Rogue dips?

Dingleberry

First Post
I'm putting together a high Dex, low Cha, 3rd level halfling rogue focused on snooping and swiping - but I also don't want to be completely useless in combat. Are any one- or two-level dips worth it? Fighter, sorceror - even monk? Or do I stick with the melee rogue standards: Weapon Finesse, TWF, Dodge-Mobility-Spring Attack? Trying to stick to core only.
 

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Unfortunately, for a poor combat rogue losing rogue levels is hard. Because poor combat rogues need their sneak attack to be worthwhile. So taking a few dips into another class should only be done if it makes you more likely to hit with your sneak attack.

With only core, I wouldn't go monk at all. Flurry of blows will only hurt your chances of sneak attack. It isn't worth it.

Sorcerer is nice so long as you focus on spells that help you move into a position to apply sneak attack. The hit to BAB and HP is tough, though.

Actually, 2 levels of fighter is not a bad idea so long as you take fighter feats that are smart. Plus, the bonus HP, bonus feats, bonus BAB can really be worth a sacrifice of 2 rogue levels (only +1d6 sneak attack damage and a special ability).

2 levels of Ranger would be nice as it introduces TWF combat style, better saves, and a small favored enemy boost.

2 levels of cleric could be worthwhile for the HP, the spells, and the saves. Of course, the hit to BAB is equal to sorcerer at two levels.


Personally, I'd go fighter (and think about introducing TWF with the bonus feats) or just go ranger for about the same thing. But you'll need a few feats to make it worthwhile.
 

I'm with the fighter dips. But nothing else. Also check what rogue PrCs are available to you later in the game and pick up ANY / ALL that have +1d6 sneak attack at level 1 (guild thief from FRCS for instance). You can make up your missing sneak attack that way.
 

You could consider multiclassing into swashbuckler and taking the daring outlaw feat (lets you stack both classes for determining sneak attack and dodge AC). Dungeonscape has this variant which lets your SA deal 1/2 damage to crit-immune foes. Maybe throw in 1-2 lvs of swordsage while you are at it for shadow blade.

What is your int?
 

2 levels of fighter for sure! I'm a huge fan of the Rogue/Fighter multiclass. I'm building an 8th level PC right now that is doing that exact thing.
 

I might also consider a Ranger dip- esp. an Urban Ranger- and concentrate on ranged combat instead of 2WF.

You've got the Dex and the racial bonus- use those daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, nets, thunderstones, alchemist fire, tanglefoot bags, etc. and stay out of combat! (Try hard to find a Quiver of Ehlonna.)

You have some decent skill synergy and you wouldn't lose many skill points.

If you dip far enough into Ranger, you can get a riding dog as your animal companion and further boost your movement rate...don't forget mounted combat feats! OR you could get a dire rat or one of the flying animal companions and train it to steal things for you. (Yes, I know Handle Animal is a Cha based skill.)
 

A dip into Sorcerer- especially one who has one of the Heritage Feats and the associated Breath Weapon (like Draconic or Infernal)- can make for a very flexible PC with a nice hidden punch.

A dip into Beguiler is nice as well- armored spellcasting that is geared towards a roguish style of play and is based on Int, minimal loss of skill points and a fair bit of skill crossover. And in a similar vein to the Sorc above, a dip into Beguiler with either access to a HR for the Draconic Heritage feat or takes Dragontouched (from Dragon Magic) gets that sneaky BW as well.

(Character Class: Beguiler -- Master of Deception)

If your group uses psionics, the Lurk from CompPsi has some of the same kind of synergies as the Beguiler.

(Character Class: Lurk)

A dip into SoulKnife mainly gets you a weapon that is almost impossible to take away- which doesn't suck- plus (eventually) a throwable version of it and a damage enhancement. However, simply taking the Wild Talent feat gets you access to the Kineticist PrCl, you gain a similarly reliable weapon, plus an energy enhancement to your weapon and a psi-like ability akin to the Warlock's Eldritch Blast.

(http://www.wizards.com/default.asp?x=dnd/psm/20040625e)
 
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He said he wanted to stick to core...

If the OP considers www.20srd.org to be "core," there's always the martial rogue variant to gain a great burst of combat prowess: Fighter feats for SA. That said, with core only feats available, there are only so many that are even useful.

I would just do pure Rogue. Rely on SA for doing damage, accept you won't be as useful against things immune. Make HEAVY use of your Use Magic Device "class feature." Load up on wands and scrolls of low level spells. Grease can allow you to SA -- anything balancing w/o 5 ranks is flatfooted. Using a "weapon-like" spell (rays, melee touch, and others that require an attack roll) means SA applies. A single Ray of Frost goes from d3 to d3 +xd6 cold damage, quite nice against say...Red Dragons and other fire creatures. Acid Splash allows no SR, so even a CL 1 item can be used against any foe not immune to acid. Summon Monster spells provide flanking buddies. Aside from assiting in doing your Rogue thang, low level spells like Entangle and Obscuring Mist (denies you SA, only use when you can't SA anyway, like against undead) are often useful.

With a good UMD check and lots of magic items, you can have tools to solve multitudes of problems and fall back into a support role for the party if you find yourself unable to help offensively. Of course, you'll feel a lot more useful if the group you're in lacks many actual spell casters.

It's a shame about the core, though....So much good stuff outside of core.... Mmm...Staggering Strike...Craven.....*drools a little*
 

He said he wanted to stick to core...

I know, but "Core" is a bit fuzzy- some people consider the Completes core, some say its only the first 3 books. The Sorc suggestion uses only info from the PHB and CompArc.

And having done that, I figured I'd add in some additional, quasi-related stuff to be polite.
 

I don't see how sorc or beguiler really mesh well with rogue. In the case of beguiler, you are probably off simply going pure beguiler instead (they get trapfinding already). Your sorc lv will likely be too low for the complementary draconic feats to be of any real use (between low DC, availability of energy resistance and SA won't apply to them either).
 

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