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Han Shot First: A Scoundrel's Guide
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<blockquote data-quote="RenZhe" data-source="post: 6717108" data-attributes="member: 6802115"><p>[h=2]Recommended/Notable Themes[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Really, these are just heroic-tier analogues to Paragon Paths, and will be seen as such. An in-depth review of themes can be found by consulting the appropriate <a href="http://community.wizards.com/go/thread/view/75882/28914029/Variation_on_Themes:_A_Theme_Handbook" target="_blank">theme guide</a>. Or if you're having trouble finding the appropriate handbook for themes, you may instead, wish to consult the <a href="http://community.wizards.com/go/thread/view/75882/28223833/Tell_me_Who_can_tell_me_who_I_Am:_A_charop_guide_to_theme_handbooks?pg=1" target="_blank">guide to theme guides</a>. Below are a small subset of themes that I find particularly valuable to a Rogue, divided by category.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Recommended Themes]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><u>Extra Attacks:</u></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF"><span style="color: #33CCCC">Elemental Initiate (HotEC):</span></span></strong><span style="color: #000000"> A free off-turn hit that sets up CA? Sweet. An extra skill as your 5F (take one that gets you a skill power you'd like, or else default to nature) and +1 Will as your 10F are also beyond expectations, as is a free Ki Focus slot, which either solves some weapon-juggling upkeep issues, or is basically some minor item-slot benefit if you can find a non-attack dependent ki focus. The competition between this and Guardian is pretty fierce, and comes entirely down to build and party composition.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF"><span style="color: #33CCCC">Guardian</span></span><span style="color: #0000FF"><span style="color: #33CCCC">(D 399)</span></span></strong>: I've mixed feelings about this one on a Rogue. On the one hand, it is a free extra attack off-turn, but on the other hand, you are taking an extra confirmed hit on a class not intended to take a beating. The pure offensive potential of this theme's power in providing a free hit and a defender punishment can't be discounted, however, and if you play with an aggressive defender with a mark punishment that can negate attacks, this becomes <span style="color: #33CCCC"><strong>better than Elemental Initiate</strong></span>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Sohei (D 404)</strong></span>: Yes, its only dark blue. I'm particularly tough on this one because in heroic, having no stat mod to damage (so...a D4) means pitifully little in the grand scheme of things compared to the other minor action things you'd could be doing, and by mid-paragon, you'll have 2 minor-action attacks available (Low Slash, Tumbling Strike), to the point where action-economy crunch relegates this to something you may not use til turn 3, hardly a game-changer. More importantly, minor action attacks for rogues have an important function of salvaging a turn where you might have whiffed your standard attack and wanted to still do sneak attack damage, and Sohei Flurry simply fails to deliver by virtue of requiring that you already hit. Still the theme features aren't bad with a nice U6 and 10F, and if you're a charger who also took the powerswap power (swapping your E7, never your E3) or prepared to dedicate a nova sequence around Tumbling Strike + Sohei Flurry + Standard action, this becomes <span style="color: #33CCCC"><strong>better</strong> </span>for you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><u><strong>Nova Boosters</strong></u></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #3366FF"><strong><span style="color: #0000FF">Sarifal Feywarden (D 405)</span>: </strong><span style="color: #000000">Requires a non-drow Fey. This theme is all about the entry feature, which basically gives you a scaling 5/10/15 damage buff 2 turns per encounter, as a minor action (and/or it helps you and allies a little, I guess). Obviously, you have to actually use typed attacks for this work, but on a frostcheesing multi-attack build? This is utterly <span style="color: #33CCCC"><strong>sick</strong></span>.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Devil's Pawn (NWCS):</strong></span> Similar functionality to Sarifal. Minor action to drop a minion-popping auto-damage attack that really serves to inflict -2 defenses to your enemy for a nova setup. Works for your allies too, which is the nice part, but I prefer Sarifal Feywarden because a big fat damage buff seems a little bit better.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><u><strong>Accuracy Enhancment</strong></u></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #33CCCC"><strong>Ironwrought (HotEC)</strong>:</span> Why yes, as matter of fact, I would like to ensure that I land Knockout Blow + Bloodbath combo, or a 7d8 Handspring Assault + charge again combo. Resist while bloodied is also nice for a traditionally frail class. It's a fairly paltry amount that won't really save you against bigger threats, but it does prevent you from getting punk'd by minions/ongoing damage/damage zones while you're nearly down for the count. The powerswaps are otherwise unimpressive, but man, the features are nice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Noble Adept (DSCS):</span> </strong>This used to be the king of themes. At least a retroactive +2 to hit, and a power point that could actually see use elsewhere on an item or boon. Compared to Harper Agent, this is more stable and reliable, but has no other features and the powerswaps aren't for you at all.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Harper Agent (NWCS):</span> </strong>A retroactive +1d6 to hit or a free reroll for a save, more or less. The powerswaps are junk, but you actually get useful features at 5 and 10 compared to Noble Adept. Either or, I give a slight edge to Harper, but I'd really just take Ironwrought.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><u><strong>Tag-on Status Effects</strong></u></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Outlaw (D 399):</span> </strong>A solid, no non-sense theme. The dazing entry power works at range (though only on at-wills), and the U6 is pretty solid for any build, but particularly ranged rogues.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Son of Alagondar (D 402): </span></strong>The other nice dazing encounter theme, with features more geared towards melee survivability. Works only on melee, but on any power (such as, say, Low Slash). Outlaw if you're ranged, Son if you're melee is a pretty safe rule of thumb to adhere to.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Mercenary (D 399): </strong>No thanks, I'd much rather take daze over prone + a little bit of damage, though proning is somewhat rare on a rogue, and this is one of a handful of <span style="color: #0000FF"><strong>ok</strong> </span>ways for a prone-build to get off the ground.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><u><strong>I Can't Be Bothered to Earn CA</strong></u></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Pack Outcast (NWCS): </strong>Requires Human Race. Powerswaps are all trash, and the entry feature is seriously unimpressive, but you're really just here for the 5F for EZ-mode CA. CA on your own turn shouldn't really be hard to get in the first place, though, so the only people that should actually be coming here are those that are running some sort of niche (riposte) build that heavily relies off-turn CA but aren't doing Frost or Lightning combos. That's a very narrow band of qualifications.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Fey Beast Tamer (HotFW)</span>: </strong>Auto CA and some other benefit (most common: +2 damage boost) for being next to your animal companion. Really solid, really useful, especially ranged builds. This only gets dinged down to dark blue because, to paraphrase Erachima, <strong><span style="color: #800080">animal companions annoy the crap out of people</span></strong>. Also, good luck with the surge management on that one.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><u><strong>MOAR DAMAGE</strong></u></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Primordial Adept (HotEC)</span>:</strong> Complete <span style="color: #FF0000"><strong>trash</strong> </span>until level 10, at which point you get a free +2 damage to all attacks if you're a frost user. I...don't really like this one. Assuming the extra attack from Sohei did about 40 damage in epic, for example, you'd literally have to make 20 attacks in the encounter to equalize. It's not unrealistic, but at some point you realize you're bending over backwards just to try and equalize with something you could have taken instead. Take this only if you're concerned with putting out big numbers for a proof of concept DPR build, because otherwise you'll do better and have more fun with a theme that actually provides you with some tactical power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF"><span style="color: #800080">Unseelie Agent (HotFW):</span></span></strong><span style="color: #0000FF"><span style="color: #800080"> <span style="color: #000000">Oh hey, free +1 weapon at level 1. That's about it though, as it's an otherwise unimpressive theme that quickly becomes retrain bait. This is also worth a mention because you can exploit a loophole to manifest a Blade of Winter's Mourning (proficiency via Gritty Sergeant) for a 1d10 military light blade. Its a generic magic with no enchant properties though, so you'll also want to get proficiency in a Ki Focus to use a real enchantment effect. All in all, that's an extremely specific set of things you have to do for a barely par trade, and will make your DM look at you funny - you can tell I'm not a huge fan.