So, I am making an Arcane Trickster/Ranger = 4x levels rogue, 1x revised Ranger. We are starting at level 5, so yeah, thats why the odd number :)
This gnome character is from a former campaign in a Warhammer 4th edition game, so this is an attempt to emulate that characters original design, so please focus on the stats more than the choice of classes :)
I am playing a Deep Gnome so I get 2+ int and +1 dex. - I am taking the Svirfneblin Magic feat, is the plan aswell for my 4th level feat/attribute.
I may wanna remove 2 points from Cha and place somwhere else, maybe wis? Maybe not? Can´t tell yet.
So faar I am leaning towards the top row most. - I need 13 wisdom to go Ranger and this is set in stone so faar, but increasing it to 14 isn´t bad either.
- Hope you guys can give me some feedback and tell me what you think about my two stat rows and placement :)
I would move your dump stat to Charisma and let somebody else try to be the face of the party
Something like this:
Str - 11 Dex - 18 Con - 13 Int - 17 Wis - 12 Cha - 7
So after racial bonuses it will look like this:
Str - 11 Dex - 19 Con - 13 Int - 19 Wis - 12 Cha - 7
Then I will use your homebrew rule to move turn 2 Str into 1 Wis giving you the final ability scores of
Str - 9 Dex - 19 Con - 13 Int - 19 Wis - 13 Cha - 7
This arrangement lets you max both your Dex and Int using just 1 ASI leaving you plenty of ASI or feats to customize your character to your liking. A feat I would recommend is Resilient (Con) to put it at a +2 modifier and give you proficiency on concentration saving throws. Hope this helps.
I am trying to fill out a character concept, so I am not trying to mini max as hard as I can, but not to nerf myself to death either by my choices, I want it to be effective and playable in a fun manner :)
My character needs to have a few certain stat to fit the bill and not stray too faar away from his old concept, so there will be a few odd choices, but I tried chooseing a class/multi class that best captured the spirit of the character, with that comes a few stat limits.
Stats:
He needs to have his strenght around (8-10), atleast.
He needs a high dex (16+) atleast.
He needs to have a con of (12-14) atleast.
He needs to have a int of (16+) preferably. - 14 feels abit low, but may suffice if thats what I am dealt in my stat rows.
He needs to have (12+) in wisdom in this case he needs 13 to be able to enter ranger, so that locks it at 13. Do to character flavour, I feel like Revised Ranger is a strong choice, due to Natural Explorer and Favored Enemy being buffed. :)
His charisma needs to be around (10+) atleast or so.
Hope that helps! - I am still looking for a way to hit the best possible stat row and achive this however, and ofcourse advice in any forms are welcomed and the feedback does make me think alot!
This isn´t a new character, so sadly I am abit restricted not getting to faar way from his original concept - I prefer it personally that way, unless I can see a REALLY good reason to do it :)
If you want to use your 2nd stat roll, I would arrange it as follows:
Str - 12 Dex - 15 Con - 12 Int - 12 Wis - 13 Cha - 11
After racial modifier it looks like this:
Str - 12 Dex - 16 Con - 12 Int - 14 Wis - 13 Cha - 11
Now use your homebrew rules and move 4 Str into Int and you end up with:
Str - 8 Dex - 16 Con - 12 Int - 16 Wis - 13 Cha - 11
If you decide on using the first stat roll then I agree with dropping Int to 16 and bumping Wis to 14 for better saving throw. Unless you plan on taking Resilient (Wis) later. In that case you might want to leave Wis at 13 and bump Cha up to 12 instead.
If you want to use your 2nd stat roll, I would arrange it as follows:
Str - 12 Dex - 15 Con - 12 Int - 12 Wis - 13 Cha - 11
After racial modifier it looks like this:
Str - 12 Dex - 16 Con - 12 Int - 14 Wis - 13 Cha - 11
Now use your homebrew rules and move 4 Str into Int and you end up with:
Str - 8 Dex - 16 Con - 12 Int - 16 Wis - 13 Cha - 11
If you decide on using the first stat roll then I agree with dropping Int to 16 and bumping Wis to 14 for better saving throw. Unless you plan on taking Resilient (Wis) later. In that case you might want to leave Wis at 13 and bump Cha up to 12 instead.
Hope this helps.
Hrmm! I don´t see a reason using the second row only to dump strenght down, since I would get the exact same row in the first row just with 18 dex and int, so it would be weird?
