User:SirHoneyBadger/Elf Battlefield Ninja

Elf Battlefield Ninja
This build creates an assassin capable of darting safely in and out of battle, eliminating vulnerable healers, mages, and other threats, often before they're even noticed, and then just as quickly disappearing. Although they probably can't stand toe-to-toe forever against an extremely high level fighter or barbarian, they're just as capable of DPS if not more so, more mobile, and far harder to target. And if they have to, they can make a stand. Under the shadow there's still a lot of steel.

This build takes some thought and quick planning to implement. When you have the time, you'll want to choose your targets as carefully as you can, but you don't have to be nearly as careful as a single class rogue, and can wade into battle for atleast a while, in a crunch. And the build does give you more choices than a straight fighter, barbarian, or paladin might otherwise have. You can go from DPS to bodyguard to backstabber to temporary tank (which you should do reasonably well at, for as long as your Displacement lasts, anyway), and even sneak off to do a little light healing and "spellcasting" duty, with your Use Magic Device skill--a skill most melee builds, and all single class melee characters, won't be able to match.

Elf Rogue 12 (Assassin) / Fighter 8 (Kensai)

Starting Stats: Strength : 14 Dexterity : 16 Constitution: 14 Intelligence : 8 Wisdom : 14 Charisma : 8

You'll want to start out as a Rogue, for the extra skill points, and put as many skill points as you can into Hide, Move Silently, Balance, Listen, Spot, and Use Magic Device. Divide the rest of your points (2 each) evenly among Jump and Tumble.

As you gain levels, divide all additional skill points among: Move Silently (2), Hide (2), Use Magic Device (2 or however many you can until you reach the limit) and Balance (single point leftovers) for your Rogue levels, but just add to Jump for Fighter levels.

If you level in Fighter for a while, you can always catch up in skill points when you switch back to Rogue. Just don't forget to reach the target of 23 in Use Magic Device by level 20.

Having that additional functionality will make this build a lot easier and more fun to play at high levels, and (especially with your skill boost) puts Cure Serious Wounds and Repair Serious Damage within reach even while otherwise unbuffed, making you a potential backup healer.

Anything left over when you reach Level 20 can go into Hide/Move Silently (if 2 or more points), or Jump (if/when you only have a single point left).

As an elf, you will recieve 7 bonus feats, and as a fighter, you will recieve 5 bonus feats. They should be spent in the following manner, in order, as you earn them.

Bonus feats:


 * Iron Will
 * Least Dragonmark of Shadow
 * Lesser Dragonmark of Shadow
 * Improved Two Weapon Fighting
 * Greater Two Weapon Fighting
 * Power Critical
 * Greater Weapon Specialization Slashing Weapons

Fighter Feats:


 * Two Weapon Fighting
 * Oversized Two Weapon Fighting
 * Weapon Focus Slashing Weapons
 * Weapon Specialization Slashing Weapons
 * Improved Critical

This build is meant for double wielding longswords, and at 20th level, a character made with this build will be capable of doing 14-21 points of damage per sword, wielding nonmagical longswords, and sneak attacking for 31-78 points of damage, with critical hits x2 on 16-20, and occasionally double striking.

You will also recieve a total of 80 enhancement points. They should be spent on the following enhancements, but for the most part, the order isn't terribly important. The enhancements marked with a *** however, are very beneficial to this build, and should always be purchased as soon as possible.

After each enhancement, a point cost is given. Multiple enhancements of the same name indicate that their is more than one "level" of that enhancement.


 * Aerenal Elf Melee Damage 2 ***
 * Aerenal Elf Melee Damage 4 ***
 * Elven Dexterity 2 ***
 * Elven Dexterity 4
 * Improved Hide 1
 * Improved Hide 1
 * Improved Move Silently 1
 * Improved Move Silently 1


 * Fighter Strength 2
 * Fighter Strength 4
 * Fighter Attack Boost 1
 * Fighter Attack Boost 2
 * Fighter Critical Accuracy 1
 * Fighter Critical Accuracy 2
 * Fighter Weapon Specialty 1 ***
 * Kensai Weapon Mastery 1 ***
 * Fighter Kensai 4 ***


 * Rogue Dexterity 2 ***
 * Rogue Dexterity 4
 * Rogue Dexterity 6
 * Rogue Faster Sneaking 1 ***
 * Rogue Faster Sneaking 2 ***
 * Rogue Faster Sneaking 3 ***
 * Rogue Skill Boost 1
 * Rogue Damage Boost 1
 * Rogue Damage Boost 2
 * Rogue Sneak Attack Accuracy 1
 * Rogue Sneak Attack Accuracy 2
 * Rogue Sneak Attack Accuracy 3
 * Rogue Sneak Attack Training 1
 * Rogue Sneak Attack Training 2
 * Rogue Sneak Attack Training 3
 * Rogue Subtle Backstabbing 1 ***
 * Rogue Subtle Backstabbing 2 ***
 * Rogue Subtle Backstabbing 3 ***
 * Rogue Assassin 4 ***
 * Rogue Assassin 2 ***

You will also earn five (5) points to add to your stats by level 20. They should be spent as follows:

+4 to Strength. +1 to Dexterity

After applying these points, your stats should look as follows.

Before Enhancements: Strength : (14 + 4) 18 Dexterity : (16 + 1) 17 Constitution: 14 Intelligence : 8 Wisdom : 14 Charisma : 8

After Enhancements: Strength : (14 + 4 + 2) 20 Dexterity : (16 + 1 + 5) 22 Constitution: 14 Intelligence : 8 Wisdom : 14 Charisma : 8

This will also give you Saves at level 20, that should look as follows (before any additional bonuses are applied from gear, spell effects, etc.):

Fortitude 12, Reflexes 16, Will 10, 12 vs enchantments

However, these can be further increased when your enhancements and Uncanny Dodge are applied, giving you a total normal bonus of:


 * Fortitude 12, Reflexes 22, 23 vs magic, Will 10, 12 vs enchantments

When choosing a special ability for your rogue, Opportunist is the best for this build, as it gives you the Doublestrike ability, and bypasses some fortification as well, leaving more enemies vulnerable to your powerful sneak attack.

When choosing a poison for your assassin, Thoughtburn is the best for this build, as it will temporarily eliminate the target's spellcasting, while reducing their overall spellpoints, allowing you to remove dangerous mage threats quickly and efficiently, especially the ones who can See Invisible.