Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[Quick!] Need help with Elven Rogue feats for 6th lvl, possible PrC also
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kae'Yoss" data-source="post: 682696" data-attributes="member: 4134"><p><strong>my tuppence, for what they're worth (2cp?)</strong></p><p></p><p>The whole affair depends on what kind of rogue she wants to play (I try to stay with core material):</p><p></p><p>First, I agree with Gaiden in what you don't need a PrC: it only makes things more complex, and straight rogues are fun enough (with the high-level abilities).</p><p></p><p>Combat-oriented rogue.</p><p></p><p>If she wants a combat-oriented rogue, you might want to consider another class: Rokugans Ninja, available <a href="http://l5r.alderac.com/rpg/rokugan_ninja.pdf" target="_blank">here</a> as a free sneak peak of the book. It gains in combat abilities (including a fighter's BAB), but loses in non-combat related matters (no trap detection, less skill points) and doesn't get evasion. You have to get your DM's OK for that though, since it might be considered to powerful without the roleplaying restrictions (in Rokugan, a ninja must not let others know what they are, or they are dead).</p><p></p><p>You might also consider mixing the levels of rogue with levels of fighter or ranger (or barbarian), to gain more HP and a slightly better BAB.</p><p></p><p>Melee-Rogue:</p><p>I'd consider seriously going the way of the two-weapon fighter here: You'll take ambidexterity and two-weapon fighting then (or go the dirty way and take one level of ranger, and get those for free). This way you'll deal considerable damage. You won't mind that the weapons are weaker than others and that the off-hand only gets 0.5 Str, since the bonus dice from sneak attack will make up for it. You'll also like to take Weapon Finesse for the weapon(s) you use, since that provides with a nice bonus to attack. To save on feats, you might consider fighting with two light weapons instead of a combo of one-handed and light.</p><p></p><p>Ranged Rogue:</p><p>Point Blank Shot, Precise Shot and Rapid Shot are good. Try to get something to remain unseen (either get the party wizard to cast improved invis on you, or get really good at hiding - IIRC you can stay hidden even after you attack, but you'll take a -20 penalty).</p><p></p><p>General: </p><p>The dodge feat tree is not bad: dodge itself will give you a little more AC, and spring attack will allow you to attack the enemy (though only once) without the need to remain in his range. As a marksman, you can also opt to take Shot on the Run, which is Spring Attack with ranged weapons.</p><p></p><p>Expertise might be interesting, and the rest of the Expertise tree are quite fun, if you like more than just hit the enemy (improved disarm will make disarm attempts safer, since he cannot fight back)</p><p></p><p>Quick Draw will give you the possibility to attack in a surprise round, even if you haven't drawn your weapon before the fight.</p><p></p><p></p><p>Skills: Hide and Move Silently are a no-brainer, whether you might be good in combat or avoid it. Tumble is a must for every rogue, since it lets you avoid AoO from moving past enemies.</p><p>Listen and Spot will make you notice things - amongst them other rogues that try to sneak up on the party, and ambushes in general. Sense Motive is to know when the other one is lying.</p><p>Bluff can be quite useful in combat, if you can't flank a target (you can feint as a standard action, and if you succeed, the enemy looses his dex bonus to AC for your next attack), and is a good skill to deal with others.</p><p>Diplomacy, Gather Information, Intimidate, and Disguise are good choices if you want to obtain information without sneaking about (or if sneaking isn't possible), or want to be a con artist.</p><p>Search and Disable Divice are important if you want to deal with traps.</p><p>Climb, Balance and Jump are your skills if you want to be an acrobat that can get everywhere.</p><p>Open Lock is good for getting past locked doors without the usual noise fighters make when they break them, or wizards blasting them.</p><p>Pick Pocket (Sleight of Hand) is not only useful to steal things from others, but can also be used to hide objects on your person (including weapons). </p><p>Use Magic Divice is your choice if you don't want to be left out with those nice magical toys.</p><p></p><p></p><p>I'd suggest to spend the feats on combat related matter, while get a nice selection of skills (with 8 + int to choose from you have many of them) to deal with matters off the battlefield.</p><p>Your highest ability score goes into dex, no question.</p><p>You'll want a fairly high int score on top of that, since it mens more skill points, and high cha for social interaction. A con of at least 12 is nice since you're quite short on HP and could use some bonus points. Strength isn't that important, since the bulk of damage you deal will come from sneak attacks, anyway, and with Weapon Finesse you can circumvent the disadvantages of a low str for attack rolls. Wis is really only for will saves, since you can afford to get ranks in wis-based skills (and they are mostly class skills for you) and outshine the non-rogues cause they have few skill points and often must pay the higher price of cross class skills for them.