 15, theres an argument for no AC on Heavy Dwarven Defender/Epic Reduction characters. That argument is wrong. If your AC is enough to bog off the bottom couple of attacks in faction pvm then your doing your job as a dorf.

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QPR
 
PostPosted: Tue, Mar 20 2012, 7:20 AM 

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This I did not know; -Anyone- with enough search and disable device can detect and recover epic traps? I could have gone Ranger on my assassin instead of rogue then, bah.

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Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
Innuendo
 
PostPosted: Tue, Mar 20 2012, 7:52 AM 

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Zamtrack wrote:
Tiefling (Human Base)
Fighter 6/Weapon Master 7/ 16 Rogue
Rapier finessing swashbuckling type
Starting with 19 Dexterity, because starting at 18 I'm sure with the level adjustment I couldn't get 25Dex in time to get Epic Dodge. In my head the build be able to net Epic Dodge, Epic Weapon Specialization and other goodies like crippling strike and still, narrowly get all the required pre-epic feats (Sacrificing Improved Knock Down) even with the +1 level adjustment.

What to you builders think, am I correct? Is this a viable, high functioning build? Anybody play characters like this and enjoy them? Also what should the pre and post epic level spread be?

I have a similar character to this, though he is a ECL+0 race with less rogue levels. You will sort of regret having Crippling Strike without IKD, though. In my honest opinion, IKD alone is more useful than Crippling Strike. To answer your question simply, this build -is- viable and effective, the only (and largest) drawback is the lack of IKD. Dexers with decent sneak attack love it, trust me.

Take 12 rogue/4 fighter/4 WM pre-epic.


1-Rogue-1: Dodge, Mobility (Take 4 Intimidate and UMD ranks, the rest is up to you.)
2-Fighter-1: Weapon Finesse
3-Fighter-2: Weapon Focus: Rapier, Expertise
4-Fighter-3: (DEX +1)
5-Fighter-4: Weapon Specialization: Rapier
6-Rogue-2: Spring Attack (Take 5 Tumble and 7 UMD)
7-Rogue-3: (Take your 10th Tumble rank)
8-Rogue-4: (DEX +1)
9-Rogue-5: Whirlwind Attack (12 ranks of UMD. If you forgot those 4 Intimidate ranks at level 1, take them here.)
10-Weapon Master-1: Weapon of Choice: Rapier (Might as well dump 13 Discipline here)

I don't really like spoonfeeding people too much, but that should get you started. Don't forget about Improved Critical and Blindfight, in that order of taking. The last general feat is up to you. I suggest upping your sub-par fortitude save.

... By the way, you could alternatively go 8 Rogue/6 Fighter/6 WM pre-epic and get IKD, voiding that fortitude save increase... But I'd hate myself for taking 3 non-epic Rogue feats at epic levels, later on... Not to mention losing that one free fighter epic feat. *Shudder.*


 
      
MoshingChris
 
PostPosted: Tue, Mar 20 2012, 9:30 AM 

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You take 5 Fighter 7 WM 8 Rogue in pre-epic to maximise the amount of AB you have as is the entire -point- of taking weapon master on any build. What this achieves on this build is an 8d6 sneaker that has an AB only point less than fighter and correctly geared will outcrit the same fighter build.

1: Rogue: Dodge Mobility
2: Fighter: Weapon Finesse
3: Fighter: Expertise, Weapon Focus Rapier
4: Rogue:
5: Fighter:
6: Fighter: Spring Attack, Whirwind Attack
7: Weapon Master:
8: Weapon Master:
9: Weapon Master: Improved Critical Rapier
10: Weapon Master:
11: Weapon Master:
12: Weapon Master: Blindfight
13: Weapon Master:
14: Rogue
15: Fighter: Weapon Spec
16: Rogue
17: Rogue
18: Rogue: Knockdown
19: Rogue
20: Rogue
21: Rogue: Epic Weapon Focus
22: Rogue: Defensive Roll
23: Rogue:
24: Rogue: Armor Skin
25: Rogue: Improved Evasion
26: Rogue
27: Rogue: Epic Fortitude or Epic Spot
28: Fighter: Epic Weapon Spec
29: Rogue: Epic Dodge

A rule of advice, if by level 20 you haven't got 14 fort then you need to take epic fort.

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Pony
 
PostPosted: Tue, Mar 20 2012, 10:00 AM 



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The Master Thief
Race: Human (Tiefling)
Classes: Rogue 28, Wizard 1

Str: 10
Dex: 17 (19) -> 26
Con: 9
Wis: 10
Int: 16 (18)
Cha: 10 (8)

Skills: (8 + 4) = 12
1. Appraise
2. Disable Trap
3. Hide
4. Listen (7)
5. Tumble (30)
6. Move Silently
7. Open Lock
8. Pick Pocket
1. Search
2. Set Trap
3. Spot
4. Use Magic Device
1. Spellcraft (26)

