New Rogue Two-Weapon Fighter Ideas

Spatula said:
My first 3E character was a rogue (well, rogue 10/fighter 3 by the end of the campaign). Having a good Con score is pretty essential - I had a 16 Con and it made a big difference hp-wise, especially as I kept rolling low for hp. D6 just isn't that much.

Feats, I had both two-weapon fighting and spring attack. It seemed the fit the kind of character I was going for (quick, mobile, knife-fighter), although I realized that the two don't work well together. You can't use spring attack and attack with two-weapons... it's kinda strange how in order to make use of TWF you need to stay mostly rooted in place.
Yeah, a Rogue using Spring Attack should really be using a two-handed weapon to maximise damage and have a decent strength score. Mind you, there is a new feat in PHB II that allows a second attack on a Spring Attack (I presume it requires targeting two different opponents, but the feat text is unclear), but isn't available until a relatively high BAB.
 

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Rogues are fun, and the 2 weapon style is great to max out sneak attack damage. I played one when 3.0 first came out, and have DM'd for a couple more. The key, is to get as many Sneak Attack hits in when you use a Full Attack option.

Max Tumble, Combat Expertise, and a good working knowledge of Fighting Defensively are a must. Boost your AC using Expertise and Fighting Defensively, until you can tumble into flanking postion, and drop the sneak attack bomb. Then tumble out, rinse and repeat. You will have to see if you have enough melee combatants in your group to make it worthwhile. 2 other melee-ists per Rogue is a good rule of thumb.

I would hold off on Ranger levels into after your 3rd level of Rogue. Keep at mind, the near automatic nature of DC 15 Tumble checks against AOO, Evasion, and the fact that +1d6 or +2d6 (at 3rd level), are huge at low levels generally makes many DM's cross if they have never DM'd for a Rogue before.

Midlevels, other classes catch up, spells get bigger, Power Attack becomes more usefull, and monsters get more Hit Points.
Now that Two Weapon Fighting is a single feat in 3.5, dipping into Ranger is not necessary, but the synergies work well, even better for an Urban Ranger, than normal.

A small race can be a good choice, the +1 to hit and AC can be nice. A small Rogue must have a maxed out Escape Artist skill, so factor that in when you plan your skill ranks. Funny thing about a Rogue is you can never have enough skill points, so Human with Moderate intelligence is not bad. Dwarf is also very intresting, (Darkvision, Stonecunning), and the Dodge bonus against giants is a nice plus.
 

satori01 said:
A small race can be a good choice, the +1 to hit and AC can be nice. A small Rogue must have a maxed out Escape Artist skill, so factor that in when you plan your skill ranks. Funny thing about a Rogue is you can never have enough skill points, so Human with Moderate intelligence is not bad. Dwarf is also very intresting, (Darkvision, Stonecunning), and the Dodge bonus against giants is a nice plus.
Personally, I wouldn't do anything with a movement of less than 30' for a combat rogue. It's essential to be able to get to the flanking position in order to do your stabbity thing. Movement rate and the Tumble skill are both high priorities.

Of the core races, I really think human's the best for what you're going for. Nezumi (from Oriental Adventures) and shifters (from Eberron) can also do a great job, but those aren't really options for ya.
 

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