</span></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #33CCCC"><strong>Werebear</strong></span></span><strong><span style="color: #33CCCC">/rat/wolf (D 410)</span>: </strong>With the exception of a pretty robust access to regen as a means of surge-conservation and management, this theme is largely <span style="color: #800080"><strong>useless</strong> </span>until level 10. Past that point though, your hybrid form actually becomes pretty useful for a defense or speed boost (Werebear comes highly recommended for the +1 AC/Fort, and Wererat has At-will Shift 2 as its U6), and you basically gain +1d10 to all your damage forever, via use of Claw Gloves while in your hybrid form. This one's is the best in the business for steady damage boosting, but please do yourself a favor and only retrain into it past level 10.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><u><strong>Specialist Builds</strong></u></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><strong>Escaped Slave (DSCS)</strong>:</span> Cornerstone piece to an Arena Champion build. You're here because you want to be there. Oh, and the theme itself is not all that bad if you've got a <strong><span style="color: #0000FF">good bluff score</span></strong> anyway.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><strong>Purple Dragon (D 407)</strong></span>: Rogues don't really use stances, so this mostly translates to a free +1 to at-wills for people willing to use a Master's Blade. MBA-spamming chargers find this theme pretty <strong><span style="color: #0000FF">awesome</span> </strong>though, because that's either a free +1 to attacks, or a free replacement to a boots slot, and both at level 10.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Iron Wolf Warrrior (D 400):</strong> With the entry feat being fairly bland, you're really just paying for the right to powerswap for the E7, Wolf's Bound, which makes for an interesting tactical power combo (daze-prone, for example), or possibly even a <span style="color: #3366FF"><strong>nice nova setup for chargers</strong></span>. Given the competitive nature of a rogue's E7 (and post-low slash E3) list, however, most of you aren't really getting that much benefit here. Oh, and the 10F is <span style="color: #FF9900"><strong>utterly broken for Revenants</strong>.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Samurai (D 404)</strong>: The initial feature only really partially works. Very rarely are you ever going to start the battle with a shift 3 that ends next to an enemy, so I write that off as mostly nonfunctional, but it has the distinct advantage of getting you out of the penalty box, and should you investing heavily in initiative boosts, you can partake in that boosted crit range with a fair amount of regularity. The U6 and U10 are also quite usable, with the U6 most likely helping you pull off a Riposte Strike catch-22.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Seeker of Illfaren (D 402)</strong>: Requires Eladrin, Elf, or Half-Elf. Reroll a 1 once/enc, gain a minor bonus to perception, +2 defenses on the first turn, and never be surprised. That's a reasonable package. I can see this most useful for Elves than any other race, especially if they're going Darkstrider.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Yakuza (D 404)</strong></span>: Surprising solid for two types of builds: 1) a perma-hidden looking to buff his OAs, and 2) a specialized Intimidatomancer. The former is extremely build specific, the latter DM-tolerance specific (but theoretically very awesome). The features and powers themselves are slightly above average (particularly the <strong><span style="color: #33CCCC">U2</span></strong>, which may as well be a full reroll given a rogue's traditionally high accuracy), such that this could be a very solid theme in the right hands.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=2]<strong>Paragon Paths</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">I'm going to take the harsh approach to this again. Rogues only get two real sky-blue PPs within class. Cloaked Sniper is great for ranged crossbow users, and Daggermaster for everyone else. You might argue for Arena Champion, but that's conditional on a fairly specialized build combination. Well, that leaves everyone...who, instead, usually ends up multiclassing for something interesting. I've elected to include a handful of Non-Rogue PPs that, if not completely optimal, are at least interesting and relevant to big-leagues rogue optimization.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Rogue Paragon Paths]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Arcane Trickster</span> (MP 2)</strong> - This path appeals to a Rogue who has a significant investment in an arcane class (likely Sorcerer or Warlock, as Wizard would spread you too thin for the most part). It has some mostly unimpressive abilities that can be replicated by feats or other paths, though, so it's not the best choice you could make.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Arena Champion</span> (D 368)</strong> - If you're looking at this PP and see a well-rounded feature package and decent powers, you're not looking at it the right way. Daring Performer + Deft Strike. Changeling Race. Add a bluff-heavy theme. Result? <strong><span style="color: #33CCCC">A free action attack machine</span></strong>. The specialization required for this build is the only reason its not getting the sky-blue celebrity treatment.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Blade Bravo (MP 2)</strong> - A rather risky path for the traditionally fragile Rogue, this focuses on keeping your enemy's attention on you. It can be <span style="color: #0000FF"><strong>good</strong></span> if you're planning on milking Riposte Strike for what it's worth, but they're frankly better off multiclassing and going off-class for their PP. This actually ends up being most relevant on a <strong><span style="color: #33CCCC">Hybrid Rogue|Fighter</span></strong> for an easy way to pick up generic marks.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cat Burglar (PHB)</strong> - While the non-Action Point features here would be classified as situational on a good day (and the fact that every Goliath has one of them is almost insulting), the powers are easy to use and quite effective. A pretty serviceable choice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Cloaked Sniper</span> (MP)</strong> - A path made for those Rogues who favor a Crossbow, it combines a couple of useful features (which mimic feats and thus will result in having more of those left over) with some pretty nice powers to establish itself as a strong option.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Daggermaster</span> (PHB)</strong> - Still the king. This is one of the premier Paragon Paths for a Dagger Rogue, as the greatly improved criticals make a very big impact on your damage. Due to errata making the crit range work only with rogue powers, though, chargers and Deft Blade MBA'ers can <strong><span style="color: #FF0000">GTFO</span></strong>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Daring Acrobat (MP)</strong> - While this path certainly has some nice charge-oriented goodies, it also has some features that just meander about or are just plain not that good, which makes it a rather average choice overall.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Daring Slinger</span> (MP 2)</strong> - A Paragon Path for one of the Rogue's iconic weapons, it offers a straight-up damage bonus, as well as some nice features and powers. A good Path, especially considering that Sling support was pretty solid even without this.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Death Dealer (MP)</strong> - This Paragon Path mostly focuses on ways to keep a Rogue upright. The ways it goes about it are by handing you a source of temporary HP and some nice and spammable penalties to hit you. While that's all well and good, the THP is conditional and the rest of the path overall is very average (a nice AP feature though).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Flying-Blade Adept</span> (MP)</strong> - This path focuses on Ranged attacks with light blades. One of the key flaws in this is that Light Blade Ranged damage is just not as good as Crossbow damage, so you're better served with that. Also, high crit means pretty little on a 1d4 damage dagger.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Gatecrasher (MOTP)</strong> - This path is focused on making you even more mobile via the gift of teleportation. It packs a decent batch of abilities, though the rather conditional features make it a bit dependent on your opposition.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Ghost of Eventide</span> (FRPG)</strong> - This Path is rather specific; not only do you have to be FROM the Forgotten Realms, you have to be from a specific region. Apart from that, it's a Melee path that focuses on being sneaky, which is kind of hard to do. Not only that, but the powers are pretty bad overall. I wouldn't take it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Guildmaster Thief</span> (MP)</strong> - This path has a big money feature in that it adds a stat to a flanking ally's damage, and some nice powers to make it a nice choice if you feel that channeling your inner Leader will be the way to go as far as adding to your party's damage total goes (though this does require having another good hitter in your party for maximum effect). The AP feature is also key for a certain infinite AP-loop in combination with a Praetor Legate.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Hoard Raider</span> (D 369)</strong> - A dragon-specific ED, and as such offers little for a Rogue not looking to loot dragon hoards, except for a decent defensive feature while in a flank.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Jack-of-all-Trades (MP 2)</strong> - This path is obviously focused on making you better at skills, so the features are pretty non-combat oriented (that said, a straight-up +2 to skills can be useful). That said, the powers are solid enough to make this an actual choice, especially a <span style="color: #00CCFF"><strong>pretty awesome</strong></span> Daily power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Master Infiltrator</span> (PHB)</strong> - Barring the crit feature and the Utility, this path is standard fare or worse among most Rogues. <strong>Better</strong> for a Cunning Sneak and his Stealth shenanigans, but mostly unimpressive.