My first character, could use some input.

Xin said:
1) For a halfling, is the short sword and sling the "standard" weapons? What about using daggers for both melee and ranged?

2) Can you flank with ranged attacks? Ie. could I get in sneak attacks with ranged attacks, or do I need to get up close?

1) No those aren't standard weapons. Sling is bludgeoning so it's good against skeletons which you can't sneak attack, that's all. You can use dagger for both ranged and melee. Shortswords do 1hp more damage per hit than dagger, though.

2) You can't flank but you can sneak attack with ranged weapons up to 30 feet any target that is flat-footed. They are usually flat-footed until they have had a chance to react.
 

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Second suggestion: Reverse your Int and Dex. I can not stress the importance of the extra skill points. By 8th level your Dex will have hit that 18 agian and you'll have gained a level's worth of skill points along the way (8 specifically). Although if you are really worried about AC, then this might not be a tactic for you...

Both my Int and Dex are at a base of 16 (dex is 18 due to +2dex), and I'm not sure if I have the buy points to buff int all the way to 18 without any modifications. My dex would probably be too low for the combat oriented game I am about to be tossed into.

I really liked your rundown on the skills, great info there, evileeyore. Thanks!
 

Xin said:
Maybe I'll do something similar, I'll get to try out the rogue and with some levels in fighter I'll have some extra feats to play around with.


If your going that way then focus on your primary rogue skills. You will be losing a good bit skill points. Also don't expect to macth the fighter in damage or AC. He will out tank you all day long. Stick with a bow for the beginning of combat 9DX being you thing).


For a halfling, is the short sword and sling the "standard" weapons?


Not always... I've seen two dagger-fu, hand-axe craziness, shortbow, halfling bastard sword (a longsword balance to be the halfling equivalent of the bastard), etc


What about using daggers for both melee and ranged? Though then I would have to pick up quickdraw to be able to carry out multiple attacks, no?


Possible. If you go that route I would take 2-weapon fighting, ambidex, and Imp Init. 2WF allows you to draw 2 weapons anytime you could have drawn one, but a higher BAB you will start to need quickdraw. Also consider instead Weapon Finesse: Dagger.


What is a rogue's task in a fight? Hopefully winning the initiative for some quick easy damage followed up by flanking for further use of the sneak attack?


I have seen rogue focus on not being in melee, doing ranged sniping; on being the mage killer, sneak attack the guy in robes with poison; and as the fighters back up. Really you will find your niche.


Can you flank with ranged attacks?


Not without special abilities from a few PrC...


Ie. could I get in sneak attacks with ranged attacks, or do I need to get up close?


Yes you can sneak attack ranged. You must catch them flatfooted, which means you need to always be hiding or only do it in the first couple of rounds... and remeber sneak attack has to be within 30'...



Both my Int and Dex are at a base of 16 (dex is 18 due to +2dex), and I'm not sure if I have the buy points to buff int all the way to 18 without any modifications. My dex would probably be too low for the combat oriented game I am about to be tossed into.


D'oh I forgot you were a Halfling.... Been playing in a humanocentric campiagn for so long have almost forgotten what other races are like :)
 
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If you are looking to maximize your damage producing effectiveness, consider getting 4 lvls of fighter and the rest straight rogue. These are the feats you should be looking at:

Weapon Focus - Dagger
Weapon Specialization - Dagger
Ambi-dexterity
Two-weapon fighting
improved two-weapon fighting (much later)

The extra attacks with your off hand will allow you to maximize your sneak attack abilities. The weapon specialization's are real nice to have. Some other highly useful feats are:

Expertise (allows you to beef up your AC when needed)
Expert Tactician (gives you an extra action when your opponent is flat footed)
Improved Crit (dagger) very nice when combined with keen daggers.

For skills, make sure you max out tumbling so you can get into flanking positions.

the key to playing a combat effective rogue is to use your friends. Flanking is the key to your success. Make sure you have a good fighter buddy that you can flank with and the two of you will be death dealing machines. Whatever you do, do not run out there first, wait for the tank to engage and then assist him by tumbling to the other side of him. When in doubt, tumble out. Remember, you have crappy hit points and your damage output will put those silly monsters on you fast. By lvl 8 or so you will be a ginsu monster slicer.

TLG
 
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Hey!

Ye haven't even told us what level ye'll be startin' at! That makes quite a difference in the' sorts of multi-class craziness y'can do.

