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Help me minmax a rogue bruser
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<blockquote data-quote="kjenks" data-source="post: 2273788" data-attributes="member: 12892"><p>Inconsequenti-AL had a good idea with the greatclub. Your druid buddy can enhance it with the Brambles spell now and the Spikes spell later. These spells make it an awesome melee weapon.</p><p></p><p>Power Attack and Cleave are excellent. At third level, select the Extra Rage feat from Complete Warrior. This lets you rage 3/day, and you'll seldom need more, depending on the campaign. </p><p></p><p>I suggest you take...</p><p>1 Rogue 1 - Power Attack, Cleave</p><p>2 Barbarian 1</p><p>3 Rogue 2 - Extra Rage</p><p></p><p>This lets you maximize your skill points better.</p><p></p><p>After that, it's all about choosing between sneak attack and feats. If you want more sneak attack, take more levels of rogue. If you want more feats, take levels of fighter. </p><p></p><p>You might be tempted to take one more level of barbarian and two more levels of rogue so you get Improved Uncanny Dodge, but that ability is rarely useful in my experience. If your DM loves throwing rogues at your party, it would be more useful -- for a while, until the enemy rogues become high enough level to overcome your Uncanny Dodge.</p><p></p><p>For your future growth path, I'd recommend this:</p><p></p><p>4 Fighter 1 - Improved Initiative</p><p>5 Fighter 2 - Improved Bull Rush</p><p>6 Fighter 3 - Shock Trooper (Complete Warrior)</p><p>7 Fighter 4 - Reckless Rage (Races of Stone)</p><p>8 Fighter 5</p><p>9 Fighter 6 - Improved Sunder, Combat Brute (Complete Warrior)</p><p></p><p>Shock Trooper and Combat Brute make you a charging, Power Attacking machine. You can dish out some really big damage in round one with a Shock Trooper/Heedless Charge, then you can do it again in round 2 with Combat Brute/Momentum Swing. Big ouchies.</p><p></p><p>Aim for Tactical Soldier (Miniatures Handbook) to get even more flanking fun. Sidestep is good, too. </p><p></p><p>Occult Slayer will help with your vulnerability to enchantments and charms, which will become more important at higher levels. Your rogue levels will give you enough skill points and your fighter levels will give you enough feats to meet the pre-reqs. </p><p></p><p>For starting gear, I'd recommend...</p><p></p><p>Wand CLW - 750 gp</p><p>Mithral breastplate - 4,200 gp</p><p>Greatclub x2 - 5 gp each</p><p>Club x5 - free</p><p>Backpack - 2 gp</p><p></p><p>As a tumbling rogue/barbarian, your skills and abilities work best in light armor. Mithral breastplate is the best light armor you can buy, and (depending on your DM) you might not be able to find it later in your adventuring carreer. Hopefully you can get it enhanced to +1, +2, etc. as you gain gold and as you meet spellcasters able to craft arms & armor.</p><p></p><p>You should have two greatclubs in case one gets sundered, disarmed, whatever. Don't bother with masterwork or magic on them for a while -- if ever -- as long as you can rely on your druid buddy to cast Brambles and Spikes on them for you. If your PC buddy is less than cooperative, take the Leadership feat and get an NPC druid to cast spells for you. And you can ride your druid's horse Animal Companion, too.</p><p></p><p>You should have some missile weapons -- clubs are free. Later, when you can afford it, get a +1 longbow with your +4 Strength bonus. You might choose a +6 Str bonus to take advantage of your Rage, but that would mean you would take a -2 attack penalty if you're not raging.</p></blockquote><p></p>
[QUOTE="kjenks, post: 2273788, member: 12892"] Inconsequenti-AL had a good idea with the greatclub. Your druid buddy can enhance it with the Brambles spell now and the Spikes spell later. These spells make it an awesome melee weapon. Power Attack and Cleave are excellent. At third level, select the Extra Rage feat from Complete Warrior. This lets you rage 3/day, and you'll seldom need more, depending on the campaign. I suggest you take... 1 Rogue 1 - Power Attack, Cleave 2 Barbarian 1 3 Rogue 2 - Extra Rage This lets you maximize your skill points better. After that, it's all about choosing between sneak attack and feats. If you want more sneak attack, take more levels of rogue. If you want more feats, take levels of fighter. You might be tempted to take one more level of barbarian and two more levels of rogue so you get Improved Uncanny Dodge, but that ability is rarely useful in my experience. If your DM loves throwing rogues at your party, it would be more useful -- for a while, until the enemy rogues become high enough level to overcome your Uncanny Dodge. For your future growth path, I'd recommend this: 4 Fighter 1 - Improved Initiative 5 Fighter 2 - Improved Bull Rush 6 Fighter 3 - Shock Trooper (Complete Warrior) 7 Fighter 4 - Reckless Rage (Races of Stone) 8 Fighter 5 9 Fighter 6 - Improved Sunder, Combat Brute (Complete Warrior) Shock Trooper and Combat Brute make you a charging, Power Attacking machine. You can dish out some really big damage in round one with a Shock Trooper/Heedless Charge, then you can do it again in round 2 with Combat Brute/Momentum Swing. Big ouchies. Aim for Tactical Soldier (Miniatures Handbook) to get even more flanking fun. Sidestep is good, too. Occult Slayer will help with your vulnerability to enchantments and charms, which will become more important at higher levels. Your rogue levels will give you enough skill points and your fighter levels will give you enough feats to meet the pre-reqs. For starting gear, I'd recommend... Wand CLW - 750 gp Mithral breastplate - 4,200 gp Greatclub x2 - 5 gp each Club x5 - free Backpack - 2 gp As a tumbling rogue/barbarian, your skills and abilities work best in light armor. Mithral breastplate is the best light armor you can buy, and (depending on your DM) you might not be able to find it later in your adventuring carreer. Hopefully you can get it enhanced to +1, +2, etc. as you gain gold and as you meet spellcasters able to craft arms & armor. You should have two greatclubs in case one gets sundered, disarmed, whatever. Don't bother with masterwork or magic on them for a while -- if ever -- as long as you can rely on your druid buddy to cast Brambles and Spikes on them for you. If your PC buddy is less than cooperative, take the Leadership feat and get an NPC druid to cast spells for you. And you can ride your druid's horse Animal Companion, too. You should have some missile weapons -- clubs are free. Later, when you can afford it, get a +1 longbow with your +4 Strength bonus. You might choose a +6 Str bonus to take advantage of your Rage, but that would mean you would take a -2 attack penalty if you're not raging. [/QUOTE]
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