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 682696, member: 4134"] [b]my tuppence, for what they're worth (2cp?)[/b] The whole affair depends on what kind of rogue she wants to play (I try to stay with core material): First, I agree with Gaiden in what you don't need a PrC: it only makes things more complex, and straight rogues are fun enough (with the high-level abilities). Combat-oriented rogue. If she wants a combat-oriented rogue, you might want to consider another class: Rokugans Ninja, available [URL=http://l5r.alderac.com/rpg/rokugan_ninja.pdf]here[/URL] as a free sneak peak of the book. It gains in combat abilities (including a fighter's BAB), but loses in non-combat related matters (no trap detection, less skill points) and doesn't get evasion. You have to get your DM's OK for that though, since it might be considered to powerful without the roleplaying restrictions (in Rokugan, a ninja must not let others know what they are, or they are dead). You might also consider mixing the levels of rogue with levels of fighter or ranger (or barbarian), to gain more HP and a slightly better BAB. Melee-Rogue: I'd consider seriously going the way of the two-weapon fighter here: You'll take ambidexterity and two-weapon fighting then (or go the dirty way and take one level of ranger, and get those for free). This way you'll deal considerable damage. You won't mind that the weapons are weaker than others and that the off-hand only gets 0.5 Str, since the bonus dice from sneak attack will make up for it. You'll also like to take Weapon Finesse for the weapon(s) you use, since that provides with a nice bonus to attack. To save on feats, you might consider fighting with two light weapons instead of a combo of one-handed and light. Ranged Rogue: Point Blank Shot, Precise Shot and Rapid Shot are good. Try to get something to remain unseen (either get the party wizard to cast improved invis on you, or get really good at hiding - IIRC you can stay hidden even after you attack, but you'll take a -20 penalty). General: The dodge feat tree is not bad: dodge itself will give you a little more AC, and spring attack will allow you to attack the enemy (though only once) without the need to remain in his range. As a marksman, you can also opt to take Shot on the Run, which is Spring Attack with ranged weapons. Expertise might be interesting, and the rest of the Expertise tree are quite fun, if you like more than just hit the enemy (improved disarm will make disarm attempts safer, since he cannot fight back) Quick Draw will give you the possibility to attack in a surprise round, even if you haven't drawn your weapon before the fight. Skills: Hide and Move Silently are a no-brainer, whether you might be good in combat or avoid it. Tumble is a must for every rogue, since it lets you avoid AoO from moving past enemies. Listen and Spot will make you notice things - amongst them other rogues that try to sneak up on the party, and ambushes in general. Sense Motive is to know when the other one is lying. Bluff can be quite useful in combat, if you can't flank a target (you can feint as a standard action, and if you succeed, the enemy looses his dex bonus to AC for your next attack), and is a good skill to deal with others. Diplomacy, Gather Information, Intimidate, and Disguise are good choices if you want to obtain information without sneaking about (or if sneaking isn't possible), or want to be a con artist. Search and Disable Divice are important if you want to deal with traps. Climb, Balance and Jump are your skills if you want to be an acrobat that can get everywhere. Open Lock is good for getting past locked doors without the usual noise fighters make when they break them, or wizards blasting them. Pick Pocket (Sleight of Hand) is not only useful to steal things from others, but can also be used to hide objects on your person (including weapons). Use Magic Divice is your choice if you don't want to be left out with those nice magical toys. I'd suggest to spend the feats on combat related matter, while get a nice selection of skills (with 8 + int to choose from you have many of them) to deal with matters off the battlefield. Your highest ability score goes into dex, no question. You'll want a fairly high int score on top of that, since it mens more skill points, and high cha for social interaction. A con of at least 12 is nice since you're quite short on HP and could use some bonus points. Strength isn't that important, since the bulk of damage you deal will come from sneak attacks, anyway, and with Weapon Finesse you can circumvent the disadvantages of a low str for attack rolls. Wis is really only for will saves, since you can afford to get ranks in wis-based skills (and they are mostly class skills for you) and outshine the non-rogues cause they have few skill points and often must pay the higher price of cross class skills for them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[Quick!] Need help with Elven Rogue feats for 6th lvl, possible PrC also
Top