As fer th' stats, I'd suggest evening them out a bit. Two 16's may sound great now, but a rogue is a "jack-o-all-trades", so another higher stat may be what yer lookin' for.

If yer interested in a trap-spotter, concider lowering Cha, and Dex, and raising Wis a bit. Maybe Con too. In any case, ye don't want t' specialize too much....or you'll be a one-trick pony-show....

YMMV
 

A few sugestions for you:

At point buy system don't go for the 18 if you are not a caster. To bring your stats from 16 to 18 will cost you 6 points (not worth the effort, for that number I can get a +3 bonus at other stats).

Strength is not a major isue for a rogue, try to keep it neutral (10 to 11). The bit extra to hit is nothing compared dexterity, and weapon finesse solves a lot. The dammage is not worth the trouble, sneak attack makes up for that enough.

Dexterity is nice, but don't over do this stat, as a rogue you want to be versitile. If you got the points a 16 (in your case an 18 with the +2) will do more then enough the trick, but most likely I would take an 15 and use the stat raise from level 4 to get an 16.

Constitution is importand, its a major saving throw of instand death spells and poisons. Also the few extra HP never hurts. Get this atleast at 12, but if you got points left 14.

Inteligence, no questions here, search and more importand skills work on this, 14 atleast :)

Wisdom is also great for spell saves and your spot/listen and sense motive rolls. Still if you need a low stat this one could be a 10 but watch the hold persons then....

Charisma is the stat if you want a social rogue (bluff, diplomacy, use magic device, etc). I would never put it below 10.

This would make atleast:
str 10, dex 17, con 12, int 14, wis 10, cha 10 (what is 26 points, and you can raise con, wis or cha with 4 points).

Importand feats for a rogue are:
Weapon finesse
Improved Initiative (for that extra sneak attack)
Iron Will (hold persons, and other will saves..)

I also would consider to get a level of wizard. And if you are higher level, 2 more levels for a total of 3 (I love see invisibility, alter self and invisibility for an rogue). Specialize in what ever you like and throw out Invocation (you don't need or want dammage spells). This will give you detect magic (handy for magical traps) detect poison (handy for normal traps) feather fall, exp. retreat, comprehend languages and much more fun stuff, and that one level is not gone hurt you much in the long run compared to the bonusses you get and the free +2 on your will saving throw.

Thats about it,

have fun,

Lai
 
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In stead of fighter look at being a ranger instead. More skill points and some needed skills over lap. Tracking and along with TWF and Ambixterity (sp?) gives you your need feats pluse additional veritilty and hp's. If you get enough levels animal compainon are useful scouts but don't use them in combat unless they are flying and then only for bombing the enemy with stuff like tanglefoot.
 

Xin, first of all, welcome to our little corner of the world!

Second, I think you can see that there are as many ideas for your halfling rogue as there are people contributing to this thread. You really can't go wrong with any of them, in my opinion.

The Rogue option has one other advantage for you - if you want your character to be good at other things than dungeon delving, you can have free reign to put extra points into skills such as diplomacy and bluff and sense motive. Keep in mind that Bluff can be handy in combat as well, because of the tactic that rogues can use to get sneak attacks on people when they are not even in position to do so!

Your charisma is, while important, somewhat irrelevant to whether or not you are influential with NPC's. If you wish to be a suave city operator, or simply the party's "face-man", then high social skills will help a party immensely.


Good luck with your character concept, and I hope your first game goes well!
 

Wow, lots of replies. I thank you all.

Nail: I'll be starting as 2nd level. They just started a new campaign and I'm one adventure behind.

laiyna: So you're saying I should stick with a base 15 in dex for now (for a total of 17 after my dex bonus)?. Oh, nevermind... double-checked your post again and it says 17. Thanks.

Garmorn: The ranger idea seems nice, but I don't see any reason to take any more levels as a ranger, and just having 1 level in ranger for those feats seem a bit cheesy to me.

Henry: Thanks! Are you saying that if I pull of a bluff in combat I am entitled to add the sneak attack damage on my attack? Even though I'm not flanking?

Xin
 

Xin said:
Henry: Thanks! Are you saying that if I pull of a bluff in combat I am entitled to add the sneak attack damage on my attack? Even though I'm not flanking?

That is how it works.

"Hey, your shoe-laces are untied...." (wham/sneak attack)
 

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