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Master of Poisons</span> (MP 2)</strong> - While this path certainly has an interesting outlook, it faces two big flaws in that the meat-and-potatoes damage bonus keys off what is a dump stat for almost the absolute majority of Rogues, and that immunity to poison is rather common. With that in mind, it's still a decent, though limited, path.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Master Spy (MP)</strong> - A path which is basically made to mess with enemy heads. It serves its purpose well, though some of the features will likely be searching for a trigger in some encounters.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Rakish Swashbuckler (MP)</strong> - A decent path for a Defender to MC into as well as for a Rogue, it provides incentives to keep your opponents marked, whether it be you or him. I'm not 100% on it given how Rogue durability typicaly goes, but it can be somewhat useful.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Raven Herald (MP)</strong> - A Path made to mess with undead (and bloodied enemies), it has Ritual Caster and radiant Sneak Attack damage as its major selling points, and the Daily is not too bad, but there's no real features that separate it from the rest.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Red Cloak (MP 2)</strong> - This Paragon Path has an interesting gimmick in that it likes to be attacked and missed even more than what is normal, as it can gain CA, free mobility, or a countershot out of the deal. Also, not wasting an immediate is nice too. However, the path faces problems in that its feature's can't be used in tandem and in that you're going to need some heavy AC investment in order to get missed enough to trigger these effects.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Shadow Assassin</span> (PHB)</strong> - This path has some nice goodies on the features side, and though the attack powers are unimpressive, a good Utility power redeems them. All in all, a pretty good Paragon Path.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Strong-Arm Enforcer (MP)</strong> - It gives you a strong Daily power, but its favoring of a Rattling spam theme makes it more Controller-ish than other paths. Still a pretty solid choice given the proper investment, though.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Verdant Stalker</span> (MP 2)</strong> - A decent Stealth-oriented Paragon Path, it provides a bit of reliability on Sneak Attack, some extra hiding, and some OK powers. Nothing to really get excited over here, though.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Whisperknife (MP 2)</strong> - While this PP has some nice and mean fluff, the mechanics are kind of odd (not provoking OA's while dagger tossing or granting CA while being flanked, that sort of deal). As usual, I'm really not too fond of going into full Ranged with a Light Blade, but you shouldn't be totally gimped by it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Non-Class Paragon Paths]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Darkstrider </span>(Ranger - MP) - </strong>Remember how I kept mentioning this as the actual PP for Cunning Stalkers? Well, it is. In addition to good powers and good features, the combination of your class features and de facto play strategy effectively means you get 3+Wis extra damage to all of your attacks. Sweet.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Daring Blade (Bard - D 376) </strong>- Not a great PP per se - the powers are bland if not outright Reserve Manuver bait, the AP feature may as well not exist, and the 16F won't see the light of day, but this PP is singularly notable in the fact that if you start in paragon, you could entirely run a rogue build whose primary stat is Cha instead of Dex (which may be somewhat nonsensical until you consider the benefits it has on powers like Riposte Strike...). Works better on hybird.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Favored Soul (Avenger - DP) - </strong>The way you go to get a permanent fly speed by paragon tier. Has some very interesting applications for a perma-hidden build who wants to overcome tremorsense, or for ranged builds that just want to pewpew from afar without reprisal.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Ghostwalker </span>(Monk - PHB3) - </strong>The U12 is an encounter power that gives you concealment as a stance. Cunning Sneaks out there, need I really say more?</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Gladiator Champion</span> (Fighter - DSCS) </strong>- Nothing flashy, with OK powers. But read the 16F! With a <strong><span style="color: #33CCCC">Vigilante Justice Style Riposte Striker</span></strong>, this is basically one of two guarenteed ways to get the DPR train rolling</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Kensei</span> (Fighter - PHB) - </strong>This one's got 'Generic Striker PP' written all over it, and as such, as become sort of the benchmark over the years for what an actual +Striker PP is suppose to be. All the features are solid, and don't mind the bad powers - the E11 is just a Reserve Manuver away from getting Low Slash as your actual encounter power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Shock Trooper</span> (Fighter - MP) - </strong>Yowza. The E11 is one of the best multi-attacks in the game (3-hits + daze!), the 11F is either +1/+2 damage, or lets you hang your rapier for a shortsword and a new background. And to top it all off, the 16F adds your primary stat to damage again once/round. Brutal Scoundrels with an attack-caliber Strength stat go straight here.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Traveler's Harlequin</span> (Any MC - D 382) -</strong> How do you MC both Warlock and Assassin in order to get Shadow Walk for your Cunning Sneak? Well, this is how.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000">Ocular Adept</span> (Seeker - D 394) - </strong>Bit of an oddball, especially since you had to MC Seeker to get here and thus may be running some RBA-heavy build, but the features are quite solid - an free RBA on AP, using a ranged weapon while freeing both hands, and a <strong><span style="color: #33CCCC">sick-nasty daily power</span></strong>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Soaring Blade </span>(Monk - PsP) - </strong>Con-based and Heavy Blade-centric, for those of you who prefer doing an off-the-wall build. You don't necessarily need to be a con-build though, as long as you have at least a +1 in Con, this is an elegant way to move into frostcheese, while keeping up some other useful enchantment on your weapon that exploits another high-damage mechanic (battlecrazed, perhaps).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Tactical Warpriest <span style="color: #000000">(Cleric - PHB) - </span></span></strong><span style="color: #0000FF"><span style="color: #000000">This is the other way a <strong><span style="color: #33CCCC">Riposte Striker</span></strong> can go to guarentee his riposte hit. With additional value in the PP turning you into a full-fledged defender, for better or for worse.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Winter Fury</span> (Barbarian- PrP) - </strong>Like Soaring Blade, this PP just has a mechanism to add cold to your damage for frostcheese while you free up your weapon slot to exploit another high-damage mechanic.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Racial Paragon Paths]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated Black or higher. If it's not on the list and it's in my sources, it's not a good idea.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Abiding Reaper (Shadar-Kai - D 372)</strong> - This Paragon Path has some neat features and powers (including shutting down resistance or regeneration on an AP attack), but nothing really sets it apart as an option. Solid, but unexceptional.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Adroit Explorer</span> (Human - PHB 2)</strong> - Some good and solid features to make your sturdier and let you use your favorite powers one more time are nice to have, and having additional action points to spend is also cool. A pretty good path for a Rogue.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Bloodfury Savage</span> (Half-Orc - PHB 2)</strong> - The flavor parallels are rather tenuous, but this path provides plenty of extra damage to a Rogue, and there is no such thing as too much damage for a Striker.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Chameleon (Changeling - EPG)</strong> - This Paragon Path is kind of swingy. If you have an ally whose powers complement your capabilities well, it's <span style="color: #00CCFF"><strong>fantastic</strong></span>. Otherwise, you're likely better served elsewhere. This is more of a judgment call path.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Doomspeaker (Shadar-Kai - D 372)</strong> - This Paragon Path focuses on Rattling powers, and it provides some nice goodies like receiving the effect on a miss or a heal when you drop someone with a Rattling power. However, the Rattling power list is not always appealing, and while Rogues with the proper feat can potentially make any power Rattling, that requires taking away Sneak Attack damage. Still a decent path, though.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Dread Fang</span> (Drow - MP)</strong> - This Paragon Path has a nice collection of useful features which will probably save you a feat or two, and the power list isn't bad at all. You could do much worse than pick this one.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Halfling Quickblade</span> (Halfling - MP)</strong> - While the features are mostly a disappointing bunch, the L16 feature and a power list with no holes in it makes this a strong choice for one of the poster child races of the Rogue class.