Need some Rogue Advice

....not to mention that new splat-books are coming out all the time. By the time you're 19th level, we might even be playing 4e, rather than 3.5e........
 

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Elethiomel said:
That's a Rogue Special Ability slot, right? Two words:
Improved Evasion.
Oh ... now that is a distinct possibility .... one that might bear getting sooner and putting the AoO Crit-Sneak combo on the late burner.
 

For combat, there tend to be four template rogues:

1) Ranged attacks. With high dex, and the ability to sneak attack from 30 feet away, and the benefit of distance has on your survivability, this choice is popular.

2) Reach weapon. With the increased number of squares that you can flank from, and the benefit of distance on your survivability, and the ability to take feats like combat reflexes to get attacks of opportunity on foes, this is a popular choice.

3) Spring attack. This option, often combined with another option, is useful because it again allows you the benefit of distance from your foes on your foe's turn, which increases your survivability. The feat chain also allows you to get into position for flanking with less risk.

4) Two weapon fighting. This option is popular because you can deal sneak attack damage with both weapons. Often combined with weapon finesse so that your odds of hitting increase, this tactic can be effective at dropping your foes fast. It does however have the drawback of not allowing you to have distance from your foes, which can decrease your survivability. Have a high AC, find ways to increase your hit points (higher constitution, temporary hit points from spells like false life, etc...), find things that offer cover or concealment, and do what you can do avoid getting hit for a full attack by a foe right next to you.
 

Rogues have three major liabilities:

- Poor Will Saves (usually coupled with WIS as a dump stat)
- Poor HP
- Poor Fort saves

You need to capitalize on your advantages (Weapon Finesse with Dex, Dirty Tricks with Combat Expertise -- particularly with your DM letting you break the rules, TWF), but you also need to shore up the weaknesses.

I'd suggest Iron Will, ASAP, to help prevent Fear/Charm effects. I'd also suggest Improved Toughness if you don't have strong CON. Two fighter levels (two free feats), or two Ranger levels (Free TWF, good skills, favored enemy damage stacks on each hand), could help get the feats in place faster and help out your Fort save to boot.
 

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