Looking for tips on a specific Rogue build

Greenfield

Adventurer
I've seen this done by a player who was cheati... er... misreading the rules like hell. I'd like to do it right.

I'm looking for prestige classes and feats that focus on the Feint maneuver.

Feint can be done by anyone, as a standard action. You get to make a Sneak attack the next round.

Improved Feint makes the maneuver a Move action.

What else is there?
 

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Off the top of my head...

*Mountebank (Complete Scoundrel; pg 57) is possible worth 1-2 dip. First level adds Int to Bluff check. Second is Sneak Attack.
*At first glance, Uncanny Trickster (Complete Scoundrel; pg 67) doesn't look like it fits your requirements, but for 3 level, gain some perks with skill tricks (Complete Scoundrel; pg 83) as well as 2 levels worth of Special Class Features from another class/prestige. Group Fake-Out and Timely Misdirection both directly work towards your goal.
*Invisible Blade (Complete Warrior; pg 45) has an odd feat requirement; Feint feats need not apply due to its last 3 of 5 levels directly boost ones ability to use it. The fifth level makes feint a free action.


*Martial Study (ToB-Bo9S). I honestly don't know enough about this book, but I would be surprise if there wasn't at least 1 maneuvers that deals with feint.
*Tumbling Feint (PHB II). Gain a +5 bonus if you can successfully tumble past your target.
*Skill Focus and the other Bluff boosting feats.
 

I gave the Invisible Blade a look.

Their own example, straight from the book, has an AC at 11th level that would be low for a 5th level. I mean, you can beat an AC 17 at first level without trying.

The class disallows armor of any kind to get some of its advantages. Specifically, the character gets one point of INT bonus to AC for every IB level.

So their example leads with his face. Against an equal level, well, anything, he'll be dead in two, maybe three rounds.

So I'm thinking that I won't follow their example.

Allowing for similar stats and skill/feat choices, I'd probably forego "Unfettered Defense" class ability and buy some armor. Plain studded leather would match what he has, and Mithral Chain Shirt would double it without penalty. After that, magic it like crazy.

At 11th level, if you can't come up with a 25 AC, stay home.

By the way, this came up because of something that happened in a previous campaign: I was running a straight Scout. One of the players thought it was broken, considering the damage he was able to stack on a single arrow shot.

But the Scout can only do that once per round, because the Skirmish feature requires a Move of 10 feet or more prior to that shot.

I'd argued that a well prepared Rogue with a bow and a good Hide check could exceed it by doing a Shoot/Sneak - Hide combo every round. Rogue sneak attack piles on the dice faster than the Scout's Skirmish damage.

So I've been considering a Halfling Rogue named Oliver Underfoot, a charming fellow with an affinity for the femoral artery.

While Sneak/Hide is a nice combination, DM's get tired of a three foot tall death dealer, and it's too tempting and easy to just shut down the one trick pony. Improved Feint is a decent second trick.

As mentioned though, we had a player who was conveniently unfamiliar with the rules, all while playing the rare combinations to maximum advantage. If my PC even hints at following that player's build I'll be shut down in nothing flat. (And deservedly so.)

So, no matter what books we do or don't allow I expect that the Invisible blade PRC will forever be discouraged/disallowed in our campaigns.

Good tips though. Thank you.
 


By the way, this came up because of something that happened in a previous campaign: I was running a straight Scout. One of the players thought it was broken, considering the damage he was able to stack on a single arrow shot.

But the Scout can only do that once per round, because the Skirmish feature requires a Move of 10 feet or more prior to that shot.

The Travel Devotion feat, from Complete Champion, is the solution to all of the Scout's problems, for at least one combat per day. It could also be useful for a flanking rogue.
 

A Flying Carpet does the job as well.

While the Skirmish ability specifically says that Mounted Combat doesn't work with Skirmish, the Carpet is another matter. You spend a Standard Action to set the carpet in motion. After that it moves as directed, responding to spoken instructions, which are different from Command Activation. Speaking is an Immediate action.

Still, the group was concerned enough about what he was doing with his single shot.

I pointed out to my critic that a Rogue using Move/Hide would stack more Sneak damage in than the Scout could with Skirmish... Well, as they say, "A man convinced against his will is of the same opinion still."

Using a Feat to increase my Sneak/Skirmish range to 60 feet, and with a Bow of Shock, he was dishing out damage in a range normally reserved for heavy hitters. 30 points per hit wasn't uncommon, when adding it all up. The other archer PC was doing a D8+3, and feeling left out.

By the way, the table agreed that my PC would never ever have access to a Flying Carpet. :)
 

The Invisible Blade's Uncanny Feint ability is only usable once per round. Essentially, it was turned into a swift action. Access to invisibility (ring, potion, friendly mage) also will help.

In my experience playing rogues, it was better to be throwing less d6s with a better chance to hit than to be tossing a fist full of d6s but never hitting your target. Move for a flank or use improved feint. Grab something like Staggering Strike too.

And for your scout, there is a pair of magic boots that lets you take an additional 5' step in a round. Even if you already took one. So, take your five foot step. Use the boots for an extra 5' step. Full attack and get full skirmish. I think they only worked x/day though. Or you could get really cheesy and get a Monk Training Dummy.
 

The Invisible Blade's Uncanny Feint ability is only usable once per round. Essentially, it was turned into a swift action. Access to invisibility (ring, potion, friendly mage) also will help.

In my experience playing rogues, it was better to be throwing less d6s with a better chance to hit than to be tossing a fist full of d6s but never hitting your target. Move for a flank or use improved feint. Grab something like Staggering Strike too.

And for your scout, there is a pair of magic boots that lets you take an additional 5' step in a round. Even if you already took one. So, take your five foot step. Use the boots for an extra 5' step. Full attack and get full skirmish. I think they only worked x/day though. Or you could get really cheesy and get a Monk Training Dummy.
If I was the DM, I'd read the Skirmish ability as written: 10 foot Move before attacking.

As in "Move action". That shuts down the abuse completely. But that's just me.
 

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