Originally Posted by
Caprice
What about a DEX-based Shadar-Kai Bard10/Rog3/Ftr2? I think Arcanegrin's is probably more useful but I was kicking around with this idea long enough that I figured I would toss it out.
DEX-based is convenient because Shadar-kai start out with +6 from gear, it is a racial enhancement stat, and it increases Reflex saves that much more.
Shadar-kai gives you the chain AoE for dealing with large trash pulls as suggested previously, some extra mobility on 1 min CDs in Shadow Phase and Shadow Jaunt, and some more Dodge and SA dice if you want.
Rogue 3 gives you DEX for to hit and dmg with Daggers from the Assassin tree and 2d6 SA, both of which work well with the starter daggers and their Deception set bonus. Bard 10 gives you DDoor, Haste, Displacement, Blur, and some healing and status removal. Inspire Courage sits at +2 before enhancements. 4 AP in Spellsinger gives you the Magical Training feat for AP, and in total gives 180 much-needed SP and Echoes for some low level healing endurance. As Arcanegrin mentions you get Sprint Boost for even more mobility. Fighter 2 gives you 2 feats, extra Action Boosts, and cheap Haste Boost (for only 3 AP rather than Thief-Acrobat's 11 AP investment).
Level 15 gives 6 Feats, plus 2 Fighter bonus feats:
TWF, ITWF, GTWF (BAB is 11 @ level 15), IC:P, PA, Cleave, GCleave, and one to spare - maybe Precision to get more out of your SA, or Dodge, or Force of Personality to improve saves a little. Weapon Finesse is great if you want to keep it for a while and want more weapon options, e.g. Calomel Rapiers for dragon killing, Mournload Shortswords & Light Maces for undead, but is useless at the start.
I just threw one together. Starting stats were 14 / 18 / 14 / 8 / 8 / 14 and final stats with gear & enhancements are 18 / 28 / 20 / 8 / 8 / 14. 274 HP & 413 SP. Saves with gear are 18/24/12. I grabbed Dodge as the optional feat and you start with Dodge 4% in gear, so I have 7% of the 11% allowed by the armor. I will probably rejigger the enhancements to cap that.
I look forward to dropping a Disco Ball down, Displacing, and then hitting the AoE chain attack to see how the "Challenging Mosher" does.
The one thing you are missing gear-wise is some Devotion. If you have Vet2 and a shared bank, roll a quick Cleric and grab the BtA "Splinterskull Acolyte Ring" ring you get for that (42 Devotion) and slot it in place of the "Ring of the Runaway" since Open Lock and Assassination DCs aren't important here. You could even slot the empty colorless slot in the ring with something interesting if you have something spare laying about.
If you have access to high level guild shrines then you are in decent shape, but if not then don't forget to pick up some Resist Energy wands. You're going to need them.