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I'm thinking of playing a rogue
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<blockquote data-quote="Elder-Basilisk" data-source="post: 608642" data-attributes="member: 3146"><p>Rogues multiclass more effectively than almost any other class in the game.</p><p></p><p>Rogues multiclass with fighter for more hit points and feats.</p><p>Rogues multiclass with barbarian for more movement, hit points, rage, and better uncanny dodge progression.</p><p>Rogues multiclass with ranger for continued sneaky skills progression and ambidexterity/TWF</p><p>Rogues multiclass with wizard for Cat's Grace and Invisibility (color spray isn't bad either).</p><p>Rogues multiclass with sorceror for the same reason as with wizard.</p><p>Rogues multiclass with bard well as well.</p><p>Rogues can even multiclass with cleric (trickery domain is best) effectively for more hit points and spells.</p><p></p><p>Some things to remember:</p><p></p><p>On construction:</p><p>1. Put a good score in con. Rogues don't have many hit points so they tend to die quickly when facing tough monsters. Don't exacerbate the problem with a low con score.</p><p>2. If you're going to multiclass, don't waste rogue skill points on skills you can advance with your other classes. Especially so if you're going to multiclass into fighter (and to a lesser extent, cleric, barbarian, and ranger). Since you're unlikely to want more than 5 ranks of jump for the tumble synergy, pick those up with fighter levels--it's not as if there's much else to spend skill points on there anyway. Similarly, use fighter levels for climb and barbarian levels for listen and intimidate. Your rogue skill points can be put into other skills.</p><p>3. If you multiclass extensively (Rog 4/Ftr 2/Bbn 1/Rgr 1, for instance), take Iron Will. Your will save is the one most likely to lose out and it's not that good to start with. If you're multiclassing with fighter type levels, those can cover the fort save.</p><p>4. Pay attention to which skills you can take 20 on and which you can't. You put one point into Disable Device for instance and 4 points into Search. That's backwards. You can take 20 on search when you suspect a trap although if you're just advancing through the dungeon, you can take 10. Since you can take 20, a good search score is useful but not essential.</p><p></p><p>Disable Device, OTOH, usually has a DC of 20+ and sets off the trap if you fail by 5+. So, if you ever want to disable traps, you'll need to max out Disable Device.</p><p></p><p>In the same way, (as you apparently noticed), you can take 20 on Open Locks (although it'll take a while) and few locks have really high DCs. With one rank, a 16 dex, and masterwork thief's tools, you'll be hitting DC 26 which is good enough for most locks.</p><p></p><p></p><p>On playing:</p><p>1. Rogues require teamwork. In combat, you're effective when you're flanking or improved invisible, etc. You're not effective by yourself in a corner surrounded by three orcs. (That's where fighters and barbarians shine).</p><p></p><p>2. If there's another rogue and he's smart be prepared to delay ot the same initiative, move, and ready an action to attack when he moves into a flanking position. That way, you can both sneak attack, even if you don't begin the round in a flanking position.</p><p></p><p>3. Just because you can tumble behind them doesn't mean you should. I've seen more than a few rogues die because they tumbled into a pile of bad guys and thought they could get an impressive AC by fighting defensively (with their tumble ranks providing a bonus). If you end the round surrounded by bad guy fighters, they're likely to mash you. Especially if you stay there the next round because you surrounded one round and you can get a few more sneak attacks that way.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 608642, member: 3146"] Rogues multiclass more effectively than almost any other class in the game. Rogues multiclass with fighter for more hit points and feats. Rogues multiclass with barbarian for more movement, hit points, rage, and better uncanny dodge progression. Rogues multiclass with ranger for continued sneaky skills progression and ambidexterity/TWF Rogues multiclass with wizard for Cat's Grace and Invisibility (color spray isn't bad either). Rogues multiclass with sorceror for the same reason as with wizard. Rogues multiclass with bard well as well. Rogues can even multiclass with cleric (trickery domain is best) effectively for more hit points and spells. Some things to remember: On construction: 1. Put a good score in con. Rogues don't have many hit points so they tend to die quickly when facing tough monsters. Don't exacerbate the problem with a low con score. 2. If you're going to multiclass, don't waste rogue skill points on skills you can advance with your other classes. Especially so if you're going to multiclass into fighter (and to a lesser extent, cleric, barbarian, and ranger). Since you're unlikely to want more than 5 ranks of jump for the tumble synergy, pick those up with fighter levels--it's not as if there's much else to spend skill points on there anyway. Similarly, use fighter levels for climb and barbarian levels for listen and intimidate. Your rogue skill points can be put into other skills. 3. If you multiclass extensively (Rog 4/Ftr 2/Bbn 1/Rgr 1, for instance), take Iron Will. Your will save is the one most likely to lose out and it's not that good to start with. If you're multiclassing with fighter type levels, those can cover the fort save. 4. Pay attention to which skills you can take 20 on and which you can't. You put one point into Disable Device for instance and 4 points into Search. That's backwards. You can take 20 on search when you suspect a trap although if you're just advancing through the dungeon, you can take 10. Since you can take 20, a good search score is useful but not essential. Disable Device, OTOH, usually has a DC of 20+ and sets off the trap if you fail by 5+. So, if you ever want to disable traps, you'll need to max out Disable Device. In the same way, (as you apparently noticed), you can take 20 on Open Locks (although it'll take a while) and few locks have really high DCs. With one rank, a 16 dex, and masterwork thief's tools, you'll be hitting DC 26 which is good enough for most locks. On playing: 1. Rogues require teamwork. In combat, you're effective when you're flanking or improved invisible, etc. You're not effective by yourself in a corner surrounded by three orcs. (That's where fighters and barbarians shine). 2. If there's another rogue and he's smart be prepared to delay ot the same initiative, move, and ready an action to attack when he moves into a flanking position. That way, you can both sneak attack, even if you don't begin the round in a flanking position. 3. Just because you can tumble behind them doesn't mean you should. I've seen more than a few rogues die because they tumbled into a pile of bad guys and thought they could get an impressive AC by fighting defensively (with their tumble ranks providing a bonus). If you end the round surrounded by bad guy fighters, they're likely to mash you. Especially if you stay there the next round because you surrounded one round and you can get a few more sneak attacks that way. [/QUOTE]
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