Rogue help

parinho7

First Post
We are in a campaign with a 4 players. The 3 of us are more experienced but the rogue plays for his first time and his character is less effective than ours. He actually is Rogue(6)/Cleric(3). In the last session when fighting a boss he didn't even do one succesful attack. We decided to make him a new Rogue but we don't know many thing for rogue characters so i need help. He must have at least 23-24 AC and do some pretty good damage, preferably over 50 per round. And a little help with his saving throws.
Thanks:p
 

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So you want us to build a level 9 Rogue or multiclassed Rogue for him? Is he ok with that? Is there anything in particular he wants or wants to be able to do? What books are allowed?

He can pretty easily get to 23-24 AC by level 9 with a (+1) buckler, +1 light armor (kind varying based on his dex), good dex score, which he should have as a rogue, and +1's from magic items. Ring of Protection +1 is 2000 and adds to all AC values. Natural armor +1 is also only 2000 gp, and adds to all but touch AC. Playing a small race is another +1 if he wants, +2 if that race gives a dex bonus. He could also afford a +2 dex item by level 9.

Not getting into splats too much yet, but Complete Mage has a variant where he can trade Trap Sense for Spell Sense. That adds his TS bonus to his AC against spells and spell-like abilities, or +3 for a level 9 Rogue (instead of to Ac and Reflex vs. traps).

By level 9, he can likely use wands safely (use magic device DC 20 --and is always 20; 12 ranks plus other bonuses). So any low level buff spells that don't require a big CL to use well can be implemented. Scrolls are DC 20 + CL and more dangerous if you fail, so stick to CL 1 on those for now. Scrolls of True Strike to hit next round on anything but a 1 is nice. Grease is good because if a foe is balancing nad lacks 5 ranks in balance, he is flatfooted. But that lasts round/level, so he'd want at least a CL 3 wand of that, so he has time to actually benefit from it.
 

thanks for the reply. he doesn't really knows what he wants because he is new. he is doing fine at role playing but he is crappy at battles. the rest of the party is a little overpowered so we want him to keep up with us at combat. the party is unbalanced and he usually gets killed or runs away at battles because the monsters are tough for the rest of us but impossible for him. we use all 3 and 3.5 books even eberon, oriental and ravenloft. so the main target is to improve his ac attack and damage, specially damage, and do him more durable in combat. we will also rearrange his stats (18, 18, 16, 15, 14, 14). and for equipment he can take the basic the dmg provides for a 9 level rogue + 4000 gp
 

thanks for the reply. he doesn't really knows what he wants because he is new. he is doing fine at role playing but he is crappy at battles. the rest of the party is a little overpowered so we want him to keep up with us at combat. the party is unbalanced and he usually gets killed or runs away at battles because the monsters are tough for the rest of us but impossible for him. we use all 3 and 3.5 books even eberon, oriental and ravenloft. so the main target is to improve his ac attack and damage, specially damage, and do him more durable in combat. we will also rearrange his stats (18, 18, 16, 15, 14, 14). and for equipment he can take the basic the dmg provides for a 9 level rogue + 4000 gp
That stat line is insane.

Halfling Rogue 4/Swordsage 2/Swashbuckler 3
(Take Rogue, Swashbuckler, Swordsage, Swashbuckler, Rogue, Rogue, Rogue, Swordsage, Swashbuckler.
If your GM is lenient on multiclassing XP penalty do Rog, Swa, Swo, Swa, Rog, Rog, Swa, Swo, Rog instead; the final rogue level will help you top off skills. If GM is not lenient with multiclassing XP penalties, continue with pure Rogue levels (or appropriate prestige classes) to get more sneak attack damage, more skills, and eventually rogue special abilities; Swashbuckler is valid if multiclassing penalties are waived, to increase HP and get better BAB.)
Feats:
1: Two-weapon fighting
3: Shadow Blade (+DEX to damage with Shadow Hand weapons while in Shadow Hand stance)
6: Daring Outlaw (allows Swashbuckler levels to stack with Rogue levels for sneak attack dice, mainly)
9: Improved Two-Weapon Fighting
STR 12
DEX 20 (+2 from levels goes to 22)
CON 16
INT 18
WIS 15
CHA 14
Swashbuckler gets you Weapon Finesse as a bonus feat and +INT to damage.
There's an alternate class feature that replaces trap sense with the ability to do half sneak attack damage to otherwise crit-immune creatures when flanking; I'm away from my books so I don't remember where that's found.
At 8 you have an initiator level of 2 (swordsage levels)+6/2(from other levels)=5, which is high enough to take Assassin's Stance as your second stance. Take Island of Blades as your first stance. Now you have Wisdom to AC in light armor (but not with a shield, unfortunately, so ditch the shield; Wisdom to AC should make up for it), you can more easily flank (in Island of Blades stance) or do more sneak attack damage (Assassin's Stance gives you +2d6 sneak attack) and you have access to some maneuvers that give you the opportunity to make the opponent flat-footed or flank them; there's a very good Desert Wind Boost that lets you conjure a flanking elemental for 1 round as a swift action. Use daggers.

