Rogue Power Feats

Shadowbane said:
My character has a rogue blade (Savage Species). nearly all of my attacks are sneak attacks, no matter what.

hamstring sounds great, though.

With hamstring, you give up +2d6 of your sneak attack and it automatically reduces the foe to half speed until they get a cure spell. I had a rogue that used it for getaways instead of killing the guards.

If you are more about doing damage, I hate to state the obvious but two-weapon fighting is the way to go. An extra attack that's a sneak attack doing +9d6 is well-worth it. The big downside to this is that it requires a full round action. Which means you are next to your foe. From person experience that is bad.

A greater invisible rogue attacked my 18th-level dwarven defender. He hit on like 3 of his 6 attacks and did gobs of damage (150+), but not enough to kill the dwarf. The dwarf had blind-fighting and turned around and killed the rogue in a single hit (a heck of a crit with a warhammer). The lesson here is be sure to kill whatever it is you are fighting, or your likely low hit points are going to doom you.
 

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I like Arterial Strike. You forgo one of your +d6 damage dice from a sneak attack and instead cause the opponent to bleed as per 3.0E's wounding property for magic weapons. It's in Complete Warrior, IIRC.
 

Shadeus said:
A greater invisible rogue attacked my 18th-level dwarven defender. He hit on like 3 of his 6 attacks and did gobs of damage (150+), but not enough to kill the dwarf. The dwarf had blind-fighting and turned around and killed the rogue in a single hit (a heck of a crit with a warhammer). The lesson here is be sure to kill whatever it is you are fighting, or your likely low hit points are going to doom you.

Good point. I would recommend Staggering Strike as a partial defence against full attacking fighter-types if you are a full attacking rogue-type.
 

Shadeus said:
With hamstring, you give up +2d6 of your sneak attack and it automatically reduces the foe to half speed until they get a cure spell. I had a rogue that used it for getaways instead of killing the guards.

If you are more about doing damage, I hate to state the obvious but two-weapon fighting is the way to go. An extra attack that's a sneak attack doing +9d6 is well-worth it. The big downside to this is that it requires a full round action. Which means you are next to your foe. From person experience that is bad.

A greater invisible rogue attacked my 18th-level dwarven defender. He hit on like 3 of his 6 attacks and did gobs of damage (150+), but not enough to kill the dwarf. The dwarf had blind-fighting and turned around and killed the rogue in a single hit (a heck of a crit with a warhammer). The lesson here is be sure to kill whatever it is you are fighting, or your likely low hit points are going to doom you.

This is where staggering strike would have worked well, only allowing one standard or move action that round.
 

Imruphel said:
I like Arterial Strike. You forgo one of your +d6 damage dice from a sneak attack and instead cause the opponent to bleed as per 3.0E's wounding property for magic weapons. It's in Complete Warrior, IIRC.


I have a Rogue 11/ Ranger 2 using a +2 Greater Wounding Adamantine Longsword, plus he possesses the Staggering Strike Feat and the Crippling Strike (Rogue Special Ability).

This allows him to do 1d8+5+6d6(SA)+ 2 (STR) + 2 (CON) per hit (assuming the target can be SA).
 






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