I'm entering into an evil campaign soon, and can't quite pin down what it is that I want to play. I've already told the DM I plan to play a rogue/assassin, but I'm having trouble settling on a build. Did you know that there's no rogue handbook here on BG? Anyway, on to the crunch:
Level 15
Evil alignments encouraged
All books allowed, provided the DM has access
Items (here's where things get tricky): Due to the background for the adventure, all players are limited to a maximum of 3 magic items, none of which can cost more than 20,000 GP. Players also get basic weapons and armor plus 100 GP to spend on mundane items.
Other players: I'm not 100% positive on some of the races/classes everyone is playing, but other than me we have a Dread Necromancer, a Cleric, a Druid, a martial/magical "jack-of-all-trades," a "tank," and a "commando" (I'm as clueless as you are).
I've got three builds rattling around, and I'm not sure which one to run with.
Rogue 5/Assassin 10: Simple, straightforward. Maximizes skill points, SA dice, Assassin spells, and Death Attack DC. Would TWF with extreme prejudice.
Rogue 3/Factotum 3/Assassin 9: Great INT synergy with Brains over Brawn and Assassin spells/Death Attack. Still gets good SA, so also a TWF candidate.
Rogue 3/Factotum 3/Assassin 8/Thief-Acrobat 1: An amazing acrobat, with Brains over Brawn applying to all the Thief-Acrobat skills. Weakest SA, but still gets the best Assassin goodies. If I went for more Factotum levels, I could get Balancing Lorecall to do some neat tricks (why is that spell not on the Assassin list?!). Would probably switch to an archer build.
I'm also going to need help picking items. I'm considering an Assassin's Dagger (18,302 GP), custom Gloves of the Balanced Hand with +2 Dexterity (12,000 GP, assumes the DM allows the item improvement rules from MIC), +3 Mithral Chain Shirt of Shadow and Silent Moves (17,750 GP), and a custom Hat of Disguise with +4 Intelligence (17,800). That's four items, so one needs to go, but which? I'm also open to suggestions for things I hadn't thought of, of course. A Vest of Resistance might also be a good idea, considering his fort/will saves will suck. A way to sneak attacks immune creatures would be good, but there must be a way to get that via feats/spells/ACFs instead.
Thanks for your time, I look forward to seeing some clever ideas.