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Need help building rogue
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<blockquote data-quote="Legildur" data-source="post: 1682108" data-attributes="member: 1258"><p>Multiclassing can certainly help, but rogues can be quite useful against critters not subject to sneak attacks.</p><p></p><p>I played a 3.0 halfling rogue (Rgr1/Rog8/Dungeon Delver 3) from 1st through to 12th level (TPK) and he proved extremely useful and a lot of fun. With a potion of darkvision, he could be the forward scout because of ridiculously high spot and listen. With Improved Initiative and a light crossbow of speed, the sneak attack opportunities were nearly endless. And the early warning for the rest of the party was priceless on occasion.</p><p></p><p>The level of ranger gave him hit points, the Track feat, martial weapon proficiency, two-weapon fighting (and ambidexterity), and a better Fortitude save.</p><p></p><p>In melee, it would be tumble into position and flank with two daggers and sneak attack for all he was worth.</p><p></p><p>However, if sneak attacks weren't possible, then he went on the Total Defense and relied on the higher AC (+6 from 5 ranks in Tumble) to keep him alive while critters tried to pound him. A bit of a risk, but it sure saves the Barbarian from taking several extra blows, and allows him to finish the fight quicker.</p><p></p><p>And UMD is simply wonderful....... Wizard has one too many wands of magic missile, situation is not safe for rogue..... simply sit back and fire it off. Sure, won't work everytime, but every little bit counts.</p></blockquote><p></p>
[QUOTE="Legildur, post: 1682108, member: 1258"] Multiclassing can certainly help, but rogues can be quite useful against critters not subject to sneak attacks. I played a 3.0 halfling rogue (Rgr1/Rog8/Dungeon Delver 3) from 1st through to 12th level (TPK) and he proved extremely useful and a lot of fun. With a potion of darkvision, he could be the forward scout because of ridiculously high spot and listen. With Improved Initiative and a light crossbow of speed, the sneak attack opportunities were nearly endless. And the early warning for the rest of the party was priceless on occasion. The level of ranger gave him hit points, the Track feat, martial weapon proficiency, two-weapon fighting (and ambidexterity), and a better Fortitude save. In melee, it would be tumble into position and flank with two daggers and sneak attack for all he was worth. However, if sneak attacks weren't possible, then he went on the Total Defense and relied on the higher AC (+6 from 5 ranks in Tumble) to keep him alive while critters tried to pound him. A bit of a risk, but it sure saves the Barbarian from taking several extra blows, and allows him to finish the fight quicker. And UMD is simply wonderful....... Wizard has one too many wands of magic missile, situation is not safe for rogue..... simply sit back and fire it off. Sure, won't work everytime, but every little bit counts. [/QUOTE]
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