Darkrok
09-27-2013, 11:15 AM
I'm just about ready to cap my drow int-based assassin and I'm trying to settle on a secondary tree for it. From what I'm seeing I'm going to be really tight on AP either way I go as I'd love to take both of the trees to 24-26 points. Unfortunately with the capstone from Assassin requiring me to spend at least 41 points in the tree (including the 1 point for the capstone) that's not in the cards.
I'm definitely going to be spending 3-6 points in Drow for 1 or 2 points of int (depending on where that puts my final score). Assuming 6 points and given the 41 points from assassin that leaves 33 points to play with.
Here's my two setups I could see using with those points:
Thief-Acrobat focus
Thief Acrobat 24 AP-
Staff Control: You can also use your Dexterity modifier to hit with Quarterstaves. (1 AP)
Stick Fighting: You can now use your Dexterity modifier for damage with Quarterstaves. (1 AP)
Tumbler: You can pass through enemies when you tumble. (1 AP)
Kip Up: You are immune to most knockdown effects and slippery surfaces. (1 AP)
Faster Sneaking (3): +50% movement speed while sneaking. (3 AP)
Sly Flourish (3): Melee Attack: Deals +1.5[W] damage with +3 critical threat range, and reduces your threat with nearby enemies by 300 whether or not you deal damage. On Sneak Attack: Intelligent target also gains a -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stack 5 times.) (Cooldown: 12 seconds) (3 AP)
Haste Boost (3): Activate to gain a 30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds) (6 AP)
Subtlety (3): -40% threat generation with melee attacks. (This enhancement cannot be combined with other Subtlety enhancements.) (3 AP)
Charming (2): +2 Bluff, Diplomacy, Haggle, and Intimidate. (2 AP - needed to get to T4)
No Mercy (3): You deal 30% additional damage to helpless opponents. (3 AP)
Mechanic 9 to 12 AP (depending on Drow AP)-
Arbalester: Increases your ranged sneak attack and point blank shot range by 5 meters. You also gain proficiency with great crossbows. (1 AP)
Tanglefoot (only in 12 AP version): Cooldown: 30 seconds. Spell Resistance: No Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take 4d6 acid damage every 2 seconds (Reflex DC 10 + Half Rogue Level + Intelligence Modifier Half) and are slowed (Reflex DC 10 + Half Rogue Level + Intelligence Modifier Negates). (0-1 AP)
Mechanics (3): +3 Disable Device, Open Lock, and Repair. +3 to Saving Throws you make against traps. (3 AP)
Awareness (1): +1 Listen, Search, and Spot (1 AP)
Wand and Scroll Mastery (2-3): +50% to +75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +2 to +3 to the save DC's of your offensive wands. (4-6 AP)
Mechanic Focus
Thief Acrobat 11-12 AP-
Staff Control: You can also use your Dexterity modifier to hit with Quarterstaves. (1 AP)
Faster Sneaking (3): +50% movement speed while sneaking. (3 AP)
Sly Flourish (1-2): Melee Attack: Deals +0.5-1.0[W] damage with +1-2 critical threat range, and reduces your threat with nearby enemies by 100-200 whether or not you deal damage. On Sneak Attack: Intelligent target also gains a -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stack 5 times.) (Cooldown: 12 seconds) (1-2 AP)
Haste Boost (3): Activate to gain a 30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds) (6 AP)
Mechanic 21-22 AP-
Arbalester: Increases your ranged sneak attack and point blank shot range by 5 meters. You also gain proficiency with great crossbows. (1 AP)
Tanglefoot: Cooldown: 30 seconds. Spell Resistance: No Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take 4d6 acid damage every 2 seconds (Reflex DC 10 + Half Rogue Level + Intelligence Modifier Half) and are slowed (Reflex DC 10 + Half Rogue Level + Intelligence Modifier Negates). (1 AP)
Targeting Sights: You can now use your Intelligence modifier for damage with modifier with all crossbows and thrown weapons. You also gain proficiency with light repeating crossbows. (1 AP)
Improved Detection (only if we don't need last points of int): You can detect traps and search from 50% further away. You also gain proficiency with heavy repeating crossbows. (0-1 AP)
Mechanics (3): +3 Disable Device, Open Lock, and Repair. +3 to Saving Throws you make against traps. (3 AP)
Awareness (3): +1 Listen, Search, and Spot (3 AP) [optionally can sub in 2 UMD instead of 2 of the points for Awareness]
Wand and Scroll Mastery (3): +75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +3 to the save DC's of your offensive wands. (6 AP)
Wracking Strike (3): (Cooldown: 4 seconds): Melee Attack: On Damage: Deals 5d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct fortification is reduced by 10% and loses its inherent immunity to sneak attack. This effect stacks up to five times. (3 AP)
Intelligence: +1 Intelligence (2 AP)
Intelligence: +1 Intelligence (0-2 AP depending on whether we need the last point of int)
Obviously neither of these are 100% set in stone. Things can be moved around, etc. The big benefits I see from the mechanic version is another tier of int, ability to use light repeaters with int modifier (though without any feats that benefit ranged), and Wracking Strike. The big benefits I see to the thief-acro are a maxed sly flourish, immunity to slippery surfaces/knockdown, and 30% added damage on helpless mobs.
