Playable from level 1 - 40 ..PvM Build

This is a fairly basic build I've played through a number of times (PvM, since I only play SP modules or multiplayer non-PvP campaigns as Neverwinter Connections). I like it for a number of reasons:

1) It's an elven rogue. That means keen senses, dual wielding light or medium weapons, and no size penalty for knockdown. But, it still avoids XP penalties, which can be a pain, especially in the types of games I play.

2) It uses a higher crit bladed weapon (rapier) normally, but can switch to a blunt weapon (mace) when needed (undead, constructs) and still be able to hit as effectively (more effectively even).

3) Gets Hide in Plain Sight, Epic Dodge, and Self Concealment V

So, without further ado:

Elf, any alignment
STR 10
DEX 20 (32)
CON 12
WIS 8
INT 14
CHA 8

1: Rogue(1) - Dodge
2: Fighter(1) - Weapon Finesse
3: Fighter(2) - Two-Weapon Fighting, Ambidexterity
4: Rogue(2)
5: Rogue(3)
6: Fighter(3) - Knockdown
7: Fighter(4) - Weapon Focus (Rapier)
8: Rogue(4)
9: Rogue(5) - Improved Knockdown
10: Fighter(5)
11: Fighter(6) - Improved Two-Weapon Fighting
12: Rogue(6) - Weapon Specialization (Rapier)
13: Rogue(7)
14: Fighter(7)
15: Fighter(8) - Weapon Focus (mace), Weapon Specialization (mace)
16: Rogue(8)
17: Rogue(9)
18: Fighter(9) - Mobility
19: Fighter(10) - Improved Critical (rapier)
20: Rogue(10) - Improved Evasion
21: Shadowdancer(1) - Epic Weapon Focus (Rapier)
22: Rogue(11)
23: Fighter(11)
24: Fighter(12) - Epic Weapon Specialization (Rapier), Great Dex I
25: Rogue(12)
26: Rogue(13) - Defensive Roll
27: Fighter(13) - Great Dex II
28: Fighter (14) - Blind Fight
29: Rogue(14)
30: Rogue(15) - Epic Dodge
31: Fighter(15)
32: Fighter(16) - Epic Weapon Focus (mace)
33: Rogue(16) - Self Concealment I, II
34: Rogue(17)
35: Fighter(17)
36: Fighter(18) - Epic Weapon Specialization (mace), Self Concealment III
37: Rogue(18)
38: Fighter(19)
39: Rogue(19) - Self Concealment IV, V
40: Fighter(20) - Epic Prowess

Disable Trap - 25
Discipline - 43
Hide - 42
Move Silently - 42
Open Locks - 20
Search - 20
Spot - 35
Tumble - 40
UMD - 41

Naked AC: 10 + 8 (Tumble) + 11 (Dex) + 1 (Dodge) = 30
Max HP: 362

AB with 2 mundane rapiers: 38/33/28/23 for main hand, 38/33 for off-hand
AB with 2 mundane maces, or rapier/mace combo: 40/35/30/25 for main hand, 40/35 in offhand

Damage with mundane weapons: 1d6 + 6 + 10d6 sneak attack. Critical range for mundane rapier is 15-20, and critical range for mundane mace is 20 (NOTE: I specifically didn't bother with Improved Critical (mace) since the vast majority of enemies I come across which I would switch to maces for, like undead or constructs and such, are immune to critical hits anyway)

Saving throws (this is by hand, so hopefully I didn't mess it up)
Fortitude - 21
Reflex - 31
Will - 15

Depending on how high the ACs get in the module/PW you are playing, you might want to switch to short swords instead of rapier. If you aren't going to get any more out of a 15-20 crit range as you would from a 17-20 one, you may as well dual-wield short swords for a smaller dual-wielding penalty.

Steve

Edited By griphook on 05/15/05 14:05