Help me brainstorm my "Smart Rogue"

Rel

Liquid Awesome
Hey gang. I'd like your help.

Last night we had to call an end to our current campaign due to irreconcilable scheduling differences with our GM. So we are going to start a new campaign, possibly as early as next week. I've go to put my character together and do it pretty fast.

I haven't played a Rogue yet under 3E although it is one of my favorite classes. The basic idea I've come up with is this:

I want to do a character heavilly focused on skills who is constantly looking to add new skills to the mix. This guy thinks that knowledge (both in terms of knowing information and being capable in skills) is power and is looking to be as good as possible in as many skills as possible.

I'll probably work it out so that he has an 18 Int, giving him 12 skill points per level but my other stats are open to debate.

Other significant parameters are:

We are using 34 point buy (a little high, but there are only 3 players in the campaign)

I'm strongly leaning toward making him a halfling right now. If you have other suggestions, I'm willing to listen but I would really enjoy playing a smart little halfling.

I can use the core rules and any of the WotC splatbooks. We also have Quintessential Rogue and Traps & Treachery and any stuff from those is probably ok (subject to GM approval).

Our group is pretty much at the center of the "deep roleplay vs. hack&slash" spectrum. So the character needs to be versitile enough to hang in most roleplaying situations (I've got this aspect pretty well covered) as well as be able to pull his weight in combat (I'm a bit more shaky about this part). Of the other two characters, one is going to be a monk of some sort and the other I haven't heard from.

So if you've got any ideas for a character build, I'm wide open. I'm paticularly interested in what feats you think might suit the character well.
 

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What will the other two PCs be? That's important for planning a combat strategy in a small party.

If it's you plus a cleric and a wizard, you'll be low on melee power. You and the cleric will have to split the job of "human wall" to prevent the fragile mage from getting smeared. Since you won't be wearing heavy armor, you'd probably want some defensive feats like Expertise.

If you're with a melee character but only one spellcaster, you may want to max out your Use Magic Device skill. That'd let you use wands and scrolls to supplement the party's narrow magical focus.

In any case, if you're putting a lot of points toward Int, you don't want to split too much between Str and Dex. Pump Dex as high as feasible, to help with AC and your rogue skills. Str isn't critical, if you take Weapon Finesse and trust sneak attacks to do the majority of your damage. (Points in Escape Artist will be useful in case you're grappled.)
 

in terms of the Knowledge skill, if your DM would allow, you could take the Education feat from the FRCS. it makes all Knowledge skills class skills, and gives +1 to any two of those skills

even if you only put one or two skill points in each, that still gives your PC a wide array of knowledge to pull from. this may be even more helpful if a skill like Knowledge (local) will be important in the game, and there are no Wizards or Bards in the party

if your group is RP heavy, don't neglect your Charisma and max out your intra-personal skills (Bluff, Diplomacy, etc.)


personally, i would max out a just few skills, and put points into just about everything else :D
 


Thanks for the responses so far!

In reverse order, I'll address some of the questions you raise:

I was tempted to go human for the extra feat and skill points. But part of the character background hinged on him and his family being weak and powerless at the hands of big thuggish guys in the city (most likely human). Plus, there is just a lot about the halfling that works for this character. And the extra skill point won't be that big a deal when I've got 12 more to spend each level. I'll have to live without the extra feat.

Stuff from FRCS is allowed (although this isn't specifically a FR campaign) and the Education feat is very intriguing. Another feat I was considering that was (I think) from FR was Mind Over Matter. It lets me substitute my Int bonus for my Con bonus for purposes of figuring out hit points. I liked the concept that he is tough because he can see the danger coming before it happens and roll with the punches. Coupled with Expertise this could shape him up as a "smart fighter".

Weapon Finesse is high on my priority list of good feats too. And I'm also considering Improved Initiative and Jack of All Trades. I know that it isn't a very good feat at higher levels, but I'm giving some thought to Dirty Fighting. Our campaigns don't usually last beyond 10th level so I wouldn't be losing that much by taking it.

AuraSeer asked about the other characters in the party. I mentioned that one will be a Monk (possibly a Sorcerer/Monk) and the other is presently unknown. Regardless I want to be able to take care of myself in melee, even if "taking care of myself" means bumping my AC with Expertise and defensive fighting and hoping I get lucky.

Regardless of their character choices, I plan to keep Use Magic Device maxed out and pump lots of points into the Charisma based skills. In general my plan for each level is to spend about 8 skill points on keeping stuff maxed out (or nearly so) and spend the other 4 on picking up new skills or improving the ones I acquired later in the campaign.
 

Rel said:
Stuff from FRCS is allowed (although this isn't specifically a FR campaign) and the Education feat is very intriguing. Another feat I was considering that was (I think) from FR was Mind Over Matter. It lets me substitute my Int bonus for my Con bonus for purposes of figuring out hit points.
close! :D it's called Mind over Body, but it only works once, at first level. an additional benefit of the feat is a character gains +1 hit point for every metamagic feat gained (so it's really built for wizards...)
 

Mr Fidgit said:

close! :D it's called Mind over Body, but it only works once, at first level. an additional benefit of the feat is a character gains +1 hit point for every metamagic feat gained (so it's really built for wizards...)

Oh really? The Wizard in our last campaign took that feat and I was thinking that he was getting extra hit points from his Int every level (disregarding the +1 for each metamagic feat). Either I vastly misunderstood the benefits of the feat or he was cheating bigtime.

In other news, I just got an e-mail from the GM and he mentioned that he is instituting a house rule that we discussed recently. He is planning to give EVERY class an extra 2 skill points per level.

Extra skills is extra sweet for this character.

Oh, and by the way, I loved Time Bandits and your avatar makes me smile every time I see it, Mr. Fidget.
 
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just for the sake of arguement....:p

Mind Over Body

The arcane spellcasters of some lands have learned to overcome the frailties of the body with the unyielding power of the mind.

Regions: Calimshan, Thay, moon elf, sun elf

Benefit: At 1st level, you may use your Intelligence modifiier instead of your Constitution modifier to determine bonus hit points. You gain +1 hit point every time you learn a metamagic feat.

Special: You may only take this feat as a 1st level character.




maybe the DM house ruled it(?)



edit - "Oh, and by the way, I loved Time Bandits and your avatar makes me smile every time I see it, Mr. Fidget."

thanks! :D
 
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Since you're allowed the FRCS, I'd look into Strongheart Halfling as your race. Not all the bonuses of a halfling, but some of the bonuses of a human.

(I don't have my books on me so I can't be more specific, but look it up, I like the race :) )
 


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