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Halfling Scoundrel (Halfling - PHB 2)</strong> - Apart from a particularly nasty Daily power, this path doesn't have much to offer to distinguish it from its fellow racial Path, but the power is good enough to make this Path worth taking.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33cccc">Honorable Blade</span> (Dragonborn - PHB Races: Dragonborn)</strong> - Hey look, another PP that gives you an additive elemental conversion. Last time I checked, that was kind of awesome, and this one exceeds all expectations by making that feature available at level 11.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Moonstalker (Shifter - PHB 2)</strong> - If you focus on an array of powers that can knock prone and/or decide to favor Wisdom a bit, this path can be worth having.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Mithral Arm</span> (Dragonborn - D 385)</strong> - Adroit Explorer, Dragonborn version. As such, the rating will also be identical, with the additional note that gaining a teleport 2 as a movement mode is one hell of a nice gateway to further optimzation.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Rrathmal (Githzerai - PHB 3)</strong> - Automatic criticals are always fun (even if it does cost a standard action), as is rolling initiative twice, so this Paragon Path definitely has some perks, and the free repositioning the Rrathmal Pursuit offers is also very nice. A decent Path overall.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Storvakal (Githzerai - D 370)</strong> - While this Paragon Path may not seem like all that great at first glance, its L11 feature can enable you to use Power Attack with no restrictions at all, which can be good with some of the more unorthodox weapons on the Rogue list.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Tiefling Hellstalker (Tiefling - MP)</strong> - A decent Paragon Path for a race with plenty of Rogue flavor, but not all that much Rogue mechanics. Probably best on a Cunning Sneak, since it pretty much makes it a mission to slip out of sight.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Warforged Juggernaut</span> (Warforged - EPG)</strong> - Excellent support for chargers. You get extra damage on a charge along with a Push 1, which is a pretty vital entry piece to higher level optimization. A decent encounter power, a daily which is analogous to the Fighter's Rain of Steel, and an unconditional +2 to all saves round out this nice racial PP.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Special Membership Paragon Paths]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">These PPs require that you belong to some special club. Most of these are as easy as taking the necessary dragonmark feat, or checking a little box on your character builder, but unless explicitly legal to take, these tend to be campaign-restricted, so ask your DM.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Champion of the Vigil</span> (Membership in the Circle of Smoke and Whispers - D390)</strong> - rating effectively assumes you're a functional Cunning Sneak permastealth build, for whom this offers a 19-20 crit range and reroll to hit on a miss, which is pretty damn awesome.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Lyrandar Wind-Rider</span> (Mark of Storm - EPG)</strong> - While certainly unorthodox, a Rogue that invests in this route gains substantial reward in the form of accuracy and damage bonuses while wielding a Lightning weapon, which already offers a trick for eternal CA on Melee Rogues. Nice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Thuranni Shadow Killer</span> (Mark of Shadow - EPG)</strong> - This Paragon Path is definitely dripping with Rogue flavor, and it has a solid power selection and action point feature. A pretty nice pick, and it gets brutal if you decide to augment its already strong ability to hand out ongoing damage as a strong effective damage boost.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=2]<strong>Epic Destinies</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Let's be real here. Demigod and its ilk are sky blue choices, but only because the rest of the charop playerbase would probably strangle me if I hinted otherwise. Let me just make my opinions clear here: a +1 to everything and then some makes for rock solid mechanical optimization, but my god, is it boring. Your ED shouldn't necessarily just be about the stats (though if they do fit well, they get a higher rating accordingly) - it should provide a benefit truly unique and synergistic with the character build and concept you were trying to achieve. And you've been around the block for 21 levels by now, you should know what you want to do with your character at this point to make it all work.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Rogue Epic Destinies]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Same deal as before applies here: <strong>Black</strong> or higher choices only. If it's not here, it's not good for you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Champion of Prophecy</span> (EPG)</strong> - Pretty similar to Demigod, but with an emphasis on milestones. Not quite as good IMHO, but that's a high standard to meet.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Chosen</span> (DP)</strong> - Essentially Demigod, with some leeway as to what Utility power you get.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Darklord (D 372)</strong> - Lots of Grim Reaper flavor, but you don't really get to the meat of the issue until the capstone power, so it's kind of average.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Dark Wanderer (MP)</strong> - While this Epic Destiny is nice and flavorful, the mechanics it carries don't quite measure up. Some features won't come into play that often, and others focus too much on how cool they sound instead of how cool they should be.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Deadly Trickster</span> (PHB)</strong> - An Epic Destiny with flavor and mechanics merged into a harmonious whole. It's almost a given that you'll qualify, and it offers you plenty of goodies, including rerolls and power recovery. You can't really go wrong with this one.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Demigod</span> (PHB)</strong> - Arguably the best Epic Destiny for anybody, and that includes you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Destined Scion</span> (HotFK)</strong> - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Eternal Seeker</span> (PHB) - </strong>One of few ways to get Hurricane of Blades or Blade Cascade on your rogue, and the 30F is used to duplicate some other amazing 24F, such as from Sage of Ages or Master of Moments. This is a frankly ridiculous ED with unbridled potential.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Free Soul (D 376)</strong> - A decent Revenant-only ED to keep (save ends) effects off you, but it doesn't offer much apart from that.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Godhunter</span> (MP)</strong> - A pretty nice ED for most Rogues, the features it offers will help you bring those really tough targets down.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Harbinger of Doom (PHB 2) </strong>- While none of the features are bad, none of them really stand out enough to separate this Epic Destiny from the pack.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Harper of Legend (D 367)</strong> - You can usually qualify without much of a hitch, and it has some cool stuff to offer you, especially related to action points. A decent choice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Heir of Siberys</span> (D 388)</strong> - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. A Rogue will probably go for the powers for Finding, Scribing, or Shadow.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Hordemaster</span> (DSCS)</strong> - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Indomitable Champion</span> (HotFL)</strong> - Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Keeper of the Everflow</span> (HoS)</strong> - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Martial Archetype (MP)</strong> </span>- Well, I'm assuming you PMC'd Ranger for this. No stat bumps, but getting Pounding Barrage or Hail of Steel as an encounter power is pretty damn cool as an ED feature.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Prince of Hell</span> (D 372)</strong> - A nice alternative for some Rogues; while it may not offer a Dexterity bonus, but most of the other features it offers are applicable and actually pretty good.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Prison of the Winds</span> (D 371)</strong> - While you're usually looking for bonuses in places other than Constitution, everything else about this ED is simply stellar for a Rogue (and there is a niche build that likes Constitution as well). A great choice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Punisher of the Gods</span> (D 372)</strong> - While powerful, this Epic Destiny is a consistent headache for the designers, receiving multiple versions of errata. I can't give it a top ranking in its current incarnation, especially because I don't think it will remain constant either.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Raven Knight</span> (D 380)</strong> - Another stellar option for a Rogue, this Epic Destiny offers almost everything you could ask for with attribute bonuses and strong powers.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Reborn Champion</span> (D 365)</strong> - A lack of a real money feature keeps from truly playing with the big boys, but this is still a very strong choice, especially because it makes you harder to keep down.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000">Star-Favored Champion</span> (MP 2)</strong> - Rating assumes you play like a normal person. If you're playing a miss-cheese build (which includes a revenant action-economy package - ask mellored) and your DM is somehow tolerant of that, then this is <strong><span style="color: #FF9900">pure gold</span></strong>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Storm Sovereign (D 372) </strong>- It has some nice toys to offer you, but overall some features don't match up as well with you as those on other Epic Destinies.