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*Dungeons & Dragons
A maladroit rogue?
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<blockquote data-quote="DEFCON 1" data-source="post: 6558176" data-attributes="member: 7006"><p>The one advantage you have by playing a rogue is Expertise. So while your DEX modifier might be a plus or two lower than the typical starting rogue character (who would have a 16 or 17)... with Expertise (and the double proficiency bonus), you can still have a very good score for one or two DEX-based skills/tools if that's the way you want to go.</p><p></p><p>So maybe you decide to forsake Stealth (due to armor concerns), but you could still easily go to a Second-Story Man or Trapfinder type with Expertise in Athletics and Thieve's Tools. Your Thieve's Tools bonus still will be +5 or +6, which is still going to be equal or better than someone with a high DEX and regular proficiency in TTs. Throw in a d8 weapon or dual-wielded d6s (which actually is more viable for a non-Stealthing rogue because you aren't using Cunning Action to go into Hiding like most stealth-based rogues are and can thus attack with the off-hand more often) and your STR-based rogue is a bit better standing toe-to-toe in melee. The 60' of darkvision is a boon too that shouldn't be downplayed (I have a pair of rogues in my two games-- a human and a halfling-- and both regret not having darkvision pretty often.)</p><p></p><p>*EDIT*</p><p></p><p>You could easily buy yourself 14/14/14/12/10/8, which when you apply racial bonuses for a Mountain Dwarf equals 16 STR +3) / 14 DEX (+2) / 16 CON (+3) / 8 INT (-1) / 12 WIS (+1) / 10 CHA (+0). Wear Medium Armor (which the DEX mod adds to), fight using STR (rapier or dual wield axes), take Expertise in Athletics and Thieve's Tools, and you're doing pretty good as a melee rogue thug who can get into places other people can't.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6558176, member: 7006"] The one advantage you have by playing a rogue is Expertise. So while your DEX modifier might be a plus or two lower than the typical starting rogue character (who would have a 16 or 17)... with Expertise (and the double proficiency bonus), you can still have a very good score for one or two DEX-based skills/tools if that's the way you want to go. So maybe you decide to forsake Stealth (due to armor concerns), but you could still easily go to a Second-Story Man or Trapfinder type with Expertise in Athletics and Thieve's Tools. Your Thieve's Tools bonus still will be +5 or +6, which is still going to be equal or better than someone with a high DEX and regular proficiency in TTs. Throw in a d8 weapon or dual-wielded d6s (which actually is more viable for a non-Stealthing rogue because you aren't using Cunning Action to go into Hiding like most stealth-based rogues are and can thus attack with the off-hand more often) and your STR-based rogue is a bit better standing toe-to-toe in melee. The 60' of darkvision is a boon too that shouldn't be downplayed (I have a pair of rogues in my two games-- a human and a halfling-- and both regret not having darkvision pretty often.) *EDIT* You could easily buy yourself 14/14/14/12/10/8, which when you apply racial bonuses for a Mountain Dwarf equals 16 STR +3) / 14 DEX (+2) / 16 CON (+3) / 8 INT (-1) / 12 WIS (+1) / 10 CHA (+0). Wear Medium Armor (which the DEX mod adds to), fight using STR (rapier or dual wield axes), take Expertise in Athletics and Thieve's Tools, and you're doing pretty good as a melee rogue thug who can get into places other people can't. [/QUOTE]
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