Feats:
1 Rogue 1: Blindfight, Weapon Focus: Rapier
2 Rogue 2:
3 Rogue 3: Improved Critical
4 Rogue 4:
5 Rogue 5:
6 Rogue 6: Weapon Finesse
7 Rogue 7:
8 Rogue 8:
9 Rogue 9: Skill Focus: Hide
10 Rogue 10: Bonus Feat: Skill Mastery
11 Rogue 11:
12 Rogue 12: Skill Focus: Move Silently
13 Rogue 13: Bonus Feat: Improved Evasion
14 Rogue 14:
15 Rogue 15: Skill Focus: Spot
16 Rogue 16: Bonus Feat: Defensive Roll
17 Rogue 17:
18 Rogue 18: Stealthy
19 Rogue 19: Bonus Feat: Slippery Mind
20 Rogue 20:

Epic Feats:
21 Rogue 21: Epic Skill Focus: Hide
22 Rogue 22:
23 Rogue 23:
24 Rogue 24: Epic Skill Focus: Move Silently, Epic Skill Focus: Spot
25 Rogue 25:
26 Rogue 26:
27 Rogue 27: Epic Skill Focus: Pick Pocket
28 Bard 1:
29 Rogue 28: Epic Dodge


Last edited by Pony on Tue, Apr 03 2012, 17:53 PM, edited 5 times in total.

 
      
Tomato Sword
 
PostPosted: Tue, Mar 20 2012, 10:10 AM 



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Honeydew Snugglepoof wrote:
The Master Thief
Race: Human (Tiefling)

Str: 10
Dex: 17 (19) -> 26
Con: 9
Wis: 10
Int: 16 (18)
Cha: 10 (8)

Skills: (8 + 4 + 1) = 13
1. Appraise
2. Disable Trap
3. Hide
4. Listen
5. Tumble (-2 due to subrace activation delay)
6. Move Silently
7. Open Lock
8. Pick Pocket
1. Search
2. Set Trap
3. Spot
4. Use Magic Device
1. Lore (-2 due to subrace activation delay)

Feats:
1: Blindfight
1: Weapon Focus
3. Improved Critical
6. Weapon Finesse
9: Skill Focus: Hide
12: Skill Focus: Move Silently
15: Skill Focus: Spot
18: Skill Focus: Pick Pocket

Bonus Feats:
10: Skill Mastery
13: Improved Evasion
16: Defensive Roll
19: Slippery Mind

Epic Feats:
21: Epic Skill Focus: Hide
24: Epic Skill Focus: Move Silently
24: Epic Skill Focus: Spot
27: Epic Skill Focus: Pick Pocket
28: Epic Skill Focus: Open Lock

Would be great to know if I am overlooking anything important. Focus of the character are clearly the rogue skills, so if someone knows how to improve on that front please do so.


... No epic dodge...?


 
      
Pony
 
PostPosted: Tue, Mar 20 2012, 10:12 AM 



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Ooh, I forgot I could take that. Usually never take more than three rogue levels. Swapping Open Lock to Epic Dodge it is.


 
      
PaladinOfSune
 
PostPosted: Tue, Mar 20 2012, 11:41 AM 

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Pure rogue?

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Pony
 
PostPosted: Tue, Mar 20 2012, 11:54 AM 



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Ah, forgot to add that. Yes, all 29 levels of Rogue. Though I thought about 28 Rogue / 1 Bard so I could get spellcraft instead of lore.


 
      
MoshingChris
 
PostPosted: Tue, Mar 20 2012, 12:21 PM 

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For the thief king I'd say five levels of Master Scout!

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Pony
 
PostPosted: Tue, Mar 20 2012, 12:33 PM 



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Hrm, the Master Scout seems to be a lot more combat oriented than I would like this character. I would lose 20 skill points due to the class having only 4 + int skill points per level. In addition either I invest 16 cross class points into discipline, or take a bard/fighter level and put in 8 (though effectively I would lose 12 with bard, as it also is a 4 + int class). So that is a whole skill I would have to forget about with 5 master scout + 1 class.

The feats also seem more wilderness bandit like to me than city-rat-thief like.


 
      
Silent2001
 
PostPosted: Tue, Mar 20 2012, 12:43 PM 

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Why not just go 25 rogue/4 fighter? It'll make you more useful in combat! Makes the dull grind more easily too.

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PaladinOfSune
 
PostPosted: Tue, Mar 20 2012, 12:57 PM 

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Well, no matter how you decide, make sure you can use a shield, even if it means taking the feat yourself. Otherwise you're going to fold like laundry whenever you're targeted.

I was actually going to suggest the idea of taking Improved Sneak Attack feats on a 29 rogue build for the fun of seeing how high your sneak attack damage can go! But that's just my obsession for gimmick builds speaking.

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Mobile_Svensk
 
PostPosted: Tue, Mar 20 2012, 13:22 PM 

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Master scout Can Also be a master scout in city areas. it depends entirely on what you rp it being.
Hell , ive seen city rangers with favored enemy; Human, Rped with a wolf(Dog) patrolling the streets.

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Polris
 
PostPosted: Tue, Mar 20 2012, 14:01 PM 

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Does DwD damage reduction stack with damage reduction on items (like +4/soak 5) or is the higher one applied?