However! The ideer to dump int by 2 and get 14 wisdom seems like a legit good choice, not sure however if I will do it or not-.. I am thinking to myself right now which is better. 14 wis vs 18 int. So yeah :)
You probably won't get Slippery Mind until you at least lvl 16 and thats if you only stay at a 1 level Ranger dip, but more realistically you are probably taking a 3-5 level dip to pick up a sub class and potential extra attack. Thats quite a long time to wait for Slippery Mind assuming your campaign has not ended before then. Wis saving throws are very common and having proficiency there earlier is gonna make a big difference imo. But that being said the most important thing is to have fun with your character. So whatever direction you go is the right direction as long as you are having fun. :)
Oh and regarding the 18 or 16 Int dilemma, I feel 16 should be enough as Arcane Tricksters are not full casters. Your magic is supplementary, you have other tricks to fall back on. Your main role is still to lurk in the shadows doing things like petty thievery or dropping big damage with a sneak attack.
I would move your dump stat to Charisma and let somebody else try to be the face of the party
Something like this:
Str - 11 Dex - 18 Con - 13 Int - 17 Wis - 12 Cha - 7
So after racial bonuses it will look like this:
Str - 11 Dex - 19 Con - 13 Int - 19 Wis - 12 Cha - 7
Then I will use your homebrew rule to move turn 2 Str into 1 Wis giving you the final ability scores of
Str - 9 Dex - 19 Con - 13 Int - 19 Wis - 13 Cha - 7
This arrangement lets you max both your Dex and Int using just 1 ASI leaving you plenty of ASI or feats to customize your character to your liking. A feat I would recommend is Resilient (Con) to put it at a +2 modifier and give you proficiency on concentration saving throws. Hope this helps.
I am trying to fill out a character concept, so I am not trying to mini max as hard as I can, but not to nerf myself to death either by my choices, I want it to be effective and playable in a fun manner :)
My character needs to have a few certain stat to fit the bill and not stray too faar away from his old concept, so there will be a few odd choices, but I tried chooseing a class/multi class that best captured the spirit of the character, with that comes a few stat limits.
Stats:
He needs to have his strenght around (8-10), atleast.
He needs a high dex (16+) atleast.
He needs to have a con of (12-14) atleast.
He needs to have a int of (16+) preferably. - 14 feels abit low, but may suffice if thats what I am dealt in my stat rows.
He needs to have (12+) in wisdom in this case he needs 13 to be able to enter ranger, so that locks it at 13.
Do to character flavour, I feel like Revised Ranger is a strong choice, due to Natural Explorer and Favored Enemy being buffed. :)
His charisma needs to be around (10+) atleast or so.
Hope that helps! - I am still looking for a way to hit the best possible stat row and achive this however, and ofcourse advice in any forms are welcomed and the feedback does make me think alot!
This isn´t a new character, so sadly I am abit restricted not getting to faar way from his original concept - I prefer it personally that way, unless I can see a REALLY good reason to do it :)
If you want to use your 2nd stat roll, I would arrange it as follows:
Str - 12 Dex - 15 Con - 12 Int - 12 Wis - 13 Cha - 11
After racial modifier it looks like this:
Str - 12 Dex - 16 Con - 12 Int - 14 Wis - 13 Cha - 11
Now use your homebrew rules and move 4 Str into Int and you end up with:
Str - 8 Dex - 16 Con - 12 Int - 16 Wis - 13 Cha - 11
If you decide on using the first stat roll then I agree with dropping Int to 16 and bumping Wis to 14 for better saving throw. Unless you plan on taking Resilient (Wis) later. In that case you might want to leave Wis at 13 and bump Cha up to 12 instead.
Hope this helps.
Hrmm! I don´t see a reason using the second row only to dump strenght down, since I would get the exact same row in the first row just with 18 dex and int, so it would be weird?
However! The ideer to dump int by 2 and get 14 wisdom seems like a legit good choice, not sure however if I will do it or not-.. I am thinking to myself right now which is better. 14 wis vs 18 int. So yeah :)
Resilient (Wis) you can as rogue at level 15:
Slippery Mind
By 15th level, you have acquired greater mental Strength. You gain proficiency in Wisdom Saving Throws.
Thanks for the feedback so faar! It has been nice!
You probably won't get Slippery Mind until you at least lvl 16 and thats if you only stay at a 1 level Ranger dip, but more realistically you are probably taking a 3-5 level dip to pick up a sub class and potential extra attack. Thats quite a long time to wait for Slippery Mind assuming your campaign has not ended before then. Wis saving throws are very common and having proficiency there earlier is gonna make a big difference imo. But that being said the most important thing is to have fun with your character. So whatever direction you go is the right direction as long as you are having fun. :)
Oh and regarding the 18 or 16 Int dilemma, I feel 16 should be enough as Arcane Tricksters are not full casters. Your magic is supplementary, you have other tricks to fall back on. Your main role is still to lurk in the shadows doing things like petty thievery or dropping big damage with a sneak attack.