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Argh!! Useless Rogues
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<blockquote data-quote="Synthetik Fish" data-source="post: 2580510" data-attributes="member: 8746"><p>I found a feat (can't remember where from now) that let me threaten at 15 feet with my daggers. This meant that I could flank from a distance. Halflings get +2 Dex, +1 for size, and +1 racial for throwing items, effectively giving them a +3 advantage over any other race at first level (from PHB, besides gnomes, who they would have a +2 advantage over.) Point Black Shot, Precise Shot, Rapid Shot, and Two Weapon Fighting. By the time your BaB is +6/+1, you are getting 4 attacks a round. Weapon Focus gives +1 to attack, Specialization gives +1 to damage, and Point Black gives +1 to both.</p><p></p><p>Assuming Rogue7/Fighter4, you will have a total of 7 feats. That allows for all of those feats, plus the one that allows you to threaten at 15 ft. You BaB would be +9/+4, and your are doing +4d6 for sneak attack. Lets start adding modifiers!!~~~</p><p></p><p>+9/+4 BaB, after TWP and Rapid Shot --> +5/+5/+5/+0</p><p>Point Blank Shot, Weapon Focus, Size Modifier, Racial Ability ---> +4</p><p>so we're at +9/+9/+9/+4.</p><p>We'll even be lienent and say for stats you rolled a 16 for dex, so your dex started at 18. By 11th level, you will have got to boost it up 2 points, so its now 20. It will be assumed also that by 11th level you will have either Gloves of Dex +4, something that allows you to use Cat's Grace x-times per day, or a caster would cast this on you. That's not making your Dex 24, which is a +7!</p><p>+16/+16/+16/+11</p><p>By 11th level, a rogue could EASILY get 4 magical daggers (they're EVERYWHERE. Who DOESNT find like 4 +1 daggers in a dungeon??) and you could probably even have some +2's, maybe a +2 returning, a whole slew of +1 returnings. We'll assume for simplicity that every dagger you throw is at least +1.</p><p>+17/+17/+17/+12</p><p>Mind you, flanking gives you +2 to attack, so you're effectively:</p><p></p><p>**>> +19/+19/+19/+14. <<**</p><p>If you're not hitting 3 times a round with that on average, something's wrong. Mind you, Improved Invisibility and things like Blink will also deny them their dex bonuses.</p><p></p><p>Lets add damage~~~</p><p>1d4 dagger +1(magic) +4(strength. by then you can easily have a modified 18 str. this is assuming that you built your rogue to be a fighter, and strength is his second highest stat.) +1 (point blank) +2(specialization) +14(average damage for 4d6 sneak attack) = 24 on average per hit. That's not counting if anyone else in the party is pumping you up for damage.</p><p></p><p>***>>>> 24*3= 72 damage. a round. average. <<<<<***</p><p></p><p>To add insult to injury, Dragon put out a feat that allows you to add your Dex bonus to damage for ranged weapons within 30' that you have Weapon Focus for. Swap 2 more levels of fightrer for 2 rogue levels, which effectively drops your sneak attakc damage to 3d6, keeps your BaB the same, and adds +7 more damage.</p><p></p><p>Now your average damage is 2(dagger) +1(magic) +4(strength) +1(point blank) +2(specializaton) +10(sneak attack) +7(dex) = 27</p><p>27*3= 81. ON AVERAGE.</p><p></p><p>Mind you, if you crit, you are doubling your weapon damage (2), your magic modifier for the weapon (1), your strength (4), point blank(1), specialization(2), and dex(7), so that's ON AVERAGE 17 more points of damage on a crit (+/- 2 points for the dagger damage.)</p><p></p><p>You crit on a 19-20, which is a 10% chance. You get 4 attacks a round, so the chances of getting AT LEAST one crit (threat) are 35%. Doesn't seem that high, but when you look at it like this... after 3 rounds, the probability that you get AT LEAST one crit is 73%. Thats assuming that your crit range hasn't been raised.</p><p></p><p>So, with the First route, your MAX damage in a round is 108 (with no crits) and your MINIMUM (assuming you hit once) is 23. That's not bad. </p><p></p><p>You can also suppliment the 15-foot-threat range with something like Improved Invisibility, Blink, and I *think* theres a way to do it with Darkness and hiding? At any rate, soemone who is a GOOD rogue and studies up would have plenty of backup strategy.</p></blockquote><p></p>
