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3.5 Melee Rogue Build (now with extra feats!)
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5144251" data-attributes="member: 35909"><p>Yeah, family sucks. Especially when you and your sig other are unemployed and relying on their kindness in order to exist... You know they don't like you for it and can see it in their eyes that they wish they had the guts to leave you to starve to death, while on your end you grow to loathe them for the power they hold over you like an executioner's axe and how you're forced to hide what you truly feel about them because the positive feedback loop of life turning out badly has left you dependent on the people you despise just to survive. But I digress...</p><p></p><p></p><p></p><p>You chose wisely, then.</p><p></p><p></p><p></p><p>Are you taking the Daring Outlaw feat to recompense the lost sneak attack from those Swashbuckler levels?</p><p></p><p></p><p></p><p>1.) Enlarge Person is a great spell and a cheap potion. The weapons enlarge with you.</p><p>2.) Don't invest too much into your current weapons, you'll be ditching them. Save up for Strongarm Bracers (6000 gp) from Magic Item Compendium. They let you use weapons one size larger at no attack penalty at all. So naturally, you'll want to sell off those small short swords for medium ones afterwards.</p><p>3.) Your damage is mostly coming from sneak attack. Even with 1 and 2, you're going from a d4 to a d8. That's an average of +2 damage. Really not much to get worked up about. Get Shadow Blade feat later on if you can fit it in to your build and your dex climbs extremely high (short swords are a Shadow Hand weapon, may as well make use of that). Alternatively, blow a feat on Oversized Two Weapon Fighting (C.Warrior or C.Adv, I forget) and just use dual longswords instead. Then at least with Enlarge Person and Strongarm Bracers you've got a respectable 2d6 base weapon damage.</p><p></p><p></p><p></p><p>Martial Study (anything SH, best to wait for Cloak of Deception), Martial Stance (anything SH, best to wait for Assassin's Stance), Shadow Blade. I need to check crystalkeep, there's some obscure feat out there to swap sneak attack dice for +2 to hit per dice. From the crystalkeep blurb, I got the impression you can use it whenever you have sneak attack conditions (enemy flanked or lost dex to AC), regardless of whether or not you actually can deal SA damage. If the DM interprets it that way, it's a nice fallback plan for SA-immune critters. Or just anytime you're having trouble hitting a high AC foe. Silencing Strike and Extra Silence always seemed like a fun combo to me, but I never had the feats to spare on them.</p><p></p><p></p><p></p><p>Depends...are all sourcebooks open for spells? Spell Compendium has some very handy spells for a Rogue at level 1. Basically the entire divination school's section, and many others (short list of ones you might like: <strong>Critical Strike</strong>, <strong>Persistent Blade</strong>, <strong>Golem Strike</strong>*, Insightful Feint, Nerveskitter, Shock and Awe). As for cantrips...Prestidigitation is a really awesome thing to have. Acid Splash would basically be a 3/day attack against flatfooted <strong>touch</strong> AC for sneak attack damage turned into acid damage, bypassing DR. And because it's acid, no roll to overcome SR, either. If you can spare the feats, there's good spells to take, but if you have no room for it, you can get by without them.</p><p></p><p></p><p></p><p>If he allows it in as 17-20, I'd be afraid of what else he'll allow in for spellcasters and other players that can break the game far more than a fighter-rogue hybrid ever could. Alternative cheesy exotic weapon: Kusari-gama from the DMG section on asian-themed weapons. Can use one in each hand, and they have the ability to strike at reach and adjacent (like the spiked chain).</p><p></p><p>*Unless in PF you can SA golems, which I've heard you can.</p><p></p><p>EDIT: The crystalkeep feat is Precise Strike from dragon mag #310, or on crystalkeep's feat index p. 88.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5144251, member: 35909"] Yeah, family sucks. Especially when you and your sig other are unemployed and relying on their kindness in order to exist... You know they don't like you for it and can see it in their eyes that they wish they had the guts to leave you to starve to death, while on your end you grow to loathe them for the power they hold over you like an executioner's axe and how you're forced to hide what you truly feel about them because the positive feedback loop of life turning out badly has left you dependent on the people you despise just to survive. But I digress... You chose wisely, then. Are you taking the Daring Outlaw feat to recompense the lost sneak attack from those Swashbuckler levels? 1.) Enlarge Person is a great spell and a cheap potion. The weapons enlarge with you. 2.) Don't invest too much into your current weapons, you'll be ditching them. Save up for Strongarm Bracers (6000 gp) from Magic Item Compendium. They let you use weapons one size larger at no attack penalty at all. So naturally, you'll want to sell off those small short swords for medium ones afterwards. 3.) Your damage is mostly coming from sneak attack. Even with 1 and 2, you're going from a d4 to a d8. That's an average of +2 damage. Really not much to get worked up about. Get Shadow Blade feat later on if you can fit it in to your build and your dex climbs extremely high (short swords are a Shadow Hand weapon, may as well make use of that). Alternatively, blow a feat on Oversized Two Weapon Fighting (C.Warrior or C.Adv, I forget) and just use dual longswords instead. Then at least with Enlarge Person and Strongarm Bracers you've got a respectable 2d6 base weapon damage. Martial Study (anything SH, best to wait for Cloak of Deception), Martial Stance (anything SH, best to wait for Assassin's Stance), Shadow Blade. I need to check crystalkeep, there's some obscure feat out there to swap sneak attack dice for +2 to hit per dice. From the crystalkeep blurb, I got the impression you can use it whenever you have sneak attack conditions (enemy flanked or lost dex to AC), regardless of whether or not you actually can deal SA damage. If the DM interprets it that way, it's a nice fallback plan for SA-immune critters. Or just anytime you're having trouble hitting a high AC foe. Silencing Strike and Extra Silence always seemed like a fun combo to me, but I never had the feats to spare on them. Depends...are all sourcebooks open for spells? Spell Compendium has some very handy spells for a Rogue at level 1. Basically the entire divination school's section, and many others (short list of ones you might like: [b]Critical Strike[/b], [b]Persistent Blade[/b], [b]Golem Strike[/b]*, Insightful Feint, Nerveskitter, Shock and Awe). As for cantrips...Prestidigitation is a really awesome thing to have. Acid Splash would basically be a 3/day attack against flatfooted [b]touch[/b] AC for sneak attack damage turned into acid damage, bypassing DR. And because it's acid, no roll to overcome SR, either. If you can spare the feats, there's good spells to take, but if you have no room for it, you can get by without them. If he allows it in as 17-20, I'd be afraid of what else he'll allow in for spellcasters and other players that can break the game far more than a fighter-rogue hybrid ever could. Alternative cheesy exotic weapon: Kusari-gama from the DMG section on asian-themed weapons. Can use one in each hand, and they have the ability to strike at reach and adjacent (like the spiked chain). *Unless in PF you can SA golems, which I've heard you can. EDIT: The crystalkeep feat is Precise Strike from dragon mag #310, or on crystalkeep's feat index p. 88. [/QUOTE]
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