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<blockquote data-quote="ozziewolf" data-source="post: 4281069" data-attributes="member: 64443"><p>Artful Dodger: If he's dex based he gets his charisma modifier as ac against attack of opportunities.</p><p></p><p>With a 16 charisma that's an additional 3ac and if he's a halfling that's an extra 2. For a total of +5 AC against OA's. This will allow him to move with out shifting with relative impunity. It's best to do it near the target the fighter has marked as if the marked target hits you with the OA then the fighter gets to immediatly nail the monster that attacked you. If the monster hits really hard you can pick and choose when to provoke OA's so do it wisely. One easy tactic is to walk back two squares provoking an OA against the fighters marked target and then deft striking back into melee range.</p><p>With deft attack you can actually move 8 squares in one round. Always go after a monster that is next to an ally. If that's not possible try to go for high ground.</p><p>With attacks such as positioning strike it's possible to push monsters off of ledges or into pits. Keep this in mind if it comes up.</p><p>First round of combat sneak attack with a ranged weapon what hasn't moved and try to get cover at the same time. Then in the second round the fighter should be engaged and you can move over towards him.</p><p>For me personally as a Rogue I find I rarely get hit more than once per encounter so as a Halfling I use reroll when ever I get hit rather than saving it for a crit. If you find you get hit more perhaps save it for when a non minion hits you.. if you're getting hit a lot you probably should adjust your tactics.</p><p></p><p></p><p>Basically the two keys are if you're not in range of a target you should be able to get in range of a target with 6 movement and 2 movement from deft attack. Don't worry about the OA's as they probably won't hit you. Especially if you take defensive mobility that will give you an extra 2 ac against OA's.</p><p>If you can't get into position at all go for high ground.</p><p></p><p>As a rule of thumb I recommend staying with the group and not going out far ahead of them scouting. In my experience you only need to roll badly once to get mauled by the monsters before your party can reach you. Be sure to look for traps as you move with your party though.</p></blockquote><p></p>
[QUOTE="ozziewolf, post: 4281069, member: 64443"] Artful Dodger: If he's dex based he gets his charisma modifier as ac against attack of opportunities. With a 16 charisma that's an additional 3ac and if he's a halfling that's an extra 2. For a total of +5 AC against OA's. This will allow him to move with out shifting with relative impunity. It's best to do it near the target the fighter has marked as if the marked target hits you with the OA then the fighter gets to immediatly nail the monster that attacked you. If the monster hits really hard you can pick and choose when to provoke OA's so do it wisely. One easy tactic is to walk back two squares provoking an OA against the fighters marked target and then deft striking back into melee range. With deft attack you can actually move 8 squares in one round. Always go after a monster that is next to an ally. If that's not possible try to go for high ground. With attacks such as positioning strike it's possible to push monsters off of ledges or into pits. Keep this in mind if it comes up. First round of combat sneak attack with a ranged weapon what hasn't moved and try to get cover at the same time. Then in the second round the fighter should be engaged and you can move over towards him. For me personally as a Rogue I find I rarely get hit more than once per encounter so as a Halfling I use reroll when ever I get hit rather than saving it for a crit. If you find you get hit more perhaps save it for when a non minion hits you.. if you're getting hit a lot you probably should adjust your tactics. Basically the two keys are if you're not in range of a target you should be able to get in range of a target with 6 movement and 2 movement from deft attack. Don't worry about the OA's as they probably won't hit you. Especially if you take defensive mobility that will give you an extra 2 ac against OA's. If you can't get into position at all go for high ground. As a rule of thumb I recommend staying with the group and not going out far ahead of them scouting. In my experience you only need to roll badly once to get mauled by the monsters before your party can reach you. Be sure to look for traps as you move with your party though. [/QUOTE]
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