Best/Favorite rogue special ability

Best/Favorite Rogue Ability



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Honestly? - I'd say Skill mastery. who can say no the utility of being able to for example, take 10 on hide & move silently *all the time* - with max ranks in these you're effectively invisible - other uses are left as an exercise for the student... :)
 

I'm guessing that you play your Ftr / Rog as a combat opportunist - tumbling into place, attacking once or twice, and then springing away.

For such a character, I'm torn between Skill Mastery and Crippling Strike (though I voted the former).

The automatic 9 point bump in your minimum skill roll is probably going to be enough to not only let you tumble at full speed without rolling, but tumble at full-speed through enemies without rolling. That's a good benefit.

Crippling Strike makes your sneak attacks that much more powerful - 2 points of strength damage, each hit, can rapidly become enough to slow down even some powerful opponents.

Finally, depending on what your DM throws at you, you might want to seriously consider Slippery Mind. Ftr/Rogs tend to have awful Will saves, and a second chance can often mean the difference between life and death.
 

jpargeter said:
Honestly? - I'd say Skill mastery. who can say no the utility of being able to for example, take 10 on hide & move silently *all the time* - with max ranks in these you're effectively invisible - other uses are left as an exercise for the student... :)

Skill mastery is, in the absolute best case scenario, a +9 to the effected skills. That's assuming you would otherwise roll a 1. 55% of the time, it get's you nothing. I was a lot more impressed with it before I realized 3.0 doesn't allow critical failures on skill rolls.

Opportunist is one of my favorites, though many of the choices are fun. I've always thought just taking a feat gave away too much of the class's unique abilities.
 

Patryn of Elvenshae said:
I'm guessing that you play your Ftr / Rog as a combat opportunist - tumbling into place, attacking once or twice, and then springing away.

For such a character, I'm torn between Skill Mastery and Crippling Strike (though I voted the former).

The automatic 9 point bump in your minimum skill roll is probably going to be enough to not only let you tumble at full speed without rolling, but tumble at full-speed through enemies without rolling. That's a good benefit.

Crippling Strike makes your sneak attacks that much more powerful - 2 points of strength damage, each hit, can rapidly become enough to slow down even some powerful opponents.

Finally, depending on what your DM throws at you, you might want to seriously consider Slippery Mind. Ftr/Rogs tend to have awful Will saves, and a second chance can often mean the difference between life and death.

Yup, dwarven rogue. Fights with an urgosh to alternate between twf and power attacks.

Crippling strike just seems too juicy. I'll probably go with skill mastery at rogue13 unless I take it now and then take crippling strike then.
 

I'm always split between Skill Mastery and Slippery Mind. In my experience, failing a Will save is usually one of the worst things that can happen to your character at the higher levels. I guess it depends on how good or bad your Will save is. Another roll is pretty huge. Imp Evasion is nice to have but a rpgue's Reflex save is pretty high anyways.

I guess I'll go with Skill Mastery first with Slippery Mind a close second.
 

Wow, I can't believe how far ahead Imp Evasion is. It's not that great people considering your Reflex save is usually the highest and the fact that it only comes into effect if you fail your save to begin with.
 

GlassJaw said:
Wow, I can't believe how far ahead Imp Evasion is. It's not that great people considering your Reflex save is usually the highest and the fact that it only comes into effect if you fail your save to begin with.

It's not on my radar as a possible choice, I'd rather have a feat because my reflex save is disgusting and I can live with failing about 6% of my reflex saves.
 

GlassJaw said:
Wow, I can't believe how far ahead Imp Evasion is. It's not that great people considering your Reflex save is usually the highest and the fact that it only comes into effect if you fail your save to begin with.
Maybe I have just had a RBDM, but I have had more than my share of combats with bombardments of lightning bolts, fireballs, etc, where the missed Reflex saves just add up too quickly for a low-hit point character. The kind of engagements where when it is all over you are just wide-eyed, huffing and puffing frantically, spell residue still sparking in your hair, and you can't believe what you just went through.

;)
 

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