3.0 Rogue Help

tankiller

First Post
My DM is going to be starting a new 3.0 game next week. I have not had much experience in 3.0 and would like some advice on a character build.

The game is going to have around 10 people and we are not allowed to know the rest of the party untill the first game. Im looking at being a two-wep rogue but cant think of a good way to build this character without multiclassing ranger. I rolled a 17,17,14,14,12,11 for my stats.

I dont need a munchkin build just some ideas on how to best achieve a desent two-wep rogue build at the lowest lv possible because we will not play this charecters on a regular basis.

Thank you ahead of time.
 

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My DM is going to be starting a new 3.0 game next week. I have not had much experience in 3.0 and would like some advice on a character build.

The game is going to have around 10 people and we are not allowed to know the rest of the party untill the first game. Im looking at being a two-wep rogue but cant think of a good way to build this character without multiclassing ranger. I rolled a 17,17,14,14,12,11 for my stats.

I dont need a munchkin build just some ideas on how to best achieve a desent two-wep rogue build at the lowest lv possible because we will not play this charecters on a regular basis.

Thank you ahead of time.
Okay, put the 17's in dex. and int., 14's in con. and wis., then the 12 and 11 can go in either cha. or str. Have you thought about a three level dip in swashbuckler? I mean of course it depends what the party may need, but if you want a good offensive rogue I say take the dip. This nets you weapons finesse and insightful strike(add intelligence to weapon damage) and full attack progression. The Daring outlaw feat allows stacking between rogues and swashbuckler for sneak attack, grace, and dodge features. Also the penetrating strike variant from allows you to deal half precision damage against targets normally immune to it in place of trap sense. The ranger maybe good for two levels but that is about it. I also say the ambidexterity feat is a must allows you to eliminate two-weapon penalties if one of them is a light weapon.
 

My DM is going to be starting a new 3.0 game next week. I have not had much experience in 3.0 and would like some advice on a character build.

The game is going to have around 10 people and we are not allowed to know the rest of the party untill the first game. Im looking at being a two-wep rogue but cant think of a good way to build this character without multiclassing ranger. I rolled a 17,17,14,14,12,11 for my stats.

I dont need a munchkin build just some ideas on how to best achieve a desent two-wep rogue build at the lowest lv possible because we will not play this charecters on a regular basis.

Thank you ahead of time.

Yeah, the prerequisites for the Greater TWF feat in 3.0 are much more severe than in 3.5. You'll need BAB+15, which is what a Rogue has at 20th level.
 

Is your DM using Song and Silence? If not, buy LOTS of shuriken. :D

(In 3.0, you could throw shuriken per attack and get sneak attack on each of them, until eratta in S&S made it so you only got it once per normal attack, iirc)

I would recommend building towards a Ninja of the Crescent Moon if it is available, that class was one of the more fun and interesting ones in 3.0, and I thought it looked overpowered at the time, but in retrospect it's perfectly fine. I think it was in Sword & Fist.
 

Okay, put the 17's in dex. and int., 14's in con. and wis., then the 12 and 11 can go in either cha. or str. Have you thought about a three level dip in swashbuckler? I mean of course it depends what the party may need, but if you want a good offensive rogue I say take the dip. This nets you weapons finesse and insightful strike(add intelligence to weapon damage) and full attack progression. The Daring outlaw feat allows stacking between rogues and swashbuckler for sneak attack, grace, and dodge features. Also the penetrating strike variant from allows you to deal half precision damage against targets normally immune to it in place of trap sense. The ranger maybe good for two levels but that is about it. I also say the ambidexterity feat is a must allows you to eliminate two-weapon penalties if one of them is a light weapon.

I have actually thought about doing this in 3.5 so i like this idea. My DM has oked stuff from 3.5 books before so im going to give this a shot at approval. Thank you for the reply and helpful advice.
 

I have actually thought about doing this in 3.5 so i like this idea. My DM has oked stuff from 3.5 books before so im going to give this a shot at approval. Thank you for the reply and helpful advice.
I also would suggest to take the acrobatic backstab feat a successful tumble roll through a standing target's square automatically renders them flat-footed. I say this is better than trying to muster out several different ways to gain cover for stealth only to messed up by a simple uncanny dodge.
 

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