Oddball Rogue Concepts

Hmmm- The geographer idea made me think of Horizon Walker, which made me think of Ranger 3/ Rogue 3. Ranger has the perceptive and sneaky skills that a Rogue needs, so you aren't losing anything in those.


Since you use character level for both skill lists to determine max ranks, you could have Geography 8 from the get-go. Actually, you could do Ranger 3/Rogue 2/HW 1, but the HW skill list is only mediocre for Rogue skills so some you might want max would cost 2 pts each on gaining HW.
 

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Scout/Ranger/Human Paragon Skillmonkey

Goose-

That is good timing; I was playing around with character concepts over the last few days for a new Eberron game, and wanted to make an unusual character to fit the "thief" role in the party. I came up with a Scout/Ranger/Human Paragon which uses Able Learner and the Human Paragon's Adaptive Learning ability to fulfill all the classic "thief" skills without any rogue levels. It is posted fully in the spoiler box below, built with 25 point buy (+1 Dex at level 4). It is level 5, but here would be my recommendations for its level 6:
6 Ranger 2 +1 BAB Combat Style (Rapid Shot); Feat (Swift Hunter)

[sblock]“Tricky” Diik, Thief of Sharn CR5
Male human scout 3/ranger 1/human paragon 1
CG Medium humanoid (human)
Init +4; Senses Listen +6, Spot +6
Languages Common, Quori
Action Points: 7

AC 18, touch 15, flatfooted 18; Expeditious Dodge, skirmish, uncanny dodge
(+3 Dex, +5 armor)
hp 46 (5 HD)
Fort +6, Ref +8, Will +3

Spd 40 ft. (8 squares)
Melee +1 longsword +4 (1d8+1/19-20/x2)
Ranged +1 composite longbow +7 (1d8+1/20/x3 70’) or +1 composite longbow +8 (1d8+2/20/x3) with Point Blank Shot
Base Atk +3; Grp +3
Atk Options favored enemy (humanoids [elves]) +2, Point Blank Shot, skirmish (+1d6, +1 AC or +3 AC with Expeditious Dodge)
Special Actions Track +10, trapfinding +7, wild empathy +0 (magical beasts -4)
Combat Gear potions of cure light wounds (2), potions of shield of faith +3 (2)

Abilities Str 10, Dex 16, Con 14, Int 12, Wis 11, Cha 8
SQ adaptive learning (Open Lock), battle fortitude +1, trackless step
Feats Able Learner, Expeditious Dodge, Point Blank Shot b, Track b
Skills Balance +3*, Disable Device +10, Hide +8*, Jump +10*, Knowledge (nature) +6, Listen +6, Move Silently +8*, Open Lock +11, Search +7, Spot +6, Survival +7 (aboveground +9) (Track +11), Tumble +10*
* -2 Armor Check penalty
Possessions combat gear plus +1 longsword, +1 composite longbow, arrows (40), masterwork chain shirt, masterwork thieves’ tools, 50’ rope, grappling hook, flint & steel, torches (3), rations

Quote:
“Anything you can do, I can do better—I can do everything better than you.”

Tactics:
“Tricky” Diik is a classic jack-of-all-trades (although he does not like the term; after all, “trades” implies work, which he would rather avoid). He fights like a fighter-archer, has nature skills like a ranger, and thieving abilities of a rogue. He is a lazy, good-for-nothing selfish bastard—but with a heart of gold.


Feats:
ABLE LEARNER [RACIAL]
You have a great aptitude for learning.
Prerequisites: Human or doppelganger.
Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-classed for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).
Normal: Cross-class skills cost 2 skill points per rank.
Special: This feat may only be taken at 1st level.

EXPEDITIOUS DODGE
You’re good at avoiding attacks while moving quickly.
Prerequisite: Dex 13.
Benefit: When you move 40 feet or more in a single turn, you gain a +2 dodge bonus to your Armor Class until the beginning of your next turn.
Special: Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.
A fighter may select Expeditious Dodge as one of his fighter bonus feats.

POINT BLANK SHOT
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

TRACK
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.


Class Abilities:
Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Fast Movement (Ex): At 3rd level, a scout gains an enhancement bonus to his speed. A scout in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

Skirmish (Ex): A scout deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet away from where he was at the start of his turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage only applies against living creatures that have a discernible anatomy. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of his next turn. A scout loses this ability when wearing medium or heavy armor.

Uncanny Dodge (Ex): At 2nd level, a scout retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a scout already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Trackless Step (Ex): Starting at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Track: A ranger gains Track as a bonus feat.