 
      
Pony
 
PostPosted: Tue, Mar 20 2012, 14:12 PM 



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Alright, think I will go 28 Rogue, 1 Bard.

The one Bard Level will give me 26 Spellcraft (+4 from int) instead of lore, as well as shield proficiency. Spellcraft dump is not too cheesy I hope, as it is useful for a thief to identify magical traps, riddles, items and runes (so I can loot Ulrik's personal quarters, har har). Last skills I can spare I will put in perform, think it fits the character too just for fluff. Likely around six ranks or so.


 
      
PaladinOfSune
 
PostPosted: Tue, Mar 20 2012, 14:16 PM 

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Polris wrote:
Does DwD damage reduction stack with damage reduction on items (like +4/soak 5) or is the higher one applied?

Damage reduction from feats does not stack with damage reduction from items. Damage reduction on feats do stack together, though.

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Mobile_Svensk
 
PostPosted: Tue, Mar 20 2012, 15:11 PM 

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Honeydew Snugglepoof wrote:
Alright, think I will go 28 Rogue, 1 Bard.

The one Bard Level will give me 26 Spellcraft (+4 from int) instead of lore, as well as shield proficiency. Spellcraft dump is not too cheesy I hope, as it is useful for a thief to identify magical traps, riddles, items and runes (so I can loot Ulrik's personal quarters, har har). Last skills I can spare I will put in perform, think it fits the character too just for fluff. Likely around six ranks or so.


Take the bard level at 23 then. That will give you 26Spellcraft and the earliest use of a shield.

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Uncle-Opustus
 
PostPosted: Tue, Mar 20 2012, 16:39 PM 

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No, Spellcraft dump isn't any more cheesy than UMD or Tumble dump is, and your excuse for it is valid. Don't waste your skills into fluff, says I; you would only ever do that to impress a few silly DMs.

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Naivatkal
 
PostPosted: Tue, Mar 20 2012, 16:43 PM 

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No Discipline dump on the Bard level? I am disappoint. ಠ_ಠ

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Khasir :: From the East a storm is coming


 
      
Mobile_Svensk
 
PostPosted: Tue, Mar 20 2012, 16:47 PM 

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Naivatkal wrote:
No Discipline dump on the Bard level? I am disappoint. ಠ_ಠ


Oh shit yeah. Grab bard at 29-30, to max disc dump

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Pony
 
PostPosted: Tue, Mar 20 2012, 16:50 PM 



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Hrm, but all my skills are important. Less for mechanics, but for the rp of it. I also can not squeeze more int in that build.


 
      
Naivatkal
 
PostPosted: Tue, Mar 20 2012, 16:53 PM 

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Honeydew Snugglepoof wrote:
Hrm, but all my skills are important. Less for mechanics, but for the rp of it. I also can not squeeze more int in that build.


I was teasing :D

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Pony
 
PostPosted: Tue, Mar 20 2012, 16:54 PM 



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But Svensk was not! :cry:


 
      
Mobile_Svensk
 
PostPosted: Tue, Mar 20 2012, 19:27 PM 

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Honeydew Snugglepoof wrote:
But Svensk was not! :cry:


If you don't want say, hashim or any other pc/pc to buttfuck you in pvp/pve you need discipline.
70 disc to resist somebody with 50Ab and most melee have between 45-50

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Naivatkal
 
PostPosted: Tue, Mar 20 2012, 19:51 PM 

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I like the concept. Not every char needs to be PvP/PvE effective. Plus, if she has no discipline it makes total sense :D

Also, I like how she's going the be the classic sort of thief that will get knocked flat on her butt if she's caught by the wrong person lol

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Zamtrack
 
PostPosted: Tue, Mar 20 2012, 20:36 PM 

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Thanks so much for the feed back Mosh and Innuendo,
One last question, the loss of IKD is a wound, but is it a festering virulent mess on the build, or will I just no be able to knock down giants and the heavily disciplined?


 
      
Ulir
 
PostPosted: Tue, Mar 20 2012, 20:37 PM 

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Then again, she is clever, she will lure people into traps and STAB STAB STAB them if they get affected by a stun or similar effect. :P

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Remal
 
PostPosted: Wed, Mar 21 2012, 0:18 AM 

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Very_Svensk wrote:
Honeydew Snugglepoof wrote:
But Svensk was not! :cry:


If you don't want say, hashim or any other pc/pc to buttfuck you in pvp/pve you need discipline.
70 disc to resist somebody with 50Ab and most melee have between 45-50


Considering her con just getting hit is enough threat to her, let alone dev/IKD.
Not to mention that if she allowed that to happen in the first place, she's doing something wrong :)

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Bini
 
PostPosted: Thu, Mar 22 2012, 0:17 AM 

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Does the cap on Divine Might and Divine Shield apply to the duration as well? Say there is a level 5 cleric, with +10 charisma modifier... Would the Divine Might/Shield last for 10 rounds, or 5?

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PaladinOfSune
 
PostPosted: Thu, Mar 22 2012, 0:28 AM 

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Nope! Which is what the feat changes topic says, too. I should probably edit it to make it clearer, though.

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