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Thief of Legend</span> (D 388)</strong> - The ability scores align perfectly with a Rogue, and though the L24 feature is purely subject to DM fiat and the L26 power is not really combat-oriented, the L30 feature is good enough to make up for most of it. A good ED or you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Winter Sovereign (D 372)</strong> - A solid Epic Destiny overall, it gets nicer if you decide to employ Frostcheese and have a fondness for (save ends) effects, which certainly is a possibility on a Rogue.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Non-Class Epic Destinies]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Eternal Defender (Fighter, MP) - </strong>Str bump, and an <span style="color: #33CCCC"><strong>oversized wield feature.</strong></span> It would be a fairly unimpressive ED for the most part if it weren't for the fact that this is the only way to allow a rogue (who is also able to take Tunnel Stalker and use axes for rogue powers) to wield a Gouge in one hand and be a gouge-charger.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Legendary <span style="color: #33CCCC">Soveriegn</span> (Fighter, Ranger, Paladin, or Warlord, MP2) -</strong> An ok ED for the most part, the real meat is its 30F. Imagine a (Revenant) Mul Battleslave with Tumbling Strike. Win more.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Master of Moments</span> (Any Psionic, PsP) - </strong>Never be at a lack for action economy during a nova round ever again. This is a staple ED for nova-centric builds.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Reincarnate Champion</span> (Any Primal, PrP) - </strong>This is pretty much THE reason to MC any primal class. Poach any racial (and eventually, ALL) power you want. Any of the retroactive accuracy enhancements (Human, Deva, Elf) is effectively better than a static +1 bonus you get from a generic ED. Unlocking racial feats also has brilliant applications of their own. Gnoll so you can charge with an encounter power? Tiefling for Secrets of Belial? Pixie for Streak of Light? Endless possibilities.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #33CCCC"><strong>Sage of Ages <span style="color: #000000">(Any Arcane, AP)</span></strong> <span style="color: #000000">- this would be a spectacular PP under any circumstance due to the 24F, which can basically be boiled down to a roll-twice per attack functionality, but if you're a Daggermaster, please, for the love of god, take this PP.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p></blockquote><p></p>
[QUOTE="RenZhe, post: 6717108, member: 6802115"] [h=2]Recommended/Notable Themes[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] Really, these are just heroic-tier analogues to Paragon Paths, and will be seen as such. An in-depth review of themes can be found by consulting the appropriate [URL="http://community.wizards.com/go/thread/view/75882/28914029/Variation_on_Themes:_A_Theme_Handbook"]theme guide[/URL]. Or if you're having trouble finding the appropriate handbook for themes, you may instead, wish to consult the [URL="http://community.wizards.com/go/thread/view/75882/28223833/Tell_me_Who_can_tell_me_who_I_Am:_A_charop_guide_to_theme_handbooks?pg=1"]guide to theme guides[/URL]. Below are a small subset of themes that I find particularly valuable to a Rogue, divided by category.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][sblock=Recommended Themes] [B][U]Extra Attacks:[/U][/B] [B][COLOR=#0000FF][COLOR=#33CCCC]Elemental Initiate (HotEC):[/COLOR][/COLOR][/B][COLOR=#000000] A free off-turn hit that sets up CA? Sweet. An extra skill as your 5F (take one that gets you a skill power you'd like, or else default to nature) and +1 Will as your 10F are also beyond expectations, as is a free Ki Focus slot, which either solves some weapon-juggling upkeep issues, or is basically some minor item-slot benefit if you can find a non-attack dependent ki focus. The competition between this and Guardian is pretty fierce, and comes entirely down to build and party composition.[/COLOR] [B][COLOR=#0000FF][COLOR=#33CCCC]Guardian[/COLOR][/COLOR][COLOR=#0000FF][COLOR=#33CCCC](D 399)[/COLOR][/COLOR][/B]: I've mixed feelings about this one on a Rogue. On the one hand, it is a free extra attack off-turn, but on the other hand, you are taking an extra confirmed hit on a class not intended to take a beating. The pure offensive potential of this theme's power in providing a free hit and a defender punishment can't be discounted, however, and if you play with an aggressive defender with a mark punishment that can negate attacks, this becomes [COLOR=#33CCCC][B]better than Elemental Initiate[/B][/COLOR].[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][B]Sohei (D 404)[/B][/COLOR]: Yes, its only dark blue. I'm particularly tough on this one because in heroic, having no stat mod to damage (so...a D4) means pitifully little in the grand scheme of things compared to the other minor action things you'd could be doing, and by mid-paragon, you'll have 2 minor-action attacks available (Low Slash, Tumbling Strike), to the point where action-economy crunch relegates this to something you may not use til turn 3, hardly a game-changer. More importantly, minor action attacks for rogues have an important function of salvaging a turn where you might have whiffed your standard attack and wanted to still do sneak attack damage, and Sohei Flurry simply fails to deliver by virtue of requiring that you already hit. Still the theme features aren't bad with a nice U6 and 10F, and if you're a charger who also took the powerswap power (swapping your E7, never your E3) or prepared to dedicate a nova sequence around Tumbling Strike + Sohei Flurry + Standard action, this becomes [COLOR=#33CCCC][B]better[/B] [/COLOR]for you. [U][B]Nova Boosters[/B][/U] [COLOR=#3366FF][B][COLOR=#0000FF]Sarifal Feywarden (D 405)[/COLOR]: [/B][COLOR=#000000]Requires a non-drow Fey. This theme is all about the entry feature, which basically gives you a scaling 5/10/15 damage buff 2 turns per encounter, as a minor action (and/or it helps you and allies a little, I guess). Obviously, you have to actually use typed attacks for this work, but on a frostcheesing multi-attack build? This is utterly [COLOR=#33CCCC][B]sick[/B][/COLOR].[/COLOR][/COLOR] [COLOR=#0000FF][B]Devil's Pawn (NWCS):[/B][/COLOR] Similar functionality to Sarifal. Minor action to drop a minion-popping auto-damage attack that really serves to inflict -2 defenses to your enemy for a nova setup. Works for your allies too, which is the nice part, but I prefer Sarifal Feywarden because a big fat damage buff seems a little bit better. [U][B]Accuracy Enhancment[/B][/U] [COLOR=#33CCCC][B]Ironwrought (HotEC)[/B]:[/COLOR] Why yes, as matter of fact, I would like to ensure that I land Knockout Blow + Bloodbath combo, or a 7d8 Handspring Assault + charge again combo. Resist while bloodied is also nice for a traditionally frail class. It's a fairly paltry amount that won't really save you against bigger threats, but it does prevent you from getting punk'd by minions/ongoing damage/damage zones while you're nearly down for the count. The powerswaps are otherwise unimpressive, but man, the features are nice. [B][COLOR=#0000FF]Noble Adept (DSCS):[/COLOR] [/B]This used to be the king of themes. At least a retroactive +2 to hit, and a power point that could actually see use elsewhere on an item or boon. Compared to Harper Agent, this is more stable and reliable, but has no other features and the powerswaps aren't for you at all. [B][COLOR=#0000FF]Harper Agent (NWCS):[/COLOR] [/B]A retroactive +1d6 to hit or a free reroll for a save, more or less. The powerswaps are junk, but you actually get useful features at 5 and 10 compared to Noble Adept. Either or, I give a slight edge to Harper, but I'd really just take Ironwrought. [U][B]Tag-on Status Effects[/B][/U] [B][COLOR=#0000FF]Outlaw (D 399):[/COLOR] [/B]A solid, no non-sense theme. The dazing entry power works at range (though only on at-wills), and the U6 is pretty solid for any build, but particularly ranged rogues. [B][COLOR=#0000FF]Son of Alagondar (D 402): [/COLOR][/B]The other nice dazing encounter theme, with features more geared towards melee survivability. Works only on melee, but on any power (such as, say, Low Slash). Outlaw if you're ranged, Son if you're melee is a pretty safe rule of thumb to adhere to. [B]Mercenary (D 399): [/B]No thanks, I'd much rather take daze over prone + a little bit of damage, though proning is somewhat rare on a rogue, and this is one of a handful of [COLOR=#0000FF][B]ok[/B] [/COLOR]ways for a prone-build to get off the ground. [U][B]I Can't Be Bothered to Earn CA[/B][/U] [B]Pack Outcast (NWCS): [/B]Requires Human Race. Powerswaps are all trash, and the entry feature is seriously unimpressive, but you're really just here for the 5F for EZ-mode CA. CA on your own turn shouldn't really be hard to get in the first place, though, so the only people that should actually be coming here are those that are running some sort of niche (riposte) build that heavily relies off-turn CA but aren't doing Frost or Lightning combos. That's a very narrow band of qualifications. [B][COLOR=#0000FF]Fey Beast Tamer (HotFW)[/COLOR]: [/B]Auto CA and some other benefit (most common: +2 damage boost) for being next to your animal companion. Really solid, really useful, especially ranged builds. This only gets dinged down to dark blue because, to paraphrase Erachima, [B][COLOR=#800080]animal companions annoy the crap out of people[/COLOR][/B]. Also, good luck with the surge management on that one. [U][B]MOAR DAMAGE[/B][/U] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#800080]Primordial Adept (HotEC)[/COLOR]:[/B] Complete [COLOR=#FF0000][B]trash[/B] [/COLOR]until level 10, at which point you get a free +2 damage to all attacks if you're a frost user. I...don't really like this one. Assuming the extra attack from Sohei did about 40 damage in epic, for example, you'd literally have to make 20 attacks in the encounter to equalize. It's not unrealistic, but at some point you realize you're bending over backwards just to try and equalize with something you could have taken instead. Take this only if you're concerned with putting out big numbers for a proof of concept DPR build, because otherwise you'll do better and have more fun with a theme that actually provides you with some tactical power.