I'm not sure which path to take, (not Assassin). I've weighed the Pros and Cons of both, and I'm stuck.
Pros: Scout - 2 Expertise, which is good. Reaction Move (rare that it will ever come up, but its still a thing.) Superior Mobility ... not useful when I can fly...but 40ft on the ground means 120ft total movement with Dash and BA Dash, vs 90. Most likely WONT get to Ambush Master with 13 rogue levels unless I don't go FTR3 (Samuari). BUT Ambush Master is a very very good ability otherwise.
Phantom - Whispers of the Dead is almost as good as 2 Expertise, but being able to get any prof is really really nice for some things. Such as crafting magical items in down-time. Wails of the Grave is chip damage, but damage is still damage. Tokens of the Departed with the con saves is excellent, and an extra use of Wails from the Grave? Seems pretty good, if it ever is needed. Ghost Walk is... well, I can already fly as an Owlin. I guess moving through walls is cool. But again, only if I don't go FTR3.
Cons -
Scout - Other than the Superior Mobility not applying to Fly, I don't see any real downsides to Scout.
Phantom - 3rd ability of Whispers of the Grave is going to be....awkward in a West Marches style discord server with multiple DMs.
Either one seems fine, given that I will most likely end up Gloom 5/Samurai3/Rogue 12 in the end, skipping both level 13 abilities.
Alternative, I could just go to Rogue 8, and skip level 8 features), and spend 3 more levels levels in Ranger for an ASI and Iron Mind, , and 1 more in Fighter for another ASI. This cuts me off from Reliable Talent in Rogue however...
I am a big fan of Gloom Stalker through 11th for Stalker's Flurry. With sharpshooter and your chance of missing many rounds it will function like a 3rd attack. Iron Mind is also a very strong feature to get at 7th level. 3rd level spells are great too.
As for Phantom vs. Scout. Phantom does more damage and the ability to grab a proficiency on a short rest is really an important piece of flexibility. The 9th level ability is very strong and worth the wait. Scout outside of the skills is really not that great.
I am also a big fan of samurai. The biggest issue here is I am not sure it adds as much as you need.
I get the build, and it will be powerful anyway you do it, but I am not sure there is a must have combination of levels. In particular as you play you will find items that change how these powers interact.
I am a big fan of Gloom Stalker through 11th for Stalker's Flurry. With sharpshooter and your chance of missing many rounds it will function like a 3rd attack. Iron Mind is also a very strong feature to get at 7th level. 3rd level spells are great too.
As for Phantom vs. Scout. Phantom does more damage and the ability to grab a proficiency on a short rest is really an important piece of flexibility. The 9th level ability is very strong and worth the wait. Scout outside of the skills is really not that great.
I am also a big fan of samurai. The biggest issue here is I am not sure it adds as much as you need.
I get the build, and it will be powerful anyway you do it, but I am not sure there is a must have combination of levels. In particular as you play you will find items that change how these powers interact.
Samurai lets me take the entire first round of six attacks at advantage, which is important for sharpshooter , but also just good in general against high AC opponents. And then I can do it 2 more times. Which I think is better than Assassin's first-turn-only ability, and nothing else FTR wise is all that useful. And there's no Bonus Action I can be doing better than Fighting Spirit.
I will not be doing Hand Crossbows with Crossbow Expert.
Owlin,
Longbow, Sharpshooter
I'm not sure which path to take, (not Assassin). I've weighed the Pros and Cons of both, and I'm stuck.
Pros:
Scout - 2 Expertise, which is good. Reaction Move (rare that it will ever come up, but its still a thing.) Superior Mobility ... not useful when I can fly...but 40ft on the ground means 120ft total movement with Dash and BA Dash, vs 90. Most likely WONT get to Ambush Master with 13 rogue levels unless I don't go FTR3 (Samuari). BUT Ambush Master is a very very good ability otherwise.
Phantom - Whispers of the Dead is almost as good as 2 Expertise, but being able to get any prof is really really nice for some things. Such as crafting magical items in down-time. Wails of the Grave is chip damage, but damage is still damage. Tokens of the Departed with the con saves is excellent, and an extra use of Wails from the Grave? Seems pretty good, if it ever is needed. Ghost Walk is... well, I can already fly as an Owlin. I guess moving through walls is cool. But again, only if I don't go FTR3.
Cons -
Scout - Other than the Superior Mobility not applying to Fly, I don't see any real downsides to Scout.
Phantom - 3rd ability of Whispers of the Grave is going to be....awkward in a West Marches style discord server with multiple DMs.
Either one seems fine, given that I will most likely end up Gloom 5/Samurai3/Rogue 12 in the end, skipping both level 13 abilities.
Alternative, I could just go to Rogue 8, and skip level 8 features), and spend 3 more levels levels in Ranger for an ASI and Iron Mind, , and 1 more in Fighter for another ASI. This cuts me off from Reliable Talent in Rogue however...
I am a big fan of Gloom Stalker through 11th for Stalker's Flurry. With sharpshooter and your chance of missing many rounds it will function like a 3rd attack. Iron Mind is also a very strong feature to get at 7th level. 3rd level spells are great too.
As for Phantom vs. Scout. Phantom does more damage and the ability to grab a proficiency on a short rest is really an important piece of flexibility. The 9th level ability is very strong and worth the wait. Scout outside of the skills is really not that great.
I am also a big fan of samurai. The biggest issue here is I am not sure it adds as much as you need.
I get the build, and it will be powerful anyway you do it, but I am not sure there is a must have combination of levels. In particular as you play you will find items that change how these powers interact.
Samurai lets me take the entire first round of six attacks at advantage, which is important for sharpshooter , but also just good in general against high AC opponents. And then I can do it 2 more times. Which I think is better than Assassin's first-turn-only ability, and nothing else FTR wise is all that useful. And there's no Bonus Action I can be doing better than Fighting Spirit.
I will not be doing Hand Crossbows with Crossbow Expert.
I guess Phantom is the better choice overall.