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[Quick!] Need help with Elven Rogue feats for 6th lvl, possible PrC also
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<blockquote data-quote="Celebrim" data-source="post: 682604" data-attributes="member: 4937"><p>Improved Initiative has great synergy with the rogues sneak attack, and is almost a must for every character IMO. So definately go with that.</p><p></p><p>Alertness also has some synergy with sneak attack, and helps the thief serve the role of party eyes and ears better.</p><p></p><p>Dodge is fairly useful, and is the beginning of a sequence leading to Spring Attack.</p><p></p><p>Combat Reflexes is an all around useful feat for all characters, offering some protection when you are surprised and occassionally giving you extra attacks - such as when swarmed by tiny creatures like stirges, or when a horde of zombies tries to grapple you, etc.. Rogues high dex works great with combat reflexes.</p><p></p><p>Close Quarters Fighting and Expert Tactician are from S&F, but are two of the best feats in the game and definately you are going to want to take them eventually.</p><p></p><p>As far as multi-classing, stick with a level of ranger or a couple levels of fighter if you feel you need a little more combat ability. Otherwise, straight rogue is a pretty powerful class. The bonus abilities beginning at 10th level (opurtunist, improved evasion, defensive roll, etc.) are as good as anything a prestige class is going to offer.</p><p></p><p>How you build the rogue depends alot on the rest of the party and the campaign style. If the party is clanking around in platemail all the time engaging in alot of combat: concentrate on tumble, search, spot, listen, find/remove traps, descipher script, and open locks. Sneak and hide probably aren't going to do a whole lot of good if the rest of the party sticks out like a sore thumb. Escape artist is highly important for getting for getting out of grapples and should be on every rogues priority list. It won't hurt to have a few points in climb, jump, and balance for avoiding common dungeon obstacles (kinda depends on your DM), but in the long run you'll probably have magic items to handle the serious problems and in the near term, any skill check sufficiently difficult that your dex and a few points in a skill can't handle it is going to be way beyond the abilities of your comrades. If the rogue is going to be 'out on her own' alot, hunting down info for the party, bluff, diplomacy, sneak, hide, forgery, gather information, and all the other tools of spycraft can be alot of fun but its rough on a DM to run a split party like that.</p><p></p><p>Quite obviously, INT is the #2 stat for a rogue. My advice would be to save the points and begin with either 14 or 16 DEX (before modifiers), so that you have enough points for a decent CON (hard as an Elf) and a good INT. Wisdom is not to be underestimated either (it is the basis for alot of important skills, and effects the all important WILL saves that rogues have trouble with), and depending on your desired skill set and role, STR or CHR can be your dump stat.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 682604, member: 4937"] Improved Initiative has great synergy with the rogues sneak attack, and is almost a must for every character IMO. So definately go with that. Alertness also has some synergy with sneak attack, and helps the thief serve the role of party eyes and ears better. Dodge is fairly useful, and is the beginning of a sequence leading to Spring Attack. Combat Reflexes is an all around useful feat for all characters, offering some protection when you are surprised and occassionally giving you extra attacks - such as when swarmed by tiny creatures like stirges, or when a horde of zombies tries to grapple you, etc.. Rogues high dex works great with combat reflexes. Close Quarters Fighting and Expert Tactician are from S&F, but are two of the best feats in the game and definately you are going to want to take them eventually. As far as multi-classing, stick with a level of ranger or a couple levels of fighter if you feel you need a little more combat ability. Otherwise, straight rogue is a pretty powerful class. The bonus abilities beginning at 10th level (opurtunist, improved evasion, defensive roll, etc.) are as good as anything a prestige class is going to offer. How you build the rogue depends alot on the rest of the party and the campaign style. If the party is clanking around in platemail all the time engaging in alot of combat: concentrate on tumble, search, spot, listen, find/remove traps, descipher script, and open locks. Sneak and hide probably aren't going to do a whole lot of good if the rest of the party sticks out like a sore thumb. Escape artist is highly important for getting for getting out of grapples and should be on every rogues priority list. It won't hurt to have a few points in climb, jump, and balance for avoiding common dungeon obstacles (kinda depends on your DM), but in the long run you'll probably have magic items to handle the serious problems and in the near term, any skill check sufficiently difficult that your dex and a few points in a skill can't handle it is going to be way beyond the abilities of your comrades. If the rogue is going to be 'out on her own' alot, hunting down info for the party, bluff, diplomacy, sneak, hide, forgery, gather information, and all the other tools of spycraft can be alot of fun but its rough on a DM to run a split party like that. Quite obviously, INT is the #2 stat for a rogue. My advice would be to save the points and begin with either 14 or 16 DEX (before modifiers), so that you have enough points for a decent CON (hard as an Elf) and a good INT. Wisdom is not to be underestimated either (it is the basis for alot of important skills, and effects the all important WILL saves that rogues have trouble with), and depending on your desired skill set and role, STR or CHR can be your dump stat. [/QUOTE]
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[Quick!] Need help with Elven Rogue feats for 6th lvl, possible PrC also
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