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#0000FF][COLOR=#800080]Unseelie Agent (HotFW):[/COLOR][/COLOR][/B][COLOR=#0000FF][COLOR=#800080] [COLOR=#000000]Oh hey, free +1 weapon at level 1. That's about it though, as it's an otherwise unimpressive theme that quickly becomes retrain bait. This is also worth a mention because you can exploit a loophole to manifest a Blade of Winter's Mourning (proficiency via Gritty Sergeant) for a 1d10 military light blade. Its a generic magic with no enchant properties though, so you'll also want to get proficiency in a Ki Focus to use a real enchantment effect. All in all, that's an extremely specific set of things you have to do for a barely par trade, and will make your DM look at you funny - you can tell I'm not a huge fan.[/COLOR][/COLOR][/COLOR] [COLOR=#0000FF][COLOR=#33CCCC][B]Werebear[/B][/COLOR][/COLOR][B][COLOR=#33CCCC]/rat/wolf (D 410)[/COLOR]: [/B]With the exception of a pretty robust access to regen as a means of surge-conservation and management, this theme is largely [COLOR=#800080][B]useless[/B] [/COLOR]until level 10. Past that point though, your hybrid form actually becomes pretty useful for a defense or speed boost (Werebear comes highly recommended for the +1 AC/Fort, and Wererat has At-will Shift 2 as its U6), and you basically gain +1d10 to all your damage forever, via use of Claw Gloves while in your hybrid form. This one's is the best in the business for steady damage boosting, but please do yourself a favor and only retrain into it past level 10. [U][B]Specialist Builds[/B][/U] [COLOR=#000000][B]Escaped Slave (DSCS)[/B]:[/COLOR] Cornerstone piece to an Arena Champion build. You're here because you want to be there. Oh, and the theme itself is not all that bad if you've got a [B][COLOR=#0000FF]good bluff score[/COLOR][/B] anyway. [COLOR=#000000][B]Purple Dragon (D 407)[/B][/COLOR]: Rogues don't really use stances, so this mostly translates to a free +1 to at-wills for people willing to use a Master's Blade. MBA-spamming chargers find this theme pretty [B][COLOR=#0000FF]awesome[/COLOR] [/B]though, because that's either a free +1 to attacks, or a free replacement to a boots slot, and both at level 10. [B]Iron Wolf Warrrior (D 400):[/B] With the entry feat being fairly bland, you're really just paying for the right to powerswap for the E7, Wolf's Bound, which makes for an interesting tactical power combo (daze-prone, for example), or possibly even a [COLOR=#3366FF][B]nice nova setup for chargers[/B][/COLOR]. Given the competitive nature of a rogue's E7 (and post-low slash E3) list, however, most of you aren't really getting that much benefit here. Oh, and the 10F is [COLOR=#FF9900][B]utterly broken for Revenants[/B].[/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Samurai (D 404)[/B]: The initial feature only really partially works. Very rarely are you ever going to start the battle with a shift 3 that ends next to an enemy, so I write that off as mostly nonfunctional, but it has the distinct advantage of getting you out of the penalty box, and should you investing heavily in initiative boosts, you can partake in that boosted crit range with a fair amount of regularity. The U6 and U10 are also quite usable, with the U6 most likely helping you pull off a Riposte Strike catch-22. [B]Seeker of Illfaren (D 402)[/B]: Requires Eladrin, Elf, or Half-Elf. Reroll a 1 once/enc, gain a minor bonus to perception, +2 defenses on the first turn, and never be surprised. That's a reasonable package. I can see this most useful for Elves than any other race, especially if they're going Darkstrider.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][B]Yakuza (D 404)[/B][/COLOR]: Surprising solid for two types of builds: 1) a perma-hidden looking to buff his OAs, and 2) a specialized Intimidatomancer. The former is extremely build specific, the latter DM-tolerance specific (but theoretically very awesome). The features and powers themselves are slightly above average (particularly the [B][COLOR=#33CCCC]U2[/COLOR][/B], which may as well be a full reroll given a rogue's traditionally high accuracy), such that this could be a very solid theme in the right hands. [/sblock] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=2][B]Paragon Paths[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] I'm going to take the harsh approach to this again. Rogues only get two real sky-blue PPs within class. Cloaked Sniper is great for ranged crossbow users, and Daggermaster for everyone else. You might argue for Arena Champion, but that's conditional on a fairly specialized build combination. Well, that leaves everyone...who, instead, usually ends up multiclassing for something interesting. I've elected to include a handful of Non-Rogue PPs that, if not completely optimal, are at least interesting and relevant to big-leagues rogue optimization. [sblock=Rogue Paragon Paths] [B][COLOR=#800080]Arcane Trickster[/COLOR] (MP 2)[/B] - This path appeals to a Rogue who has a significant investment in an arcane class (likely Sorcerer or Warlock, as Wizard would spread you too thin for the most part). It has some mostly unimpressive abilities that can be replicated by feats or other paths, though, so it's not the best choice you could make. [B][COLOR=#0000FF]Arena Champion[/COLOR] (D 368)[/B] - If you're looking at this PP and see a well-rounded feature package and decent powers, you're not looking at it the right way. Daring Performer + Deft Strike. Changeling Race. Add a bluff-heavy theme. Result? [B][COLOR=#33CCCC]A free action attack machine[/COLOR][/B]. The specialization required for this build is the only reason its not getting the sky-blue celebrity treatment. [B]Blade Bravo (MP 2)[/B] - A rather risky path for the traditionally fragile Rogue, this focuses on keeping your enemy's attention on you. It can be [COLOR=#0000FF][B]good[/B][/COLOR] if you're planning on milking Riposte Strike for what it's worth, but they're frankly better off multiclassing and going off-class for their PP. This actually ends up being most relevant on a [B][COLOR=#33CCCC]Hybrid Rogue|Fighter[/COLOR][/B] for an easy way to pick up generic marks. [B]Cat Burglar (PHB)[/B] - While the non-Action Point features here would be classified as situational on a good day (and the fact that every Goliath has one of them is almost insulting), the powers are easy to use and quite effective. A pretty serviceable choice. [B][COLOR=#00CCFF]Cloaked Sniper[/COLOR] (MP)[/B] - A path made for those Rogues who favor a Crossbow, it combines a couple of useful features (which mimic feats and thus will result in having more of those left over) with some pretty nice powers to establish itself as a strong option. [B][COLOR=#00CCFF]Daggermaster[/COLOR] (PHB)[/B] - Still the king. This is one of the premier Paragon Paths for a Dagger Rogue, as the greatly improved criticals make a very big impact on your damage. Due to errata making the crit range work only with rogue powers, though, chargers and Deft Blade MBA'ers can [B][COLOR=#FF0000]GTFO[/COLOR][/B]. [B]Daring Acrobat (MP)[/B] - While this path certainly has some nice charge-oriented goodies, it also has some features that just meander about or are just plain not that good, which makes it a rather average choice overall. [B][COLOR=#0000FF]Daring Slinger[/COLOR] (MP 2)[/B] - A Paragon Path for one of the Rogue's iconic weapons, it offers a straight-up damage bonus, as well as some nice features and powers. A good Path, especially considering that Sling support was pretty solid even without this. [B]Death Dealer (MP)[/B] - This Paragon Path mostly focuses on ways to keep a Rogue upright. The ways it goes about it are by handing you a source of temporary HP and some nice and spammable penalties to hit you. While that's all well and good, the THP is conditional and the rest of the path overall is very average (a nice AP feature though). [B][COLOR=#800080]Flying-Blade Adept[/COLOR] (MP)[/B] - This path focuses on Ranged attacks with light blades. One of the key flaws in this is that Light Blade Ranged damage is just not as good as Crossbow damage, so you're better served with that. Also, high crit means pretty little on a 1d4 damage dagger. [B]Gatecrasher (MOTP)[/B] - This path is focused on making you even more mobile via the gift of teleportation. It packs a decent batch of abilities, though the rather conditional features make it a bit dependent on your opposition. [B][COLOR=#800080]Ghost of Eventide[/COLOR] (FRPG)[/B] - This Path is rather specific; not only do you have to be FROM the Forgotten Realms, you have to be from a specific region. Apart from that, it's a Melee path that focuses on being sneaky, which is kind of hard to do. Not only that, but the powers are pretty bad overall. I wouldn't take it. [B][COLOR=#0000FF]Guildmaster Thief[/COLOR] (MP)[/B] - This path has a big money feature in that it adds a stat to a flanking ally's damage, and some nice powers to make it a nice choice if you feel that channeling your inner Leader will be the way to go as far as adding to your party's damage total goes (though this does require having another good hitter in your party for maximum effect). The AP feature is also key for a certain infinite AP-loop in combination with a Praetor Legate. [B][COLOR=#800080]Hoard Raider[/COLOR] (D 369)[/B] - A dragon-specific ED, and as such offers little for a Rogue not looking to loot dragon hoards, except for a decent defensive feature while in a flank. [B]Jack-of-all-Trades (MP 2)[/B] - This path is obviously focused on making you better at skills, so