casting summon powergamer IV! need help with 14th level rogue!

eXodus

Explorer
hello ladies and gentlemen of the boards!

i am joining a game that is already in progress. in this game the party is 14th level on average. thusly i am making a character of the same level.

i want to play a martial-oriented rogue (thusly fighter levels thrown in as well.)

the help i need is picking some magical items and gear worth 150,000 gps. the game is very challenging and i need to make this character very survivable and useful.

here is the basic statblock:

Dravyn Stark: Male Human Rog10/Ftr4; Medium Humanoid ; HD 10d6+20 (Rogue) , 4d10+8 (Fighter) ; hp 82; Init + 10; Spd 30; AC 16; Atk + 12 base melee, + 15 base ranged; AL CN; SV Fort + 9, Ref + 16, Will + 5; STR 13, DEX 20, CON 15, INT 16, WIS 13, CHA 11.


Feats: Dodge, Expertise, Improved Critical: Rapier, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Finesse: Rapier, Weapon Focus: Rapier, Weapon Specialization: Rapier.

i was even toying with the ideas of that lone ranger level for maximum effect. then have him fight rapier/dagger or rapier/shortsword.

take a look at the feats, let me know if there are any i should change. (feat note: for 10th rogue level took a feat as special ability)

as always, thank you all for your wealth of gaming knowledge and love!
 
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One thing I would consider, especially since you have spring attack and fighter levels is swapping out the rapier for a greatsword. As a Rogue you are going to be getting fewer attacks in, so you might as well maximize the damage you will do in that single strike. This is especially true for using spring attack. I've found this working quite well for my fighter rogue.

In a like vein, you might want to consider perhaps a level of Barbarian rather than ranger. It will enhance your movement and rage will bump, strength, con, HP and will save. The enhanced strength would also be multiplied with the Greatsword (Two handed weapons multiply the str damage bonus by 1.5).

As far as magic items goes,

Spider Climbing Boots of Striding and Springing (roughly 10k). Cloak of Protection +6 (about 36k, iirc)
Mythril Chain Shirt +2 of Shadows and Silence (16k, +10 H/MS)
Magic Thieves Tool set (3k, +10 to Open Locks&Disarm Traps)
+3 Sword of (Somekind of Energy) burst, Keen (72k)
Leaves about 3k for other stuff
 

Except that he's getting an additional +4 to hit with the rapier, since you can use Weapon Finesse with a rapier and not with a Greatsword. If you can consistently get those +5d6 sneak attacks, +4 to hit is worth more on average than an extra die of base weapon damage.

In fact, I'd take Power Attack right off your feat list.
 
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I agree with Dr. Rictus, loose Power Attack for Spring Attack and then take either Opportunist or Improved Evasion as your 10th lv. Rogue ability. If you really are going for the martial rogue then take Opportunist, an extra melee attack is never anything to laugh at esp. with sneak attack.
 

hmm

Now.. if you DM like mine uses Sneak Attack as a Damage Bonus..(as per the PG) that means that you Rogue gets the +xD6 on every attack in a round that meets the sneak attack requirements.. so two weapons is definately better than one. And take that Ranger level. reason.. because even if you only have 1 level of Ranger.. because a Ranger (not a 9th level Ranger) with a BAB of +9 gets Improved Two-Weapon Fighting.

magic items...hmm...based on what I would really really dig for my combat rogue..

I would suggest
Boots of Striding and Springing - - great for manouvering in combat.
Studded Leather +whatever - of Silent Moves
two Swords of Subtlety.. 15,310 each.. but well worth it. for a +4 weapon for half the cost of a +4 all the time weapon.. and you get the bonus when you really need it.
Ring of Mind Shielding.. very useful..if you are shady.
Ring of Invisibility.. well. very useful. especially in the first round..
Ring of Sustenance.. makes stakeouts much much simpler. and allows you to improve you watch order.. I actually reckon this is a must for the whole party.
Cloak of Charisma..or a Circlet of Persuasion anything to improve you bluff so that you can do a sneak attack without a flank.
Cloak of tthe Bat - never just rely on the ring of invis.. plus you can fly. and you get a AC bonus.
Eyes of the Eagle.. +5 bonus to spot for 1000gp.. sweet deal.
or .. Googles of Night.
Robe of Blending..very very good item.. worth the 10,000gp.
Slippers of Spider Climbing...eliminate the need to spend many skill points on Climb. if you are willing to take the risk.

