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Need help building a Drow Rogue
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<blockquote data-quote="WalterKovacs" data-source="post: 4467107" data-attributes="member: 63763"><p>The game I am currently DM'ing has a drow rogue. He's went with great Dex and Charisma [after the racial bonus it works out to 18 each]. He has used the Artful Dodger trick along with the sly flourish and deft strike. The deft strike is sometimes refered to in our game as the "Rogue's charge".</p><p> </p><p>A few notes about drow:</p><p> </p><p>(a) They have darkvision, that's something to keep in mind for the DM ... he may be the only one in the party with it, so that will change some environments, in that at least one member of the party can "see" without the benefit of light.</p><p> </p><p>(b) The racial darkness power is important to track correctly, it blocks line of sight and renders people in the cloud blind for anyone but the drow ... which includes the drows allies. So you'll have to include the "marco polo" aspect of targetting something you can't see. [One note: If the drow tells his allies where the oppoent is, he has spoken out loud, giving the monsters knowledge of the square he is occupying. They still have a penalty to hit, but they can correctly guess he is in that square]</p><p> </p><p>(c) - For rogues in general, the feat choices depend on what weapon they wish to use. Taking weapon proficiencies include the choices of rapier from the PHB, or some new weapon's from the Adventurer's vault like the spiked shield [which counts as a light blade], the kukri [which counts as a dagger for rogues], the parrying dagger [which gives a defensive bonus]. The "best" is arguably the double sword, which has the same prof bonus and damage of a rapier, but also gives +1 def, and can allow for feats like two weapon fighting and two weapon defense to improve it. It also counts as both a light and heavy blade, opening more feat options. A normal dagger requires no feats to use, and gives the highest proficiency bonus [when you add the rogue weapon talent] and there is a path dedicated to making daggers even better.</p><p> </p><p>(d) In addition to weapon choices, a few feats include backstabber which increases the size of the sneak attack damage dice to d8s, and nimble blade which gives a bonus to hit [with light blades] when you have combat advantage. Quickdraw or improved initiative are also very good heroic feat options, as the rogue wants to act first if possible. [Quickdraw and Improved Initiative do not stack, but quickdraw may be the better option as it allows the rogue to draw their dagger as part of a deft strike during a suprise round.]</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4467107, member: 63763"] The game I am currently DM'ing has a drow rogue. He's went with great Dex and Charisma [after the racial bonus it works out to 18 each]. He has used the Artful Dodger trick along with the sly flourish and deft strike. The deft strike is sometimes refered to in our game as the "Rogue's charge". A few notes about drow: (a) They have darkvision, that's something to keep in mind for the DM ... he may be the only one in the party with it, so that will change some environments, in that at least one member of the party can "see" without the benefit of light. (b) The racial darkness power is important to track correctly, it blocks line of sight and renders people in the cloud blind for anyone but the drow ... which includes the drows allies. So you'll have to include the "marco polo" aspect of targetting something you can't see. [One note: If the drow tells his allies where the oppoent is, he has spoken out loud, giving the monsters knowledge of the square he is occupying. They still have a penalty to hit, but they can correctly guess he is in that square] (c) - For rogues in general, the feat choices depend on what weapon they wish to use. Taking weapon proficiencies include the choices of rapier from the PHB, or some new weapon's from the Adventurer's vault like the spiked shield [which counts as a light blade], the kukri [which counts as a dagger for rogues], the parrying dagger [which gives a defensive bonus]. The "best" is arguably the double sword, which has the same prof bonus and damage of a rapier, but also gives +1 def, and can allow for feats like two weapon fighting and two weapon defense to improve it. It also counts as both a light and heavy blade, opening more feat options. A normal dagger requires no feats to use, and gives the highest proficiency bonus [when you add the rogue weapon talent] and there is a path dedicated to making daggers even better. (d) In addition to weapon choices, a few feats include backstabber which increases the size of the sneak attack damage dice to d8s, and nimble blade which gives a bonus to hit [with light blades] when you have combat advantage. Quickdraw or improved initiative are also very good heroic feat options, as the rogue wants to act first if possible. [Quickdraw and Improved Initiative do not stack, but quickdraw may be the better option as it allows the rogue to draw their dagger as part of a deft strike during a suprise round.] [/QUOTE]
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