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Character Builds & Optimization
Character Builds: Build me a combat rogue/sneak attack machine
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<blockquote data-quote="sledged" data-source="post: 1668181" data-attributes="member: 17045"><p>I've found that Dodge and Mobility are prerequisites for a lot of my favorite feats and PrCs, so I have a tendancy to give them to all my high dex characters anyway.</p><p> </p><p> </p><p>Ack!! You wound me! This from the person who suggested Improved Unarmed Strike and Improved Grapple for a wildshaping druid.</p><p> </p><p> </p><p> When I first read this, I thought "Improved Feint just might be the better way to go!" Then I read how feint works. Improved Feint is cheaper than Improved Low Blow, but it has more limitations. First, it requires a bluff check, so it's not guaranteed to work. Next, the opponent gets to add his BAB to his sense motive check, in addtion, there's a -4 penalty against nonhumanoids (which includes aberrations, animals, dragons, fey, giants, magical beasts, monstrous humanoids, outsiders, and vermin), and another -8 penalty against creatures whose intelligence is 1 or 2 (all animals and many magical beasts). Lastly, it doesn't work at all against creatures with no intelligence score.</p><p> </p><p>If you're staying in urban areas or primarily going up against humanoid tribes, Improved Feint is the way to go. However, if you're going off to adventure and explore parts unknown, don't be surprised if you keep having to apply a -12 penalty to your bluff checks. I'd rather be guaranteed to have my sneak attack added to my weapon damage against a 52-hp owlbear and not a 4-hp kobold, than to have a slim or not-so-slim possibility of adding it against both the owlbear and the kobold. Besides, a simple reduce person spell adds one more size category to what opponents can be subject to the feat, and high dex rogues gain a fair amount of benefit from a reduce person spell anyway. Since this character is an elf, one level of wizard is neither going to set him back too far nor slow down his XP gain.</p></blockquote><p></p>
[QUOTE="sledged, post: 1668181, member: 17045"] I've found that Dodge and Mobility are prerequisites for a lot of my favorite feats and PrCs, so I have a tendancy to give them to all my high dex characters anyway. Ack!! You wound me! This from the person who suggested Improved Unarmed Strike and Improved Grapple for a wildshaping druid. When I first read this, I thought "Improved Feint just might be the better way to go!" Then I read how feint works. Improved Feint is cheaper than Improved Low Blow, but it has more limitations. First, it requires a bluff check, so it's not guaranteed to work. Next, the opponent gets to add his BAB to his sense motive check, in addtion, there's a -4 penalty against nonhumanoids (which includes aberrations, animals, dragons, fey, giants, magical beasts, monstrous humanoids, outsiders, and vermin), and another -8 penalty against creatures whose intelligence is 1 or 2 (all animals and many magical beasts). Lastly, it doesn't work at all against creatures with no intelligence score. If you're staying in urban areas or primarily going up against humanoid tribes, Improved Feint is the way to go. However, if you're going off to adventure and explore parts unknown, don't be surprised if you keep having to apply a -12 penalty to your bluff checks. I'd rather be guaranteed to have my sneak attack added to my weapon damage against a 52-hp owlbear and not a 4-hp kobold, than to have a slim or not-so-slim possibility of adding it against both the owlbear and the kobold. Besides, a simple reduce person spell adds one more size category to what opponents can be subject to the feat, and high dex rogues gain a fair amount of benefit from a reduce person spell anyway. Since this character is an elf, one level of wizard is neither going to set him back too far nor slow down his XP gain. [/QUOTE]
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