Shadeydm said:
I never said anything about taking 4 levels of barbarian but feel free to fabricate where ever you need to try and make your point.Take for instance a human rogue with 16 rogue levels 2 ranger levels 1 barbarian level and a level of fighter for good measure considering the PHB only is superior to a straight 20 level rogue again using the PHB only. If you really want see the power creep of all the splat books, complete books etc. ask someone else as its a style of play I refuse to embrace. a one level dip into barbarian is pretty good as is two levels of ranger etc. 10' movement, fav enemy, tracking, rage, TWF, fighter bonus feat, 4 pts of bab a better fort save etc etc etc.
Okay, let's look at your "dip" character compared to a straight rogue.
There is no BAB advantage, despite your constant bleating on that score. A barbarian 1/ranger 2/fighter 1/rogue 16 has a +15 BAB, just like a rogue 20. So let's go over the salient points (everything I don't bring up is the same between the two characters):
The straight rogue 20 has 20d6 hit dice (average 70 hit points), +15 BAB, +6/+12/+6 BAB, 184 skill points, +10d6 sneak attack, trap sense +6, and four rogue special abilities.
The rogue 16/ranger 2/barbarian 1/fighter 1 has 16d6+2d8+1d10+1d12 hit dice (average 77 hit points), +15 BAB, +11/+11/+5 save, 170 skill points, trap sense +5, two rogue special abilities, +8d6 sneak attack, Track (not particularly useful, since he cannot drive his Survivial skill high enough to track things at high level), Two-Weapon Fighting, rage once per day, fast movement, one favored enemy, wild empathy +1, and a fighter bonus feat. He gains medium and heavy armor proficiencies (useless to him), and martial weapon proficiencies.
So, the dipper gains +7 hit points, +5 Fortitude save, Track, Two-Weapon Fighting, martial weapon proficiencies, useless armor proficiencies, rage once per day, fast movement, a fighter bonus feat, wild empathy +1, and a favored enemy.
He gives up 14 skill points, +1 Reflex and +1 Will saves, +1 trap sense, two rogue special abilities, and +2d6 sneak attack.
Once again, when you actually evaluate what the "dipper" gets, it works out to pretty much a net wash. Especially when you consider that the rogue special abilities are, in general, more valuable than any ability he gets by dipping. Opportunity cost. Learn what it is, and what ignoring it does to your arguments.