the features are pretty non-combat oriented (that said, a straight-up +2 to skills can be useful). That said, the powers are solid enough to make this an actual choice, especially a [COLOR=#00CCFF][B]pretty awesome[/B][/COLOR] Daily power. [B][COLOR=#800080]Master Infiltrator[/COLOR] (PHB)[/B] - Barring the crit feature and the Utility, this path is standard fare or worse among most Rogues. [B]Better[/B] for a Cunning Sneak and his Stealth shenanigans, but mostly unimpressive. [B][COLOR=#800080]Master of Poisons[/COLOR] (MP 2)[/B] - While this path certainly has an interesting outlook, it faces two big flaws in that the meat-and-potatoes damage bonus keys off what is a dump stat for almost the absolute majority of Rogues, and that immunity to poison is rather common. With that in mind, it's still a decent, though limited, path. [B]Master Spy (MP)[/B] - A path which is basically made to mess with enemy heads. It serves its purpose well, though some of the features will likely be searching for a trigger in some encounters. [B]Rakish Swashbuckler (MP)[/B] - A decent path for a Defender to MC into as well as for a Rogue, it provides incentives to keep your opponents marked, whether it be you or him. I'm not 100% on it given how Rogue durability typicaly goes, but it can be somewhat useful. [B]Raven Herald (MP)[/B] - A Path made to mess with undead (and bloodied enemies), it has Ritual Caster and radiant Sneak Attack damage as its major selling points, and the Daily is not too bad, but there's no real features that separate it from the rest. [B]Red Cloak (MP 2)[/B] - This Paragon Path has an interesting gimmick in that it likes to be attacked and missed even more than what is normal, as it can gain CA, free mobility, or a countershot out of the deal. Also, not wasting an immediate is nice too. However, the path faces problems in that its feature's can't be used in tandem and in that you're going to need some heavy AC investment in order to get missed enough to trigger these effects. [B][COLOR=#0000FF]Shadow Assassin[/COLOR] (PHB)[/B] - This path has some nice goodies on the features side, and though the attack powers are unimpressive, a good Utility power redeems them. All in all, a pretty good Paragon Path. [B]Strong-Arm Enforcer (MP)[/B] - It gives you a strong Daily power, but its favoring of a Rattling spam theme makes it more Controller-ish than other paths. Still a pretty solid choice given the proper investment, though. [B][COLOR=#800080]Verdant Stalker[/COLOR] (MP 2)[/B] - A decent Stealth-oriented Paragon Path, it provides a bit of reliability on Sneak Attack, some extra hiding, and some OK powers. Nothing to really get excited over here, though. [B]Whisperknife (MP 2)[/B] - While this PP has some nice and mean fluff, the mechanics are kind of odd (not provoking OA's while dagger tossing or granting CA while being flanked, that sort of deal). As usual, I'm really not too fond of going into full Ranged with a Light Blade, but you shouldn't be totally gimped by it. [/sblock] [sblock=Non-Class Paragon Paths] [B][COLOR=#33CCCC]Darkstrider [/COLOR](Ranger - MP) - [/B]Remember how I kept mentioning this as the actual PP for Cunning Stalkers? Well, it is. In addition to good powers and good features, the combination of your class features and de facto play strategy effectively means you get 3+Wis extra damage to all of your attacks. Sweet. [B]Daring Blade (Bard - D 376) [/B]- Not a great PP per se - the powers are bland if not outright Reserve Manuver bait, the AP feature may as well not exist, and the 16F won't see the light of day, but this PP is singularly notable in the fact that if you start in paragon, you could entirely run a rogue build whose primary stat is Cha instead of Dex (which may be somewhat nonsensical until you consider the benefits it has on powers like Riposte Strike...). Works better on hybird. [B]Favored Soul (Avenger - DP) - [/B]The way you go to get a permanent fly speed by paragon tier. Has some very interesting applications for a perma-hidden build who wants to overcome tremorsense, or for ranged builds that just want to pewpew from afar without reprisal.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#0000FF]Ghostwalker [/COLOR](Monk - PHB3) - [/B]The U12 is an encounter power that gives you concealment as a stance. Cunning Sneaks out there, need I really say more?[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#0000FF]Gladiator Champion[/COLOR] (Fighter - DSCS) [/B]- Nothing flashy, with OK powers. But read the 16F! With a [B][COLOR=#33CCCC]Vigilante Justice Style Riposte Striker[/COLOR][/B], this is basically one of two guarenteed ways to get the DPR train rolling[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#0000FF]Kensei[/COLOR] (Fighter - PHB) - [/B]This one's got 'Generic Striker PP' written all over it, and as such, as become sort of the benchmark over the years for what an actual +Striker PP is suppose to be. All the features are solid, and don't mind the bad powers - the E11 is just a Reserve Manuver away from getting Low Slash as your actual encounter power. [B][COLOR=#33CCCC]Shock Trooper[/COLOR] (Fighter - MP) - [/B]Yowza. The E11 is one of the best multi-attacks in the game (3-hits + daze!), the 11F is either +1/+2 damage, or lets you hang your rapier for a shortsword and a new background. And to top it all off, the 16F adds your primary stat to damage again once/round. Brutal Scoundrels with an attack-caliber Strength stat go straight here. [B][COLOR=#0000FF]Traveler's Harlequin[/COLOR] (Any MC - D 382) -[/B] How do you MC both Warlock and Assassin in order to get Shadow Walk for your Cunning Sneak? Well, this is how. [B][COLOR=#000000]Ocular Adept[/COLOR] (Seeker - D 394) - [/B]Bit of an oddball, especially since you had to MC Seeker to get here and thus may be running some RBA-heavy build, but the features are quite solid - an free RBA on AP, using a ranged weapon while freeing both hands, and a [B][COLOR=#33CCCC]sick-nasty daily power[/COLOR][/B]. [B][COLOR=#0000FF]Soaring Blade [/COLOR](Monk - PsP) - [/B]Con-based and Heavy Blade-centric, for those of you who prefer doing an off-the-wall build. You don't necessarily need to be a con-build though, as long as you have at least a +1 in Con, this is an elegant way to move into frostcheese, while keeping up some other useful enchantment on your weapon that exploits another high-damage mechanic (battlecrazed, perhaps). [B][COLOR=#0000FF]Tactical Warpriest [COLOR=#000000](Cleric - PHB) - [/COLOR][/COLOR][/B][COLOR=#0000FF][COLOR=#000000]This is the other way a [B][COLOR=#33CCCC]Riposte Striker[/COLOR][/B] can go to guarentee his riposte hit. With additional value in the PP turning you into a full-fledged defender, for better or for worse.[/COLOR][/COLOR] [B][COLOR=#0000FF]Winter Fury[/COLOR] (Barbarian- PrP) - [/B]Like Soaring Blade, this PP just has a mechanism to add cold to your damage for frostcheese while you free up your weapon slot to exploit another high-damage mechanic. [/sblock] [sblock=Racial Paragon Paths] Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated Black or higher. If it's not on the list and it's in my sources, it's not a good idea. [B]Abiding Reaper (Shadar-Kai - D 372)[/B] - This Paragon Path has some neat features and powers (including shutting down resistance or regeneration on an AP attack), but nothing really sets it apart as an option. Solid, but unexceptional. [B][COLOR=#0000FF]Adroit Explorer[/COLOR] (Human - PHB 2)[/B] - Some good and solid features to make your sturdier and let you use your favorite powers one more time are nice to have, and having additional action points to spend is also cool. A pretty good path for a Rogue. [B][COLOR=#0000FF]Bloodfury Savage[/COLOR] (Half-Orc - PHB 2)[/B] - The flavor parallels are rather tenuous, but this path provides plenty of extra damage to a Rogue, and there is no such thing as too much damage for a Striker. [B]Chameleon (Changeling - EPG)[/B] - This Paragon Path is kind of swingy. If you have an ally whose powers complement your capabilities well, it's [COLOR=#00CCFF][B]fantastic[/B][/COLOR]. Otherwise, you're likely better served elsewhere. This is more of a judgment call path. [B]Doomspeaker (Shadar-Kai - D 372)[/B] - This Paragon Path focuses on Rattling powers, and it provides some nice goodies like receiving the effect on a miss or a heal when you drop someone with a Rattling power. However, the Rattling power list is not always appealing, and while Rogues with the proper feat can potentially make any power Rattling, that requires taking away Sneak Attack damage. Still a decent path, though. [B][COLOR=#0000FF]Dread Fang[/COLOR] (Drow - MP)[/B] - This Paragon Path has a nice collection of useful features which will probably save you a feat or two, and the power list isn't bad at all. You could do much worse than pick this one. [B][COLOR=#0000FF]Halfling Quickblade[/COLOR] (Halfling - MP)[/B] - While the features are mostly a disappointing bunch, the L16 feature and a power list with no holes in it makes this a strong choice for one of the poster child races of the Rogue class. [B]Halfling Scoundrel (Halfling - PHB 2)[/B] - Apart from a particularly nasty Daily power, this path doesn't have much to offer to distinguish it from its fellow racial Path, but the power is good enough to make this Path worth taking.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#33cccc]Honorable Blade[/COLOR] (Dragonborn - PHB Races: Dragonborn)[/B] - Hey look, another PP that gives you an additive elemental conversion. Last time I checked, that was kind of awesome, and this one exceeds all expectations by making that feature available at level 11.