Yeah, I think it's just a matter of perspective at how you see things happening... You are basically arguing that the moment combat is initiated, if their initiative is higher, they turn to notice the player at the "last second" and hence are no longer surprised before they get to attack. Meanwhile I'd figure that initiative should have no relation to whether or not one is "spotted" or not, and that's what the perception checks leading up to it would be for. In the end though, you're the GM so you make the rules. It can be mandatory to wear silly hats if we invoke your wrath, for all we know.
And since I was ninja'd giving I was also working on my sheet while posting this: so yeah, while I'm still agreeing with Spider on finding it "weird", it DOES definitely seem to be both RAW and RAI. I guess that's only going to leave me to consider whether the assassin path is the best option, or if I should go for swashbuckler after all... Because it
does imply that to proc it's effect I'd actually have to grab a surprised enemy, which would mean not only actually managing to sneak into range, but also beating an initiative to which I right now have no discernible bonuses, rather than just act first..? To get the crit effect, at least.
Anyways, let me start getting up a basic version of my sheet... Not done yet, but basics.
HP rolls:
HP roll: 2D8+2D12 = [6, 7]+[5, 10] = 28
Only one roll below average, which I think would be translated to 7, so together with the 9 HP at lvl 1 + 3HP/level, I should have... 51 HP?
Also just to verify - The ability score improvement requires you to actually get lvl 4 in a class, right? It's not like proficiency bonus in that it counts combined levels for these "milestones"?
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Name:
Race: Half Orc (+2 STR, +1 CON)
Class: Lv4 Rogue (swashbuckler) / Lv1 Barbarian
Description
Age: 24
Height: 5'10"
Weight: 490 lbs
Alignment: Chaotic Evil
Background: Sailor(pirate)
Feature: bad reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Backstory:
Physical Description:
STR: 17 ¦ Save: +3 ¦
Athletics +6
DEX: 16 ¦
Save: +6¦
Stealth/ Acrobatics +6, Sleight of Hand +3
CON: 16 ¦ Save +3
INT: 11 ¦
Save +3 ¦
Investigation +5, Arcana/History / Nature /Religion +2
WIS: 9 ¦ Save -1¦
Perception +2, Insight / Animal Handling/Medicine/Survival -1
CHA: 11 ¦ Save 0 ¦
Intimidation/ Deception +3, Persuasion / Performance 0
HP: 47/47
AC: 16 (10 + 3 DEX + 3 CON)
Speed: 30ft
Languages: Common, Thieves' Cant, Orcish
Armour Proficiencies: Light, Shields
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Martial weapons
Tool Proficiencies: Thieves tools, navigator tools, vehicles (water)
Carrying Capacity: 255lbs
Racial Abilities/Skills:
- Darkvision 60ft
- Menacing (proficiency with intimidate)
-
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You canÔÇÖt use this feature again until you finish a Long Rest.
-
Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weaponÔÇÖs damage dice one additional time and add it to the extra damage of the critical hit.
Rogue Stuff
Expertise: Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. (Insight, Persuasion)
Sneak Attack: You know how to strike subtly and exploit a foeÔÇÖs distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You donÔÇÖt need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnÔÇÖt incapacitated, and you donÔÇÖt have disadvantage on the attack roll.
Thieves Cant: Understand a secret language
Swashbuckler (archetype): Fancy footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature canÔÇÖt make opportunity attacks against you for the rest of your turn.
Rakish Audacity: Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you donÔÇÖt need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you donÔÇÖt have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Barbarian stuff
Rage: For one minute, advantage to strength checks/saving throws, +2 damage to attacks using strength, resistance to bludgeoning/piercing/slashing, can't cast spells.
Unarmored defense: Use con+dex when not wearing any armor
Equipment:
197 gold
backpack
ball bearings
10 feet of string
bell
5 candles
crowbar
hammer
pitons
hooded lantern
2 flasks of oil
5 days ration
tinderbox
waterskin
50 feet hemp rope
2 daggers
3 scimitars
Heavy crossbow
Tools:
Thieves tools
Attuned:
Weapon of warning
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