D&D 3E/3.5 Give unto me your "Power Gamer's 3.5 Guide to Rogues"

FEADIN said:
Good choice but "some" monsters are immune in AoW, may be go the way of the trapfinder and the diplomat/bluff more than the way of the sneak attacker.

And finding and disabling traps is a very, very good thing in AoW. You'll have plenty to do, even if you're not the best combat rogue.

--Axe
 

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Whisper Gnomes are certainly overpowered for a +0 LA race, and make perfect rouges.

If you can use UA, the dwarf paragon class is nice too. I had a lot of fun playing a "feat" rogue/dwarf paragon. Extended darkvision, stonecutting out to 10', more HP's and BA than a normal rogue. Not having SA kind of hurt, but I played him almost like a skilled fighter.
 

:casts raise dead:

Okay, I'm definitely going deep halfling.

I figure good ol' Improved Initiative is my choice for the 1st level feat. Seeing as Rog20 is a "dead" level, I'm assuming I can spend one level multiclassing to fighter, specifically, 3rd. That way I can grab two feats that level: Weapon Finesse and Exotic Weapon Proficiency (spiked chain). I need the former seeing as my halfling's Str is going to suck no matter what; I want the latter as the spiked chain is pretty much the best Finesse-able weapon for a small combatant. 1d6, reach & adjacent, trip/disarm bonuses, and it's easily tucked in a backpack when necessary.

Of course, maybe it's better to just make use of an overall better weapon given he'll have the proficiency from being a fighter. Would it be stupid for a small rogue to just lug around a Greatsword? At least that'd be one less feat to get.

I figure that the level of fighter would also boost his Fort a bit, add a decent hit die, BAB, and give some useful weapon and armor proficiencies.

I was also considering getting a masterwork buckler at that point, as the -1 attack penalty for using it would be offset by the halfling's inherrent +1.

But what feats would come later? The good combat feats have too many prereqs for a non-fighter. Taking the fighter level puts him behind in his Will save progression, so maybe Iron Will? Then what? Nimble Fingers? Quick Draw or Rapid Reload? (I'm still not sure what'd be a good ranged weapon for him.)

Any thoughts on this whole concept are appreciated.
 

griff_goodbeard said:
Whisper Gnomes are certainly overpowered for a +0 LA race, and make perfect rouges.

If you can use UA, the dwarf paragon class is nice too. I had a lot of fun playing a "feat" rogue/dwarf paragon. Extended darkvision, stonecutting out to 10', more HP's and BA than a normal rogue. Not having SA kind of hurt, but I played him almost like a skilled fighter.

While I disagree with you that they are overpowered, I agree they make very good rogues, provided you are not playing a charismatic rogue.
 

buzz said:
:Okay, I'm definitely going deep halfling.
I don't see the benefit of that at all. -2 Str, 20' move, and small weapon damage is a huge detractor.

We currently have a halfling rogue with an 8 Str, he can't do much other than blow his actions moving and the occasional pitiful ranged weapon damage (1d3-1)...pitiful.
 



I do not recommend Deep Halfling or Whisper Gnome. IIRC there going to be some nasty monster with grapple or maybe swallow whole, right? Then small size could be a kind of death sentence.

I recommend Dwarf for a single-class rogue. Darkvision & Stonecunning make an ultimate detecter. And higher Con helps him survive.

If you prefer survivability in combat, you can give up scouting abilities and play Rogue/Fighter type which do not has high Dex but instead wear medium/heavy armor. You will lose Evasion. But you can have much higher AC. And you can have better Str (instead of high dex) which allows you to fight well against monsters immune to critical. You can still Tumble in heavier armor (with Armor Check Penalty) if you are a dwarf.


Or, be a human and try some nice prestige classes such as Dark Hunter (Complete Warrior) or Shadowbane Stalker (Complete Adventurer). The former will give you Darkvision and Stonecunning. The latter is Rogue/Cleric which gives you access to various spells and magic items. Now I am playing a human Rogue 2/Cleric 3/Shadowbane Stalker 5 with travel and magic domain. Divine Insight spell allows him to actually disable high-level magical traps. And as he has Jack-of-All-Trades feat, he can use any skill at reasonable modifier (+15 from Divine Insight spell, + ability mod) when no other PCs have that skill. He gets competence bonuses to Search. When in need of better vision, he can use cleric/wizard items which give him Low-light Vision or Darkvision spells. Cleric spells provide him some combat buffing.
 

Saeviomagy said:
Give careful thought to the issues of light and vision. IMHO dwarves make the best rogues by far, simply because they have darkvision. A rogue is not stealthy if he's carrying a lantern - especially when most of the core monsters can see in the dark. A halfling is especially bad for this reason - no vision mods whatsoever.

Put max ranks into search and disable device, unless someone else has those bases covered. Remember that it's usually not worth rolling to find a trap - if you suspect one is present, skip straight to taking 20 unless there's a good reason not to (like a pressing time constraint).

Quickdraw is a great feat. Nothing is better than being able to quickdraw the appropriate weapon for a fight in the surprise round, and get off a bundle of sneak attacks.

That said - high spot and listen are a good idea. Remember, in a typical D&D game, most of the time you will be ambushed, not the other way around.

The concentration skill can let you use AoO provoking skills (like sleight of hand to nick that wizard's component pouch, or cleric's holy symbol) without provoking an AoO.


Ya know, I've been looking for the mechanic to do the slight of hand during combat. I've seen it done in several movies. Would the opponent get any bonus versus you, or do you have to hide and sneak up to use Sleight of Hand. Otherwise isn't it more of a disarm tactic?

Tellerve
 

There are two types of rogues. Trap finders and sneak attackers.

To build a trap finder, all you need is one level of rogue and then pile on everything else you want. Spell caster levels or fighter levels or barbarian levels or whatever. The only pre-requisites are (1) high int and (2) maxed out search and disable device. No other skills matter -- you can bash open locks with a crowbar at low levels and an adamantite mace at higher levels. Being a human helps a lot because you need every skill point you can get.

To build a sneak attacker, you need (1) lots of SA damage and (2) as many attacks per round as possible and (3) a way to deny your enemies their dex bonus.

1 is a function of taking levels in rogue, blackguard, arcane trickster, guild hall thief, assassin, etc.

2 is optimized by using Two Weapon Fighting (nice synergy with two levels of ranger there) or maybe Rapid Shot.

3 can be accomplished by:
-Invisibility: Not bad. Only a level 2 spell. Use Silence from a cleric for better results.
-Sneaking: Eh. Requires you to spend precious skill points on Hide and Move Silently. Can be easily defeated in many cases by darkvision, a decent spot check, etc.
-Feinting: Worthless, requires waste of feats and skill points, and you can't full attack
-Flanking: Optimal choice. Take a level of barbarian (or monk levels) for fast movement. Works nicely with Spring Attack. Also consider a Grey Bag of Tricks (900 GP) for free flanking buddies.

So, after looking at all the options, humans really come out on top. Why? For trapfinders, they get extra skill points (essential). They also have access to Adaptive Learning from the HUman Paragon class which makes it much easier to keep Disable Device maxed out through your career. For Sneak Attackers, the extra feat is often essential. You don't get many feats as a rogue, so making each one count is awesome. Also, the best way to get sneak attacks is by flanking. Being a dwarf, halfling, gnome, etc really limits the viability of this tactic.
 

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