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Give unto me your "Power Gamer's 3.5 Guide to Rogues"
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2731671" data-attributes="member: 3146"><p>Note that you almost certainly want to have a way to deal damage/contribute in combat. It's just plain boring to be sitting there after your incredible scouting mission: Wizard: I drop an empowered fireball: reflex DC 22 for 52 points of damage. Fighter/barbarian: I rage, charge and hit AC 38 for 38 points of damage then cleave into his buddy and great cleave into the third one. Cleric: Now that the fighters are dead, I cast slay living, move up to the enemy wizard and touch him. Make that DC 21 Fort save? Oh well, take 22 points of damage then. You: I pull out my shortbow as I move forward and shoot. With my small magic shortbow, that's 1d4+1 points of damage.</p><p></p><p>But, that is the fate of the small rogue who thinks he can contribute in combat with a bow. (Given greater invisibility or a ring of blinking, it gets better, but you can't count on those things). So, you're going to want one of three options:</p><p>1. A good strength and some feats or rage--I'll be a slightly lower hit point fighter/barbarian who deals less damage normally but more if he flanks.</p><p>2. Some melee feats (spring attack, weapon finesse, two weapon fighting, or tumble)--I'll get into a flank and kill my enemies. Now it's take 1d4+1 +6d6 plus two points of strength. (Oh, and make a DC 24 fort save or be staggered--I have the staggering strike feat). A bit more respectable. (Note that in this configuration, you want to have something to fall back on if you're fighting undead or constructs. Maybe an imubed grave strike, maybe a ghost strike (Libris Mortis) weapon, etc).</p><p>3. Spells as an arcane trickster or rogue/wizard--I move forward and cast scorching ray for 8d6 damage--13d6 if I get sneak attack--or I cast vampiric touch, tumble up and deliver the sneak attack for a good 8d6 points of damage and I collect them as temp hp.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2731671, member: 3146"] Note that you almost certainly want to have a way to deal damage/contribute in combat. It's just plain boring to be sitting there after your incredible scouting mission: Wizard: I drop an empowered fireball: reflex DC 22 for 52 points of damage. Fighter/barbarian: I rage, charge and hit AC 38 for 38 points of damage then cleave into his buddy and great cleave into the third one. Cleric: Now that the fighters are dead, I cast slay living, move up to the enemy wizard and touch him. Make that DC 21 Fort save? Oh well, take 22 points of damage then. You: I pull out my shortbow as I move forward and shoot. With my small magic shortbow, that's 1d4+1 points of damage. But, that is the fate of the small rogue who thinks he can contribute in combat with a bow. (Given greater invisibility or a ring of blinking, it gets better, but you can't count on those things). So, you're going to want one of three options: 1. A good strength and some feats or rage--I'll be a slightly lower hit point fighter/barbarian who deals less damage normally but more if he flanks. 2. Some melee feats (spring attack, weapon finesse, two weapon fighting, or tumble)--I'll get into a flank and kill my enemies. Now it's take 1d4+1 +6d6 plus two points of strength. (Oh, and make a DC 24 fort save or be staggered--I have the staggering strike feat). A bit more respectable. (Note that in this configuration, you want to have something to fall back on if you're fighting undead or constructs. Maybe an imubed grave strike, maybe a ghost strike (Libris Mortis) weapon, etc). 3. Spells as an arcane trickster or rogue/wizard--I move forward and cast scorching ray for 8d6 damage--13d6 if I get sneak attack--or I cast vampiric touch, tumble up and deliver the sneak attack for a good 8d6 points of damage and I collect them as temp hp. [/QUOTE]
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Give unto me your "Power Gamer's 3.5 Guide to Rogues"
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