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Old February 14, 2016, 12:27   #5
wobbly
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Join Date: May 2012
Location: Adelaide, Australia
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Slight variant on the above (nikheizen's), sacrifice 1 starting melee & evasion to start with 5 will & clarity. Good will saves against a bunch of annoying criters, stops trolls stunning you, makes murky brown potions a lot more useful.

Here's a trickier build: a polearm assassin. Details are for a feanorian artifact smith, but it's easier to do with a finarfin without smithing or just plain weapon smithing.
The point: Fun alternative to light weapon assassins. Polearms bigger damage dice require less criticals, so smaller melee outlay.
Start: 1/5/4/4, 4 in melee, 4 in evasion, 1 in stealth/perception/will. You'll need to clear 50' & part of 100' for 7 smithing + weaponsmith/enchantment.
1st Forge: Gondolin Greatspear, Longbow of radiance, dagger/quaterstaff or curved sword of doriath.
Key abilities: Focused attack, polearms mastery, assassination (charge + disguise will also work)

You're very weak till the 1st forge. Walls & doors are your stealthy friends. After the 1st forge pretty much terrorise any orcs & trolls, use the doriath weapon to warn against sword spiders & stay above easterling depth till you've fixed either melee/evasion or stealth. Concentrate on 1 or the other, I like stealth 1st but melee/evasion is more solid. I'd wait till after 4 stealth for assassination, the extra stealth is more important.
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