I'm definitely going to be spending 3-6 points in Drow for 1 or 2 points of int (depending on where that puts my final score). Assuming 6 points and given the 41 points from assassin that leaves 33 points to play with.
Here's my two setups I could see using with those points:
Thief-Acrobat focus
Thief Acrobat 24 AP-
Staff Control: You can also use your Dexterity modifier to hit with Quarterstaves. (1 AP)
Stick Fighting: You can now use your Dexterity modifier for damage with Quarterstaves. (1 AP)
Tumbler: You can pass through enemies when you tumble. (1 AP)
Kip Up: You are immune to most knockdown effects and slippery surfaces. (1 AP)
Faster Sneaking (3): +50% movement speed while sneaking. (3 AP)
Sly Flourish (3): Melee Attack: Deals +1.5[W] damage with +3 critical threat range, and reduces your threat with nearby enemies by 300 whether or not you deal damage. On Sneak Attack: Intelligent target also gains a -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stack 5 times.) (Cooldown: 12 seconds) (3 AP)
Haste Boost (3): Activate to gain a 30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds) (6 AP)
Subtlety (3): -40% threat generation with melee attacks. (This enhancement cannot be combined with other Subtlety enhancements.) (3 AP)
Charming (2): +2 Bluff, Diplomacy, Haggle, and Intimidate. (2 AP - needed to get to T4)
No Mercy (3): You deal 30% additional damage to helpless opponents. (3 AP)
Mechanic 9 to 12 AP (depending on Drow AP)-
Arbalester: Increases your ranged sneak attack and point blank shot range by 5 meters. You also gain proficiency with great crossbows. (1 AP)
Tanglefoot (only in 12 AP version): Cooldown: 30 seconds. Spell Resistance: No Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take 4d6 acid damage every 2 seconds (Reflex DC 10 + Half Rogue Level + Intelligence Modifier Half) and are slowed (Reflex DC 10 + Half Rogue Level + Intelligence Modifier Negates). (0-1 AP)
Mechanics (3): +3 Disable Device, Open Lock, and Repair. +3 to Saving Throws you make against traps. (3 AP)
Awareness (1): +1 Listen, Search, and Spot (1 AP)
Wand and Scroll Mastery (2-3): +50% to +75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +2 to +3 to the save DC's of your offensive wands. (4-6 AP)
Mechanic Focus
Thief Acrobat 11-12 AP-
Staff Control: You can also use your Dexterity modifier to hit with Quarterstaves. (1 AP)
Faster Sneaking (3): +50% movement speed while sneaking. (3 AP)
Sly Flourish (1-2): Melee Attack: Deals +0.5-1.0[W] damage with +1-2 critical threat range, and reduces your threat with nearby enemies by 100-200 whether or not you deal damage. On Sneak Attack: Intelligent target also gains a -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stack 5 times.) (Cooldown: 12 seconds) (1-2 AP)
Haste Boost (3): Activate to gain a 30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds) (6 AP)
Mechanic 21-22 AP-
Arbalester: Increases your ranged sneak attack and point blank shot range by 5 meters. You also gain proficiency with great crossbows. (1 AP)
Tanglefoot: Cooldown: 30 seconds. Spell Resistance: No Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take 4d6 acid damage every 2 seconds (Reflex DC 10 + Half Rogue Level + Intelligence Modifier Half) and are slowed (Reflex DC 10 + Half Rogue Level + Intelligence Modifier Negates). (1 AP)
Targeting Sights: You can now use your Intelligence modifier for damage with modifier with all crossbows and thrown weapons. You also gain proficiency with light repeating crossbows. (1 AP)
Improved Detection (only if we don't need last points of int): You can detect traps and search from 50% further away. You also gain proficiency with heavy repeating crossbows. (0-1 AP)
Mechanics (3): +3 Disable Device, Open Lock, and Repair. +3 to Saving Throws you make against traps. (3 AP)
Awareness (3): +1 Listen, Search, and Spot (3 AP) [optionally can sub in 2 UMD instead of 2 of the points for Awareness]
Wand and Scroll Mastery (3): +75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +3 to the save DC's of your offensive wands. (6 AP)
Wracking Strike (3): (Cooldown: 4 seconds): Melee Attack: On Damage: Deals 5d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct fortification is reduced by 10% and loses its inherent immunity to sneak attack. This effect stacks up to five times. (3 AP)
Intelligence: +1 Intelligence (2 AP)
Intelligence: +1 Intelligence (0-2 AP depending on whether we need the last point of int)
Obviously neither of these are 100% set in stone. Things can be moved around, etc. The big benefits I see from the mechanic version is another tier of int, ability to use light repeaters with int modifier (though without any feats that benefit ranged), and Wracking Strike. The big benefits I see to the thief-acro are a maxed sly flourish, immunity to slippery surfaces/knockdown, and 30% added damage on helpless mobs.