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Moonstalker (Shifter - PHB 2)[/B] - If you focus on an array of powers that can knock prone and/or decide to favor Wisdom a bit, this path can be worth having. [B][COLOR=#0000FF]Mithral Arm[/COLOR] (Dragonborn - D 385)[/B] - Adroit Explorer, Dragonborn version. As such, the rating will also be identical, with the additional note that gaining a teleport 2 as a movement mode is one hell of a nice gateway to further optimzation. [B]Rrathmal (Githzerai - PHB 3)[/B] - Automatic criticals are always fun (even if it does cost a standard action), as is rolling initiative twice, so this Paragon Path definitely has some perks, and the free repositioning the Rrathmal Pursuit offers is also very nice. A decent Path overall. [B]Storvakal (Githzerai - D 370)[/B] - While this Paragon Path may not seem like all that great at first glance, its L11 feature can enable you to use Power Attack with no restrictions at all, which can be good with some of the more unorthodox weapons on the Rogue list. [B]Tiefling Hellstalker (Tiefling - MP)[/B] - A decent Paragon Path for a race with plenty of Rogue flavor, but not all that much Rogue mechanics. Probably best on a Cunning Sneak, since it pretty much makes it a mission to slip out of sight. [B][COLOR=#0000FF]Warforged Juggernaut[/COLOR] (Warforged - EPG)[/B] - Excellent support for chargers. You get extra damage on a charge along with a Push 1, which is a pretty vital entry piece to higher level optimization. A decent encounter power, a daily which is analogous to the Fighter's Rain of Steel, and an unconditional +2 to all saves round out this nice racial PP. [/sblock] [sblock=Special Membership Paragon Paths] These PPs require that you belong to some special club. Most of these are as easy as taking the necessary dragonmark feat, or checking a little box on your character builder, but unless explicitly legal to take, these tend to be campaign-restricted, so ask your DM. [B][COLOR=#33CCCC]Champion of the Vigil[/COLOR] (Membership in the Circle of Smoke and Whispers - D390)[/B] - rating effectively assumes you're a functional Cunning Sneak permastealth build, for whom this offers a 19-20 crit range and reroll to hit on a miss, which is pretty damn awesome. [B][COLOR=#0000FF]Lyrandar Wind-Rider[/COLOR] (Mark of Storm - EPG)[/B] - While certainly unorthodox, a Rogue that invests in this route gains substantial reward in the form of accuracy and damage bonuses while wielding a Lightning weapon, which already offers a trick for eternal CA on Melee Rogues. Nice. [B][COLOR=#00CCFF]Thuranni Shadow Killer[/COLOR] (Mark of Shadow - EPG)[/B] - This Paragon Path is definitely dripping with Rogue flavor, and it has a solid power selection and action point feature. A pretty nice pick, and it gets brutal if you decide to augment its already strong ability to hand out ongoing damage as a strong effective damage boost. [/sblock] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=2][B]Epic Destinies[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Let's be real here. Demigod and its ilk are sky blue choices, but only because the rest of the charop playerbase would probably strangle me if I hinted otherwise. Let me just make my opinions clear here: a +1 to everything and then some makes for rock solid mechanical optimization, but my god, is it boring. Your ED shouldn't necessarily just be about the stats (though if they do fit well, they get a higher rating accordingly) - it should provide a benefit truly unique and synergistic with the character build and concept you were trying to achieve. And you've been around the block for 21 levels by now, you should know what you want to do with your character at this point to make it all work. [sblock=Rogue Epic Destinies] Same deal as before applies here: [B]Black[/B] or higher choices only. If it's not here, it's not good for you. [B][COLOR=#0000FF]Champion of Prophecy[/COLOR] (EPG)[/B] - Pretty similar to Demigod, but with an emphasis on milestones. Not quite as good IMHO, but that's a high standard to meet. [B][COLOR=#00CCFF]Chosen[/COLOR] (DP)[/B] - Essentially Demigod, with some leeway as to what Utility power you get. [B]Darklord (D 372)[/B] - Lots of Grim Reaper flavor, but you don't really get to the meat of the issue until the capstone power, so it's kind of average. [B]Dark Wanderer (MP)[/B] - While this Epic Destiny is nice and flavorful, the mechanics it carries don't quite measure up. Some features won't come into play that often, and others focus too much on how cool they sound instead of how cool they should be. [B][COLOR=#00CCFF]Deadly Trickster[/COLOR] (PHB)[/B] - An Epic Destiny with flavor and mechanics merged into a harmonious whole. It's almost a given that you'll qualify, and it offers you plenty of goodies, including rerolls and power recovery. You can't really go wrong with this one. [B][COLOR=#00CCFF]Demigod[/COLOR] (PHB)[/B] - Arguably the best Epic Destiny for anybody, and that includes you. [B][COLOR=#00CCFF]Destined Scion[/COLOR] (HotFK)[/B] - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice. [B][COLOR=#33CCCC]Eternal Seeker[/COLOR] (PHB) - [/B]One of few ways to get Hurricane of Blades or Blade Cascade on your rogue, and the 30F is used to duplicate some other amazing 24F, such as from Sage of Ages or Master of Moments. This is a frankly ridiculous ED with unbridled potential. [B]Free Soul (D 376)[/B] - A decent Revenant-only ED to keep (save ends) effects off you, but it doesn't offer much apart from that. [B][COLOR=#0000FF]Godhunter[/COLOR] (MP)[/B] - A pretty nice ED for most Rogues, the features it offers will help you bring those really tough targets down. [B]Harbinger of Doom (PHB 2) [/B]- While none of the features are bad, none of them really stand out enough to separate this Epic Destiny from the pack. [B]Harper of Legend (D 367)[/B] - You can usually qualify without much of a hitch, and it has some cool stuff to offer you, especially related to action points. A decent choice. [B][COLOR=#00CCFF]Heir of Siberys[/COLOR] (D 388)[/B] - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. A Rogue will probably go for the powers for Finding, Scribing, or Shadow. [B][COLOR=#00CCFF]Hordemaster[/COLOR] (DSCS)[/B] - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect. [B][COLOR=#00CCFF]Indomitable Champion[/COLOR] (HotFL)[/B] - Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost. [B][COLOR=#00CCFF]Keeper of the Everflow[/COLOR] (HoS)[/B] - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too). [COLOR=#0000FF][B]Martial Archetype (MP)[/B] [/COLOR]- Well, I'm assuming you PMC'd Ranger for this. No stat bumps, but getting Pounding Barrage or Hail of Steel as an encounter power is pretty damn cool as an ED feature. [B][COLOR=#0000FF]Prince of Hell[/COLOR] (D 372)[/B] - A nice alternative for some Rogues; while it may not offer a Dexterity bonus, but most of the other features it offers are applicable and actually pretty good. [B][COLOR=#00CCFF]Prison of the Winds[/COLOR] (D 371)[/B] - While you're usually looking for bonuses in places other than Constitution, everything else about this ED is simply stellar for a Rogue (and there is a niche build that likes Constitution as well). A great choice. [B][COLOR=#0000FF]Punisher of the Gods[/COLOR] (D 372)[/B] - While powerful, this Epic Destiny is a consistent headache for the designers, receiving multiple versions of errata. I can't give it a top ranking in its current incarnation, especially because I don't think it will remain constant either. [B][COLOR=#00CCFF]Raven Knight[/COLOR] (D 380)[/B] - Another stellar option for a Rogue, this Epic Destiny offers almost everything you could ask for with attribute bonuses and strong powers. [B][COLOR=#0000FF]Reborn Champion[/COLOR] (D 365)[/B] - A lack of a real money feature keeps from truly playing with the big boys, but this is still a very strong choice, especially because it makes you harder to keep down. [B][COLOR=#000000]Star-Favored Champion[/COLOR] (MP 2)[/B] - Rating assumes you play like a normal person. If you're playing a miss-cheese build (which includes a revenant action-economy package - ask mellored) and your DM is somehow tolerant of that, then this is [B][COLOR=#FF9900]pure gold[/COLOR][/B]. [B]Storm Sovereign (D 372) [/B]- It has some nice toys to offer you, but overall some features don't match up as well with you as those on other Epic Destinies. [B][COLOR=#0000FF]Thief of Legend[/COLOR] (D 388)[/B] - The ability scores align perfectly with a Rogue, and though the L24 feature is purely subject to DM fiat and the L26 power is not really combat-oriented, the L30 feature is good enough to make up for most of it. A good ED or you. [B]Winter Sovereign (D 372)[/B] - A solid Epic Destiny overall, it gets nicer if you decide to employ Frostcheese and have a fondness for (save ends) effects, which certainly is a possibility on a Rogue. [/sblock] [sblock=Non-Class Epic Destinies] [B]Eternal Defender (Fighter, MP) - [/B]Str bump, and an [COLOR=#33CCCC][B]oversized wield feature.[/B][/COLOR] It would be a fairly unimpressive ED for the most part if it weren't for the fact that this is the only way to allow a rogue (who is also able to take Tunnel Stalker and use axes for rogue powers) to wield a Gouge in one hand and be a gouge-charger. [B]Legendary [COLOR=#33CCCC]Soveriegn[/COLOR] (Fighter, Ranger, Paladin, or Warlord, MP2) -[/B] An ok ED for the most part, the real meat is its 30F. Imagine a (Revenant) Mul Battleslave with Tumbling Strike. Win more. [B][COLOR=#0000FF]Master of Moments[/COLOR] (Any Psionic, PsP) - [/B]Never be at a lack for action economy during a nova round ever again. This is a staple ED for nova-centric builds. [B][COLOR=#33CCCC]Reincarnate Champion[/COLOR] (Any Primal, PrP) - [/B]This is pretty much THE reason to MC any primal class. Poach any racial (and eventually, ALL) power you want. Any of the retroactive accuracy enhancements (Human, Deva, Elf) is effectively better than a static +1 bonus you get from a generic ED. Unlocking racial feats also has brilliant applications of their own. Gnoll so you can charge with an encounter power? Tiefling for Secrets of Belial? Pixie for Streak of Light? Endless possibilities. [COLOR=#33CCCC][B]Sage of Ages [COLOR=#000000](Any Arcane, AP)[/COLOR][/B] [COLOR=#000000]- this would be a spectacular PP under any circumstance due to the 24F, which can basically be boiled down to a roll-twice per attack functionality, but if you're a Daggermaster, please, for the love of god, take this PP.[/COLOR][/COLOR] [/sblock][/FONT][/COLOR] [/QUOTE]
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