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General Tabletop Discussion
Character Builds & Optimization
Rogue Archer Build Tweaking
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<blockquote data-quote="Kalendraf" data-source="post: 1584841" data-attributes="member: 3433"><p>I disagree about it being nearly impossible.</p><p></p><p>It can work if you have other melee types in your party willing to help you setup for flanking. Cunning warrior-types should have a foe in flanking by about round 2 of combat (usually left/right sides from approach direction) and can often rotate that flanking position by 45 degrees (assuming 5x5 target) using 5' free steps each subsequent round of combat if necessary. (This assumes a less intelligent foe, or one that can't easily move out of flanking due to terrain, etc.) Meanwhile, the rogue can move into a flanking position if they have the chance or wait for the warriors to line up the flanking for them. By round 3 or so, the rogue should have flanking.</p><p></p><p></p><p>I agree with the above suggestions for Improved Init. It's more important than Weapon Focus, IMHO. Point blank & precise shot are likely #1 & #2, because you will be shooting into combat and can't afford the -4 penalty of not having precise shot. After that, it's mostly a matter of taste whether Improved Init or Rapid shot is better. With more rogue levels, the Improved Init helps get an opening sneak attack more often and your BAB will be worse, so taking additional -2/-2 penalty on rapid shot is harder to overcome. With more fighter levels, the higher BAB helps overcome the rapid shot penalty, and you'll have less sneak dice to worry about getting Improved Init.</p><p></p><p>For the best archer in a sustained fight, I'd highly recommend 4 levels of fighter to get 3 extra feats, two of which should be weapon focus & weapon specialization. You'll have a higher BAB and be able to make better use of that bow round after round. With more rogue levels, you'll be limited to being a one-hit wonder in many fights, and have to depend heavily on your team mates setting up flanking for you. As I mentioned above, it can be done, but you need good team players to pull it off.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1584841, member: 3433"] I disagree about it being nearly impossible. It can work if you have other melee types in your party willing to help you setup for flanking. Cunning warrior-types should have a foe in flanking by about round 2 of combat (usually left/right sides from approach direction) and can often rotate that flanking position by 45 degrees (assuming 5x5 target) using 5' free steps each subsequent round of combat if necessary. (This assumes a less intelligent foe, or one that can't easily move out of flanking due to terrain, etc.) Meanwhile, the rogue can move into a flanking position if they have the chance or wait for the warriors to line up the flanking for them. By round 3 or so, the rogue should have flanking. I agree with the above suggestions for Improved Init. It's more important than Weapon Focus, IMHO. Point blank & precise shot are likely #1 & #2, because you will be shooting into combat and can't afford the -4 penalty of not having precise shot. After that, it's mostly a matter of taste whether Improved Init or Rapid shot is better. With more rogue levels, the Improved Init helps get an opening sneak attack more often and your BAB will be worse, so taking additional -2/-2 penalty on rapid shot is harder to overcome. With more fighter levels, the higher BAB helps overcome the rapid shot penalty, and you'll have less sneak dice to worry about getting Improved Init. For the best archer in a sustained fight, I'd highly recommend 4 levels of fighter to get 3 extra feats, two of which should be weapon focus & weapon specialization. You'll have a higher BAB and be able to make better use of that bow round after round. With more rogue levels, you'll be limited to being a one-hit wonder in many fights, and have to depend heavily on your team mates setting up flanking for you. As I mentioned above, it can be done, but you need good team players to pull it off. [/QUOTE]
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