A few comments:
- If possible, you'll want Improved Sneak Atk feat for +3d6 SA; base 16 + 3 tome + 2 lvl-ups gets you there.
- Killer doesn't stack with Quick Strike; OTOH, HO Brutality should stack with No Mercy. So consider 41 APs Acrobat and 18 APs HO, with the remaining APs split between Harper, Assassin, and Mechanic.
- If you can squeeze in Stunning + Combat Mastery gear, consider Stunning Blow instead of Dodge. You'll have enough Dodge from Acro that an extra +3% is no big deal, IMO.
- Pulverizer now stacks with Staff Specialization; it still doesn't work with Sireth, though.
Alternate build proposal:
Code:
HOrcrobat
Rogue 20
True Neutral Half-Orc
Stats
36pt Tome Level Up
---- ---- --------
Strength 18 +5 4: STR
Dexterity 16 +3 8: STR
Constitution 14 +3 12: STR
Intelligence 14 +4 16: STR
Wisdom 8 +3 20: DEX
Charisma 6 +3 24: DEX
28: STR
Skills
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Search 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Bluff 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Diplo 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Balance 4 1 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Tumble 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Move Si 2 2 2 2 1 3 1 3 1 3 20
Heal 2 1 1 1 1 1 1 1 1 1 11
Jump 1 1
------------------------------------------------------------
40 10 10 10 10 10 11 11 11 11 11 11 11 11 12 12 12 12 12 12
Feats
1 : Power Attack
3 : Cleave
6 : Great Cleave
9 : Two Handed Fighting
10 Rogue : Defensive Roll
12 : Improved Critical: Bludgeoning
13 Rogue : Improved Evasion
15 : Improved Two Handed Fighting
16 Rogue : Opportunist
18 : Greater Two Handed Fighting
19 Rogue : Crippling Strike or Skill Mastery
21 Epic : Overwhelming Critical
24 Epic : Improved Sneak Attack
26 Destiny: Perfect Two Weapon Fighting
27 Epic : Stunning Blow
28 Destiny: Perfect Two Handed Fighting
Enhancements (80 AP)
Half-Orc (18 AP)
- Orcish Fury, Orcish Strength
- Orcish Weapon Training
- Extra Action Boost III, Orcish Weapon Training
- Orcish Weapon Training
- Brutality, Orcish Weapon Training
Thief-Acrobat (41 AP)
- Staff Control, Stick Fighting, Tumbler, Kip Up, Cartwheel Charge, Followthrough
- Acrobat Staff Training, Thief Acrobatics III
- Acrobat Staff Training, Quick Strike III, Haste Boost III
- Acrobat Staff Training, Sweeping Strikes III
- Acrobat Staff Training, Improved Defensive Roll III, No Mercy III
- Acrobat Staff Training, Staff Specialization, Spinning Staff Wall
Assassin (7 AP)
- Knife in the Darkness
- Shiv II, Sneak Attack Training
- Sneak Attack Training
Harper Agent (14 AP)
- Agent of Good I
- Harper Enchantment, Traveler's Toughness II
- Versatile Adept III, Know the Angles III
- Versatile Adept III
Destiny (24 AP)
Legendary Dreadnought
- Legendary Tactics III, Extra Action Boost III
- Momentum Swing III, Imp. Power Attack
- Lay Waste, Critical Damage II
- Lightning Mace
- Advancing Blows, Devastating Critical
- Master's Blitz, Pulverizer
Twists of Fate (14 fate points)
- Sacred Ground (Tier 3 Crusader)
- Consecration (Tier 2 Crusader)
- Primal Scream (Tier 1 Fury) or Rejuvenation Cocoon (Tier 1 Primal)
I tried to build on what half-orcs can bring to this build; namely more raw DPS, extra action boost, and Brutality. I picked up Sweeping Strikes to have an extra Cleave atk rather than for the knockdown; but those APs can be spent elsewhere if you don't use it. Likewise, I bumped up INT and invested more APs into Harper for Know the Angles + Versatile Adept; had to give up APs in Mechanic & Assassin, but in the long run I think this will boost your DPS. If I'm wrong, though, it's a simple matter of resetting enhancements.