In Assassin's Stance the base damage per attack, before items, is:
1d3+6(DEX)+4(INT)+6D6 (Sneak Attack, if you qualify). 4 attacks on a full attack action.
Choose armor based on the final DEX modifier you get; be mindful that this can change. There's a light armor in Drow of the Underdark(I think) that provides a max dex of +10 if you want to be on the safe side; it has +1 base armor modifier.

DEX is your most important stat, CON, WIS, and INT are important secondary stats. But with that stat line you can afford that.

With 18 INT you can afford to max the combat-important rogue skills Tumble and Use Magic Device and keep the others (disable device, etc.) at a decent level. Both Swashbuckler and Swordsage have decent skill points per level and decent skill lists. With a little tactical help (easy flanks) from allies, this character should pull their own weight with little trouble.

[Edit: Error corrected. Daggers sized for Small creatures do 1d3, not 1d4. Sorry about that.
Further edit: Changed level progression for later skill point glut to help top off skills.]
 
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does anyone know where can i find this?

I think it is on complete champion if i am not wrong. There is also another alternative i do not remember where which reflects back a ray or touch spell to the caster...
If you want to deal more damage you can try the feat righteous wrath form exalded deeds which says you deal d8 instead of d6 on sneak attacks against evil targets.Also take craven (your hit dice on damage roles when you deal a sneak attack)
 

There is also another alternative i do not remember where which reflects back a ray or touch spell to the caster...

Complete Mage, pg. 35
really cool alternative, you do not gain Evasion, but instead gain the supernatural ability to reflect magical attacks back on their caster. :cool:
 

I think it is on complete champion if i am not wrong. There is also another alternative i do not remember where which reflects back a ray or touch spell to the caster...
If you want to deal more damage you can try the feat righteous wrath form exalded deeds which says you deal d8 instead of d6 on sneak attacks against evil targets.Also take craven (your hit dice on damage roles when you deal a sneak attack)
The complete champion version only works on undead, not all sneak attack immune creatures like the Dungeonscape version does.
D8 sneak attack dice against evil is good (though it isn't called Righteous Wrath; it's called Sacred Strike), but it's an Exalted feat: "Only intelligent characters of good alignment and the highest moral standards can aquire Exalted feats, and only as gifts from powerful agents of good - Deities, celestials, and similar creatures." It's also poorer than any of the feats I suggested in my build save possibly Improved Two-Weapon Fighting; it adds 1 average damage on each sneak attack die, but only against evil creatures.

Craven is good for damage (and overall better than Sacred Strike), but the will save penalty can hurt, especially as that is already one of the weaknesses of rogues. The fluff in Champions of Ruin also seems to be mutually exclusive with the Exalted Deeds restrictions, though it doesn't actually describe any game mechanical effects; just "feats of pure cruelty and evil".

Complete Mage, pg. 35
really cool alternative, you do not gain Evasion, but instead gain the supernatural ability to reflect magical attacks back on their caster. :cool:
It's cool. It does require the magical attack to miss in the first place, though, and losing Evasion can really, really hurt. Evasion very good for rogues because they succeed on so many reflex saves.
 

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