I just had a weird build idea and i wanna share that... thing
Summary
TRd from my rogue
Level 20 Lawful Neutral Human Female
(3 Monk / 13 Rogue / 4 Ranger)
BAB: 16 with ki weapons
Stats (34 pts) I've included ship buffs in the breakdown but no yugo pots since i'll be in that state most of the time, but most stats can go up by 2 if i stack buff and pot.
17 str + 5 levelups +2 tome +7 brawling gloves +1 kyosho's ring +2 fire stance +2 ram's might +2 ship = 38
15 dex +3 tome +3 enhancements +7 pirate ring +2 ship = 30
I'll need actually 2 tomes since i need 17 dex before lvl 9 (i have a +3 collecting dust)
15 con +2 tome +1 enhancement +6 item +2 ship = 26
13 wis +2 tome +6 item +1 exc. slotted somewhere -2 fire stance +2 ship = 22
8 int & cha, possibly +2 tomes if i have some spare and rest of the stuff for umd and trapmonkey'ing is already on my rogue so it's gonna be fine.
Feats (copied/pasted/arranged from character builder, curiously the free ranger feats don't appear (TWF @ 2 yada yada...))
Levels : 1-4 ranger, 5-7 monk, 8+ rogue
Level 1
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Past Life) Past Life: Rogue
Feat: (Selected) Power Attack
Feat: (Human Bonus) Toughness
Level 3
Feat: (Selected) Past Life: Sneak of Shadows
Level 5
Feat: (Monk Bonus) Stunning Fist
Level 6
Feat: (Selected) Point Blank Shot
Feat: (Monk Bonus) Zen Archery
Level 7
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 9
Feat: (Selected) Improved Two Weapon Fighting
Level 12
Feat: (Selected) Manyshot
Level 15
Feat: (Selected) Greater Two Weapon Fighting
Level 17
Feat: (Rogue Bonus) Improved Evasion
Level 18
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 20
Feat: (Rogue Bonus) Opportunist
Skeelz
Max ranks in UMD, search, disable, open locks, jump, bluff
10 ranks in concentration
1 rank in tumble
Enhancements
Core :
Sneak Attack Accuracy III
Sneak Attack Training IV
Haste Boost IV
Extra Action Boost I
Thief acrobat & prereqs :
Improved Balance II
Improved Tumble II
Rogue Dexterity III
Faster Sneaking I
Thief-Acrobat II
Hit points & healing amp :
Human Adaptability Constitution I
Racial Toughness III
Human Improved Recovery II
Monk Improved Recovery I
Others :
Human Versatility IV
Sprint Boost I
Subtle Backstabbing I
Way of the Faithful Hound I
HPs
020 Heroic durability
024 Monk levels
032 Ranger levels
078 Rogue levels
010 Argo favor
160 base CON
022 Toughness
030 Enhancements
020 Toughness item
045 Shroud
030 GFL
020 Rage (spell)
040 Madstone proc or clickie
----
531 madstoned, not all that bad
Healing amp
Human 20%
Monk 10%
Bracer in fire stance 25%
DT outfit 10%+20% (+destruction in sovereign)
217%, 239% with ship buff, not all that bad i just wanted over 200% for vampirism&healing curse
Sneak attack
7d6+12+8+1 = 45.5 average, 55.5 with rogue PL clickie
Stunning fist DC
Kinda meh, 30 base with stunner wraps + 6 wisdom = 36 well enough for vale/reaver's refuge. In Amrath & epics it's gonna suck but idc
Playstyle
Basically : stun what you can to get your SAs & +50% on helpless dmg, bluff what you can't stun. When the big evil guy comes in : hit DP clickie / rogue PL / haste+human damage boosts, manyshot, bluff the bad guy and enjoy
Healing curse + vampirism (either stonedust or holy/vampirism crafted wraps when you don't stun) with over 200% healing amp should give you some pretty good survivability.
Hjeal! scrolls are here if needed, as well as raise dead for your mates.
Keeping a few quarterstaves in you inventory might help vs unbypassable DRs, you can swing very fast with them.
The build can probably reach a decent AC while levelling, haven't calced that but thief acrobat & monk splash means decent AC at the very least.
Thoughts ?![]()