Changeling Rogue needs help

mcgeedis

First Post
I've been trying to make a changeling rogue for an upcoming campaign that my group is going to start. I want to make her more of a skill based/spy character rather than a combat oriented figure. Hence, I have decided to start off with the Changeling Rogue Racial Substitution character. Basically, I get additional skill points at first, third and 5th levels (10 + INT). I also get a couple of bonuses to Gather Info, Knowledge skills, as well as take 10 in Bluff, Diplomacy, Disguise, etc... The downfall is that I have to give up Trapfinding.

The problem that I am having is that I am working from a 28 point buy system. The best ability points I could work out were STR 8, DEX 16, CON 12, INT 14, WIS 10, CHA 14. With this set-up, I would essentially be useless in combat. I also found out that the majority of the enemies that we would be facing are undead (sneak attack is useless!). I have been toying with the idea of using the Rogue Variant from Unearthed Arcana where I substitute Fighter Feat progression in lieu of sneak attack. But even then, would those fighter feats do a whole heck of alot for me with a Strength of 8? Are there any feats out there that will allow me to sneak attack undead? I know of a prestige class (Skullclan Hunter) and a cleric spell (Gravestrike), but that's all I have.

I need help in making this the best spy type character that I can be. Any advice or help would greatly be appreciated!
 

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The fact that you know a lot of UD are coming up benefits you more than it harms you.

You can ask your DM about houserules. The BOED suggests allowing anywhere from "some" (stuff that does good/holy damage, exalted weapons, etc) to critical and sneak attack undead, to "Make an artifact that can critical and sneak undead, it'll be cool". I'm not sure there is one, but find out which group is directly opposed to the Blood of Vol, and the cult that surrounds it, and ask them for tips and tricks for fighting undead. That would give your DM a reason to allow you take a feat or craft an item to sneak attack undead.

High UMD (maybe skill focus), scolls of Gravestrike, Wands of CLW(They become longswords!), Wands of Disrupt undead, Command Undead, Halt Undead, and Hide from Undead and a scoll of Disrupting Weapon. That last one will be expensive.

Pack Holy Waters. There are arrows in Arms and Equipment (and maybe complete adventurer too, who knows?) that reduce the arrow damage but set off Holy Water when they hit.

Edit: Thinking about it, don't dump any feats towards fighting UD. It seems out of "spy" flavor. Rely on gear/magic.
 
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Pick up a few levels of Artificer. You can make a variety of magic items (to enhance your various skills), and you can use infusions to be solid in combat. Fighitng undead, or aberrations that you can't sneak attack? Toss the appropriate Bane property on your weapon; at later levels, make yourself some basic bane weapons to just carry around. You even get Trapfinding back.
 


mcgeedis said:
I've been trying to make a changeling rogue for an upcoming campaign that my group is going to start. I want to make her more of a skill based/spy character rather than a combat oriented figure.

...

The best ability points I could work out were STR 8, DEX 16, CON 12, INT 14, WIS 10, CHA 14. With this set-up, I would essentially be useless in combat.
If you're going for a non-combat build, then yes, you'll be weak in combat. You could make up for some of it by taking weapon finesse and relying on sneak attack damage. Spiked chain is a great weapon to use with finesse, but it requires yet another feat for proficiency. If you're high enough level to afford it, a ring of blinking helps out in lots of ways -- sneak attack damage on every attack (though with a 20% miss chance), great defensive benefits, and you can use it to step through walls and such.

As for dealing with the undead -- get the party cleric to cast imbue with spell ability on you and have him grant 2x grave strike + 1x extended grave strike (if possible). That's four rounds of sneak attacking undead, if the cleric can spare the 4th-level spell slot for it.

Finally, if you're already planning on giving up trapfinding, and you're not expecting to get much utility out of sneak attack, why not go with bard or even ranger instead? Both can sneak around just as well as rogues and get almost as many skill points. Bard sounds like a better fit thematically, and you could get all kinds of spells that would help with spying, like disguise self, invisibility, charm person, silent/minor image, sleep, silence, etc.
 

PHII has Disruptive Strike class feature. Essentially, you give up your Uncanny Dodge ability for the ability to inflict a temporary AC penalty on your opponent. It also works against undead, oozes, and cosntructs. Might be worth looking into.
 

Thanks for all of your input.

I was actually just recommended to go the Bard route by our groups co-DM. But, the more I think about it, I am jsut going to revert back to the basic Rogue and just remain a Changeling rogue. None of our group has any CHA based skills, so I'm still going to primarily be non-combat, and some of your advices have convinced me to keep sneak attack and trapfinding.
 

The Chameleon might fit your style - impersonate just about anyone of just about any class - great for a spy-type character. Can also give you back Trapfinding..... if you focus on that for the day. Only one required feat (and the notes on campaign adaptation specify that it should be made available to Changelings) and it only has one feat requirement (but a fair number of skill requirements).

Edit: Fits a Rogue or a Bard very readily - spellcasting focus, you'll want at least a 14 Int and Wisdom - gets you 2nd level spells right off the bat - and do remember to check the NPC Adept Spellcaster list - Burning Hands, Scorching Ray, and Lightning Bolt as Divine spells.
 
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