now.. I am not sure as to the cost.. but you have to go with what you prefer. definately look at being a 10th level rogue. Just so that you can take Skill Mastery. That is the best of the Special Abilitys of a Rogue. IMHO.

um.. yeah..that is some pretty useful stuff.. other may disagree but these are things that I would find very very useful in play for my current Rogue4\Ranger1 hopefully soon to be Assassin1.. (btw this is my lame defence.. the Ranger level was selected not for the benefits, though they did help, but because he was running around in the woods for the WHOLE time he was gaining that character level, and well.. it is his races favoured class...I am not sure who I am trying to convince)
 

I'll try to help

First off I would never give up a rogue's special ability for a feat, oppurtunist is a great advantage. Drop power attack and get a spiked chain instead of a rapier, use the improved crit feat for the exotic weapon proficiency. The next feats you should pick up are whirlwind. If you are going to keep the oppurtunist dropped pick up whirlwind, then go for improved disarm and trip. If you can change your stats take 1 point of charisma to strength and switch either 1 point of wisdom to con or 1 point of con to wisdom.

For magic items
Amulet of con +2 4000gp
Gloves of dex +4 16000gp
Belt of Giant Str +4 16000gp
Boots of striding and
springing,w/ elvenkind 10000gp +10 jump and move silently
Spiked Chain +4, Sonic 50000gp
Cloak of Res +4,
w/ elvenkind 20000gp +10 hide
Amul of Nat AC +2 8000gp
Ring of Prot +2 8000gp
Mithral Chain Shirt +4 17000gp
This leaves just under 1000gp for potions and other mundane items.

Your new stats would be(with suggested stat changes)
Dravyn Stark: Male Human Rog10/Ftr4; Medium Humanoid ; AL CN
HD 10d6+30 (Rogue) , 4d10+12 (Fighter) hp 96;
Init + 11; Spd 60; AC 24; Atk +15 base melee, +18 base ranged
Saves Fort +14, Ref +22, Will +10
STR 18, DEX 24, CON 16, INT 16, WIS 14, CHA 10.


Spiked Chain +4, sonic
Attack +23/+18/+13 Damage 2D4+12+1D6

Feats:dodge, Mobility, Spring Attack, Expertise, Whirlwind, Exotic Weapon Proficiency:Spiked Chain, Weapon Finesse: Spiked Chain, Weapon Focus: Spiked Chain, Weapon Specialization: Spiked Chain, Improved Initiative
 

You absolutely need to buy a Ring of Blinking...it'll be the best 30,000 gp you ever spent. Here are some of the benefits:

* While blinked, you take half damage from area attack spells (Fireball and the like). Combined with evasion, you'll be invincible against this type of magic.

* 50% miss chance for all attacks...this is incredible.

* Opponents are considered flat-footed against you. Not only will this remove their DEX bonus to AC, making them easier to hit, but you'll get your sneak attack damage for every single attack!

The disadvantage is the 20% miss chance. It's not really a big deal considered the extra damage you'll get from sneak attack, but if you really want to get past it use a Ghost Touch weapon to eliminate the penalty (I'm not sure if this works).

Be warned...any other fighter-types in the party will be angry that you'll be consistently out-damaging them. You may have to put them in their place after they try to assassinate you. :)
 

I'd ditch the improved crit feat, considering your str the benefit is fairly minor. 2 take that level of ranger and you have a xp penalty. Me I'd take the spiked chain as suggested by someone else, and I'd finesse it, ditch power attack and take combat reflexes, and eventually expert tactician, and 3 drop one level of rogue and take a level of shadowdancer, hide in plain sight rules. Since you lose the 10th level of rogue then you'd lose a feat, I'd didtch expertise.
 

ahhhhh, the spiked chain. oh how the dm would hate it. :D oh how the taint of powergaming will flow across the table. i must say i like it. :)
 

If you're looking for a combative Rogue, you want to maximise Sneak Attack and number of attacks for that lovely mince-and-dice feeling.

You should be Improved Two-Weapon fighting, rather than bothering with Weapon Specialisation (+2 damage; worth half-a-die of Sneak Attack.) My pick of classes for sheer damaging potential (when in a flanking position, which admittedly isn't always...or blinked, which only costs 30,000 gp...)

Rog11/Ftr2/Rgr1 (5 character Feats, 2 bonus Fighter Feats, Ambidexterity and TWF as virtual feats)

Weapon Finesse, Weapon Focus, Improved Two-Weapon Fighting are the 'core' Feats, so you attack 5x/round for +6d6 Sneak. Giant's Toughness (damn, got paged ... will edit to complete later ...)
 

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