i am lost, building my rogue...

Dougal DeKree

First Post
Hello,

i want to develop a halfling-rogue using daggers. Since I have not done this before I thought I just post my sketch of him and see what improving ideas you can give me.
The stats of the fellow are st10, dex16, con8, int14, wis12, cha 10. not brilliant, but anyways…

He already started as Rogue1 (no way to start of as ranger…).
My plan is to start off with improved initiative.
2nd: Fighter1, choosing quickdraw.
3rd: Ranger1 giving me point blank shot and precise shot
4th: Fighter2, choosing weapon finesse dagger plus rapid shot

and now I am stuck. Feats I like are expertise and riposte, also expert tactician combat reflexes, weapon focus and weapon spec are cool. Now, please, there must be a better buildup! Help me?

Dougal DeKree
 

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I'm a little lost why you are getting two ranged shot feats at 3rd level.

If it were me I'd only take a level or two of fighter and forget about the level of ranger. Dump as many skill points as possible into Bluff. You'll be able to get more sneak attacks that way.
 

My personal take

Hi Doug,

I also have a Halfling Rogue with similar stats, built with 25 points STR11 DEX16 CHR10 INT14 WIS14 CHR8.

Improved Initiative is good as a first feat, but I think Weapon Finesse: Dagger is critical. Marlow (my character) also took a level of ranger but took the two handed fighting virtual feats. This lets Marlow fight with a dagger in each hand, use my DEX bonus to attack, and only -2/-2 on each attack as the dagger is a light weapon. It makes a huge difference. Also, Marlow fights with a buckler (Shield Proficiency from Ranger) which allows an extra point of AC when both attacks aren't used.

Rather than quickdraw, I think it is probably important that you pick more defensive feats like expertise, because with a 8CON and a 1d6 hit die, you aren't going to want to be hit.

I'm not sure if I would take two fighter levels though as that will hurt your skill development, and keep you away from the magical 6 ranks, in which all the synergy bonuses and extra stuff kicks in (tumble AC bonuses, balance DEX AC bonuses, etc.)

I guess the important thing is whether you are going to have a missle focus or not though. I haven't picked up any of those feats at all.
 

With that low constitution, I have to wonder why you want to focus on melee. You'd be much better off as a hit-and-run ranged warrior. Especially, as you (probably) aren't going to be wearing heavy armor.

Remember, you get sneak attacks within 30ft when your opponent is denied a defense bonus. Don't forget feinting (bluff check), but remember that it is a full-attack option.

You might consider some barbarian levels, to try to offset the low hitpoints. Hmmm...raging sneak attacks.

I would definately consider classes in sorceror, if it fits your concept. rogue sorcerors can be some of the craftiest characters out there.
 

Unless I'm mistaken, he's looking to create a dagger-throwing Halfling rogue, not a melee fighter... Hence the low Con, ranged attack feats, and Quick Draw.

If that's the case, Dougal, it looks like you are on the right track. You might want to eventually get Ambidexterity, though, since dual-wielding would allow you to throw an extra dagger each round. Combined with Rapid Shot, you can throw 2 extra daggers per round with a total of -6 to all attacks.

And make sure that you get some daggers enchanted with the Returning ability, so that you don't have to carry around a Portable Hole full of daggers. ;)
 
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RogueJK said:
If that's the case, Dougal, it looks like you are on the right track. You might want to eventually get Ambidexterity, though, since dual-wielding would allow you to throw an extra dagger each round. Combined with Rapid Shot, you can throw 2 extra daggers per round with a total of -6 to all attacks.

Where do you get this idea. Dual weilding would give an extra off-hand MELEE attack. Even the Power-Play guys agree there (they had a Halfling Rogue done up that way)... Thus he could get a regular attack (at penalty-whether thrown or melee), an extra thrown (at penalty) and an extra Melee (at penalty)... for 3 attacks before getting his BAB above +5...
 

evileeyore said:


Where do you get this idea. Dual weilding would give an extra off-hand MELEE attack. Even the Power-Play guys agree there (they had a Halfling Rogue done up that way)... Thus he could get a regular attack (at penalty-whether thrown or melee), an extra thrown (at penalty) and an extra Melee (at penalty)... for 3 attacks before getting his BAB above +5...

There have been numerous discussions about this, and the general consensus has been that it is legal. You can dual-wield thrown weapons, whips, and crossbows.

Only Ambidexterity applies to it, though. TWF applies to melee attacks only, but the Ambidexterity feat applies to both melee and ranged attacks.

[Edit] This is the most recent rules thread on the subject: http://www.enworld.org/messageboards/showthread.php?s=&threadid=11492 [/Edit]
 
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