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The dip into ardent gives you the best ability for fighting and interacting, open up psionic feats and give you a psicystal which you can use as a scout once you get shared sight. There should be nothing you can't handle. Get into trouble, get rid of trouble, spot trouble, get out of trouble. Uncanny feint (swift), dagger sneak attack +6d6 Pick more tiger claw moves since that is your focusĭagger sneak attack +5d6, uncanny feint (move)Ībility score increase, take another flaw for said featsįient master (add class features of invisible blade0 Weapon Focus ( kukri), psicrytal affinity (+3 concentration or +2 initative) Mantles: Freedom-+10 to move, communication-+2 to diplo Powers: hustle, charm Point Blank Shot, Two-Weapon Fighting, far shot, telling blow, B You will need wisdom of at least 12 to pick Hustle.įlaws murky eyed, shakey (take this one when you have +5 BAB) Nothing you can't make up for with gear and skill ranks, or just avoid a certain trick till you have enough ranks in it. Starting Ability Scores: Dex and INT are your main stats but you will want everything high. Always invest in a weapon that has holy or undead bane and construct-bane as side arms. If you can get parrying traits on them then so much the better.Īs with any class that relies on sneak attack and crits for damage you will be vulnerable to undead and constructs. Once you get improved critical switch to a holy, blurstrike instead. Have a bunch of cognicence crystals as well because you have very low power points and there are times you will want to use hustle more than 2-4 times a day.įor weapons beg, borrow, steal for a set of keen, blurstrike (first attack will make opponents flat-footed) kurki of the best enhancement. Rings of protection the best your level/DM allows will almost always be needed.
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In most cases you will not be wearing armor since unfettered defense, AC bonus and grace all say no to armor, you could use psychoactive skins instead with the ultimate goal of getting Skin of iron (DR 15). You will most likely had sets of equipment depending on if anticipate fighting, infiltrating, or for social occasions. Stat boosts take priority, especially for skills you will be using a lot. Moment of perfect mind, mind over body, island of blades, never out numbered or any trick skill that fits your stats
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Psionic charm, Hustle (extra move action), Assassin stance (+2d6 on sneak attacks), shadow jaunt (shadowstep), child of shadows, group fake out, social recovery, acrobatic backstab, spot weak point, clarity of vision, timely misdirection, shrouded dance (trick version of cloak dance), corner perch, slipping past (remember that uncanny trickster gives you 3 free tricks) Game Rule Components Spells, Powers, Soulmelds, Stances, etc. PH, PH2 (telling blow), complete adventurer (nightsong enforcer), complete warrior (invisible blade, swashbuckler), complete psionics (ardent), XPH (hustle, charm), unearthed arcana, tome of battle (swordsage) This will bare a lot of similarity to the "daring outlaw" build on this page, but with more emphasis on tricks and skills, and is legal (ie lvl 1 warblade using lvl 5 spells and NO assassin).
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The goal is to end 20 lvls with +10d6 sneak attack and BAB of +15 or more, which is basically a rogue's ending stats, but the ability to do all the aforementioned things. And of course you will need the ability to get away ASAP when things do go wrong. In battle you will be killing nukers, healers, and other support roles as quickly (and quietly) as possible. Take advantage of your high skills and tricks to excel (or do over any failures) in all areas of scoundrel-hood.
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This is about being able to deal with any situation the game throws at you whether it be intrigue, breaking into and out of places you should not be, gathering intel, or "ghosting" people. I am personally sick of seeing my favorite expert role reduced to just sneak attacks, and I am really in awe that DMs would allow PCs to pick assassins. This isn't a "max out damage" type build.
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