[QUOTE="Synthetik Fish, post: 2580510, member: 8746"] I found a feat (can't remember where from now) that let me threaten at 15 feet with my daggers. This meant that I could flank from a distance. Halflings get +2 Dex, +1 for size, and +1 racial for throwing items, effectively giving them a +3 advantage over any other race at first level (from PHB, besides gnomes, who they would have a +2 advantage over.) Point Black Shot, Precise Shot, Rapid Shot, and Two Weapon Fighting. By the time your BaB is +6/+1, you are getting 4 attacks a round. Weapon Focus gives +1 to attack, Specialization gives +1 to damage, and Point Black gives +1 to both. Assuming Rogue7/Fighter4, you will have a total of 7 feats. That allows for all of those feats, plus the one that allows you to threaten at 15 ft. You BaB would be +9/+4, and your are doing +4d6 for sneak attack. Lets start adding modifiers!!~~~ +9/+4 BaB, after TWP and Rapid Shot --> +5/+5/+5/+0 Point Blank Shot, Weapon Focus, Size Modifier, Racial Ability ---> +4 so we're at +9/+9/+9/+4. We'll even be lienent and say for stats you rolled a 16 for dex, so your dex started at 18. By 11th level, you will have got to boost it up 2 points, so its now 20. It will be assumed also that by 11th level you will have either Gloves of Dex +4, something that allows you to use Cat's Grace x-times per day, or a caster would cast this on you. That's not making your Dex 24, which is a +7! +16/+16/+16/+11 By 11th level, a rogue could EASILY get 4 magical daggers (they're EVERYWHERE. Who DOESNT find like 4 +1 daggers in a dungeon??) and you could probably even have some +2's, maybe a +2 returning, a whole slew of +1 returnings. We'll assume for simplicity that every dagger you throw is at least +1. +17/+17/+17/+12 Mind you, flanking gives you +2 to attack, so you're effectively: **>> +19/+19/+19/+14. <<** If you're not hitting 3 times a round with that on average, something's wrong. Mind you, Improved Invisibility and things like Blink will also deny them their dex bonuses. Lets add damage~~~ 1d4 dagger +1(magic) +4(strength. by then you can easily have a modified 18 str. this is assuming that you built your rogue to be a fighter, and strength is his second highest stat.) +1 (point blank) +2(specialization) +14(average damage for 4d6 sneak attack) = 24 on average per hit. That's not counting if anyone else in the party is pumping you up for damage. ***>>>> 24*3= 72 damage. a round. average. <<<<<*** To add insult to injury, Dragon put out a feat that allows you to add your Dex bonus to damage for ranged weapons within 30' that you have Weapon Focus for. Swap 2 more levels of fightrer for 2 rogue levels, which effectively drops your sneak attakc damage to 3d6, keeps your BaB the same, and adds +7 more damage. Now your average damage is 2(dagger) +1(magic) +4(strength) +1(point blank) +2(specializaton) +10(sneak attack) +7(dex) = 27 27*3= 81. ON AVERAGE. Mind you, if you crit, you are doubling your weapon damage (2), your magic modifier for the weapon (1), your strength (4), point blank(1), specialization(2), and dex(7), so that's ON AVERAGE 17 more points of damage on a crit (+/- 2 points for the dagger damage.) You crit on a 19-20, which is a 10% chance. You get 4 attacks a round, so the chances of getting AT LEAST one crit (threat) are 35%. Doesn't seem that high, but when you look at it like this... after 3 rounds, the probability that you get AT LEAST one crit is 73%. Thats assuming that your crit range hasn't been raised. So, with the First route, your MAX damage in a round is 108 (with no crits) and your MINIMUM (assuming you hit once) is 23. That's not bad. You can also suppliment the 15-foot-threat range with something like Improved Invisibility, Blink, and I *think* theres a way to do it with Darkness and hiding? At any rate, soemone who is a GOOD rogue and studies up would have plenty of backup strategy. [/QUOTE]
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