The Dark Blade (L19 Rogue/L1 Fighter)
Concept: Good damage dealer, decent survivability, and of course able to take care of traps and locks.
Original path's flaws: No Power Attack (leading to a serious lack of DPS when unable to sneak attack), no Toughness (rogues are somewhat squishy), Weapon Focus instead of Oversized Two-Weapon Fighting (the latter gives an extra +1 to-hit in the common situation of dual wielding non light weapons).
Main fixes: Revised feats for better damage output and survivability.
Multi-class progression <- click for more info: Create your character as a Rogue, then take your second level as Fighter, then levels 3 to 20 as Rogue.
Alignment:
Chaotic Neutral,
Chaotic Good,
Neutral,
Neutral Good,
Lawful Neutral,
Lawful Good
Stats and Race (28/32 pt):
........Drow.....Dwarf......Elf.....Halfling...Human...Warforged.
.Str.....14........14........14........12........14........14....
.Dex.....18......16/17.......18........18......16/17.....16/17...
.Con.....12........16......12/14.......14........14........16....
.Int.....16........14........14......14/15.......14........14....
.Wis.....8.........8.........8........8/9.......8/9.......6/7....
.Cha.....10.......6/7........8........8/9........8.........6.....
Ability increase every 4 levels: All in Dex (except on a Halfling, where the first increase at L4 should be spent into Str if you are unable to obtain a +1 Str tome to qualify for Power Attack).
Skills (except Human and Drow): Max Search, Disable Device, UMD, Open Locks, Spot, Balance, Diplomacy, Hide, Move Silently. Split your remaining points equally between Jump and Tumble. On your Fighter level you will not have enough skill points for everything, so invest them in some of the skills above (making sure you do not end up with an extra .5 in any skill - spending a point in another Fighter skill if necessary), then catch up on your next rogue levels (do not spend points in Jump, Tumble or Balance until after all other skills are back to max score, and max out first the first skills listed).
Skills (Human and Drow): Same, but you should be able to get both Jump and Tumble instead of splitting points between them.
Feats (by level), except Human: Two-Weapon Fighting (1), Weapon Finesse (2), Toughness (3), Power Attack (6), Improved Two-Weapon Fighting (9), Improved Evasion (11), Improved Critical: Pierce (12), Crippling Strike (14), Greater Two-Weapon Fighting (15), Skill Mastery (17), Oversized Two-Weapon Fighting (18), Slippery Mind (20)
Feats (by level), Human: Two-Weapon Fighting (1), Toughness (1), Weapon Finesse (2), Oversized Two-Weapon Fighting (3), Power Attack (6), Improved Two-Weapon Fighting (9), Improved Evasion (11), Improved Critical: Pierce (12), Crippling Strike (14), Greater Two-Weapon Fighting (15), Skill Mastery (17), Weapon Focus: Pierce (18), Slippery Mind (20)
For more information about picking enhancements please read this post.
Enhancements (Fighter): Toughness I
Enhancements (Rogue): Assassin III, Damage Boost II, Dexterity II, Haste Boost III, Hide II, Move Silently II, Search I, Skill Boost III (except Human), Sneak Attack Accuracy IV, Sneak Attack Training IV, Subtle Backstabbing II
Enhancements (Drow): Dexterity I, Enchantment Resistance I, Melee Attack I, Melee Damage I, Perception I, Racial Toughness II
Enhancements (Dwarf): Constitution I, Kundarak Search I, Racial Toughness II, Spell Defense II
Enhancements (Elf): Aerenal Melee Attack I, Aerenal Melee Damage I, Dexterity I, Enchantment Resistance I, Perception I, Racial Toughness II
Enhancements (Halfling): Cunning III, Dexterity I, Guile III, Luck (Reflex) I, Racial Toughness II
Enhancements (Human): Adaptability Dexterity I, Improved Recovery I, Racial Toughness II, Versatility III
Enhancements (Warforged): Constitution I, Construct Thinking I, Hardiness I, Healer's Friend II, Racial Toughness II
Soloability by level:
No hireling..: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
With hireling: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tips:
- Early on, dual-wield a rapier in your main hand with a shortsword or light pick in your off-hand. Around mid levels you should be able to switch to dual rapiers without missing too much (the Human build may start dual wielding rapiers at L3).
- Use Diplomacy to politely ask your opponents to attack someone else. This will let you land sneak attacks more reliably.
- You do not have to sneak to land sneak attacks. Read
this page for more information on sneak attacks.
- If you ever get to the point (around L16) where you start running the Shroud raid regularly, consider crafting a Radiance rapier. It is an awesome weapon for such a build.
- Ultimately you would want to reach 39 UMD to be able to reliably use Heal scrolls. This can be achieved from 23 (base skill at L20) + 1 (Skill Mastery) + 3 (16 Cha with +6 item and +2 Cha tome) + 4 (Greater Heroism) + 2 (Head of Good Fortune) + 6 (exceptional bonus from Shroud raid item), which are reasonable items to obtain if you get all the way to level 20. In the meantime, accept you may fail some checks and rely on your skill boost to make it less likely.
- Your Spot skill wwill be a bit low in the early levels. If you want to spot traps, try to get your hands on an item boosting this skill, and possibly invest a few action points in enhancements increasing it (probably getting rid of them later when you can spot traps reliably enough).
Variants:
- Another very good option is to go Strength-based instead of finesse. In which case you would swap Weapon Finesse for Khopesh proficiency and Improved Critical: Pierce for the Slash version (Dwarves may decide to use dwarven axes and Elves/Drow rapiers, taking Oversized Two-Weapon Fighting instead of Khopesh, and Weapon Focus: Slash at L18). Your main stat would be Str, while Dex should be just enough so you can pick the Two-Weapon, Improved Two-Weapon and Greater Two-Weapon Fighting feats (with base score, level-up stat increases and tomes, it must be 15 for TWF, and 17 for ITWF and GTWF). Being strength-based means higher damage output, at the cost of reduced reflex saves and AC. Races without a Dex bonus (Human, Warforged and Dwarf) would benefit from it most.
- It is possible to stay pure rogue, although at this point there is not much incentive to do so, the main benefit being +1 to your Assassinate DC. You would have to drop the Oversized TWF feat.
- A Human may prefer to take Combat Expertise instead of Weapon Focus, for a more defensive build (on a non Human, Oversized Two-Weapon Fighting would have to be dropped, which may require to sometimes switch back to rapier & shortsword/pick instead of dual rapiers, when unable to hit reliably enough).
- On a Human, Weapon Focus: Pierce may be replaced by Skill Focus: UMD, and swapped using your free feat exchange once you obtain the gear necessary to boost your UMD high enough.
- Although overall the Bluff skill is currently not worth investing into, it may be improved some day. And if you are planning to solo a lot, it can be somewhat useful to land more sneak attacks. To get Bluff, split some points between Balance, Jump and Tumble (instead of just Jump and Tumble) so that you can max out Bluff. Among Balance, Jump and Tumble, Balance is the most important, while you can stop investing in Jump and Tumble once you are comfortable with respectively how high you can jump, and from how high you can fall without taking too much damage. Note that a 40 Jump skill (with buffs) is the maximum you need, and at L18 you can obtain a Jump clicky that gives you +30 to it.
Color code: best to worst =
green,
yellow,
orange,
red