Trapfinding (Ex): A scout can use the Search skill to find traps with Search DCs higher than 20, and the Disable Device skill to disarm magical traps.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

[/sblock]
 

Got Complete Champion? From WotC's May Preview:

Alternative Class Features

Rogue

Few characters are more secular in nature than rogues. But when one of these masters of subterfuge devotes herself to a religion, she looks for ways to turn her assets toward her cause.

Antiquarian

You are incredibly knowledgeable about artifacts, relics, and antiques -- especially those that are religious in nature.

Level: 1st.

Replaces: This benefit replaces the trapfinding class feature.

Benefit: When examining divine items and religious relics, you gain a bonus equal to your Wisdom modifier on all Appraise checks as an extraordinary ability.

In addition, if you examine a magic item created using a spell from the cleric or paladin list, or an item with special religious significance, you can attempt a Knowledge (religion) check (DC 10 + the item's caster level) to identify it exactly as a spell-like ability. This works like the identify spell (caster level equals your rogue level) but requires no material component. You can use this ability on only one item per day.

Death's Ruin

You can channel the power of your faith when making sneak attacks against undead.

Level: 3rd.

Replaces: This benefit replaces the trap sense class feature, including trap sense bonuses gained at higher levels of the rogue class.

Benefit: You can make sneak attacks against undead creatures. However, you roll only one-half your normal sneak attack dice (rounded down) when determining bonus damage for such attacks. This is a supernatural ability.

Friend's Evasion

By giving up one of your high-level special abilities, you've learned to protect others by using your own skills and abilities.

Levels: 10th, 13th, 16th, or 19th.

Replaces: This benefit replaces improved evasion as one of the rogue's special ability choices.

Benefit: When you select friend's evasion as a special ability, every ally adjacent to you gains evasion. This is an extraordinary ability.

Holy Stalker


When you give up one of your high-level special abilities, you gain a link to divine power that helps you destroy undead. This divine energy comes to you through your religious beliefs but is tied to your own natural abilities in subterfuge.

Levels: 10th, 13th, 16th, or 19th.

Replaces: This benefit replaces crippling strike as one of the rogue's special ability choices. Only non-evil rogues can select this class feature.

Benefit: When you select holy stalker as a special ability, you can channel positive energy into your sneak attacks to damage undead creatures.

When you successfully damage an undead creature in a situation in which you would normally apply sneak attack damage, you add 2 points of positive energy damage per sneak attack die you would normally roll. However, you still cannot roll sneak attack dice against the creature. This is a supernatural ability.

Mixed with Shadowbane Stalker or Inquisitor (or Skullclan hunter), you get a nice "holy rogue" idea.
 


Engineer/Mechanic: Take max ranks in Disable Device, Open Lock, and a bunch of Craft skills. Use the variant from UA (pg.58) that replaces Sneak Attack with Fighter bonus feats, and concentrate on tool-like weapons. (A level of Fighter would help with armor and Martial Weapon proficiency.) Later, maybe take a few levels of Exemplar (CAdv, pg. 44) or go Combat Trapsmith (CS, pg. 34.)

Athlete: Max out physical skills. Thief-Acrobat (CAdv,, pg. 83) would be a natural choice for a Prestige Class. Maybe cross-class with a couple levels of Monk and grab the Ascetic Rogue feat (CAdv 106) for the synergy.

Naturalist or Hunter: Use both the Wilderness Rogue variant from UA (pg. 56) and the Fighter Feat option. Concentrate on archery feats and aim for an archer PrC, or focus on another hunting weapon, like the spear, or something exotic like the blowgun or boomerang.
 


Dagredhel said:
Engineer/Mechanic: Take max ranks in Disable Device, Open Lock, and a bunch of Craft skills. Use the variant from UA (pg.58) that replaces Sneak Attack with Fighter bonus feats, and concentrate on tool-like weapons. (A level of Fighter would help with armor and Martial Weapon proficiency.) Later, maybe take a few levels of Exemplar (CAdv, pg. 44) or go Combat Trapsmith (CS, pg. 34.)
QUOTE]

On second thought, Combat Trapsmith and Gnome Artificer (the character needn't actually be a gnome, the entry mentions specifically that there are human "Artificers", too) might be the best direction. (Gnome Artificer is in Magic of Faerun.) The only catch is that the character needs the ability to cast a 1st level Illusion spell. Maybe take a level of Beguiler to meet the requirement without taking much of a hit to skill points?
 


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