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13th lvl Rogue help
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<blockquote data-quote="crater" data-source="post: 1011119" data-attributes="member: 9145"><p>Lots of scrolls and wands too, to make use of the Use Magic Device skill, this really changes things a lot. You get to heal, dispel magic, cast shield and true strike on yourself, use touch attack spells to make high AC opponents much more hittable and still sneak-attackable, not to mention fly, fireball and haste. Oh, and Summon Monster to create your own flanking partner when your party is all busy.</p><p></p><p>For a feat, I agree that Quickdraw is a very useful option for a rogue, especially if your DM will let you quickdraw scrolls. It makes you very versatile, changing quickly between melee and ranged weapons during a fight. Alternatively Expertise will give you valuable AC bonuses while you use touch attack spells (Feint combined with Touch attacks means you ignore armour, natural armour and dex, so the -5 BaB isnt so bad).</p><p></p><p>On a skill point (hoping I havent missed something really obvious),you dont seem to have any ranks in Bluff, which is essential if you are going to feint, and also for a whole bunch of other uses, like distracting opponents to give you a chance to hide, and....well...lying! This you should keep as high as possible, because there are hefty negative modifiers for some of the more...creative yarns you might want to spin. </p><p></p><p>I dont want to mess with your character concept too much, but something might have to go in order to build up Bluff and balance some of the other skills, and it might as well be Sleight of Hand (at 11 its not much use, unless you are going to pick pockets of really low-level unperceptive things) and Use Rope.</p><p></p><p>How did you figure 21 Use Magic Device? I make it 16 ranks max, -1 cha, +2 synergy from Decipher Script if it regards scrolls. Thats 15/17.</p><p></p><p>Also, dont forget to factor in your masterwork tools for Disable Mechanism and Open Lock. That will take OL up to 24, which means you can pick a DC40 lock on a rolled 16. Hopefully these will be few and far between, so you could take 4 points off (just take a 20 for the really hard ones) and put it into something like Sense Motive, as any half decent bluffer will pull the wool over your eyes most of the time at the moment, and that will be embarrassing, whereas taking ages to pick a fiendishly complex lock will just make you look proffessional. Alternatively, bring it right down, put the points somewhere else, and just carry a wand of Knock.</p><p></p><p>As for Search, you will have to take 20s all the time to find secret doors and well-hidden traps, so this should be maxed out to 16+int=18, and then get some magical skill booster item like a lens of detection, so that you can take a 10 all the time and be sure that you will find everything. With a +5 item bonus you will get 33 when you take a 10, which is enough to find secret doors and 8th level magical traps. A +10 item means you are safe for as long as you remember to say that you are searching.</p><p></p><p>Rogues are expected to be able to do just about everything, and theres never enough skill points to go around! Something always has to wait until next level, and these are just the priorities that I would set myself. Happy rogueing!</p><p></p><p></p><p>Edit: And I would definately recommend Goggles of the Night, for Darkvision.</p></blockquote><p></p>
[QUOTE="crater, post: 1011119, member: 9145"] Lots of scrolls and wands too, to make use of the Use Magic Device skill, this really changes things a lot. You get to heal, dispel magic, cast shield and true strike on yourself, use touch attack spells to make high AC opponents much more hittable and still sneak-attackable, not to mention fly, fireball and haste. Oh, and Summon Monster to create your own flanking partner when your party is all busy. For a feat, I agree that Quickdraw is a very useful option for a rogue, especially if your DM will let you quickdraw scrolls. It makes you very versatile, changing quickly between melee and ranged weapons during a fight. Alternatively Expertise will give you valuable AC bonuses while you use touch attack spells (Feint combined with Touch attacks means you ignore armour, natural armour and dex, so the -5 BaB isnt so bad). On a skill point (hoping I havent missed something really obvious),you dont seem to have any ranks in Bluff, which is essential if you are going to feint, and also for a whole bunch of other uses, like distracting opponents to give you a chance to hide, and....well...lying! This you should keep as high as possible, because there are hefty negative modifiers for some of the more...creative yarns you might want to spin. I dont want to mess with your character concept too much, but something might have to go in order to build up Bluff and balance some of the other skills, and it might as well be Sleight of Hand (at 11 its not much use, unless you are going to pick pockets of really low-level unperceptive things) and Use Rope. How did you figure 21 Use Magic Device? I make it 16 ranks max, -1 cha, +2 synergy from Decipher Script if it regards scrolls. Thats 15/17. Also, dont forget to factor in your masterwork tools for Disable Mechanism and Open Lock. That will take OL up to 24, which means you can pick a DC40 lock on a rolled 16. Hopefully these will be few and far between, so you could take 4 points off (just take a 20 for the really hard ones) and put it into something like Sense Motive, as any half decent bluffer will pull the wool over your eyes most of the time at the moment, and that will be embarrassing, whereas taking ages to pick a fiendishly complex lock will just make you look proffessional. Alternatively, bring it right down, put the points somewhere else, and just carry a wand of Knock. As for Search, you will have to take 20s all the time to find secret doors and well-hidden traps, so this should be maxed out to 16+int=18, and then get some magical skill booster item like a lens of detection, so that you can take a 10 all the time and be sure that you will find everything. With a +5 item bonus you will get 33 when you take a 10, which is enough to find secret doors and 8th level magical traps. A +10 item means you are safe for as long as you remember to say that you are searching. Rogues are expected to be able to do just about everything, and theres never enough skill points to go around! Something always has to wait until next level, and these are just the priorities that I would set myself. Happy rogueing! Edit: And I would definately recommend Goggles of the Night, for Darkvision. [/QUOTE]
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