Timely Drought
First Post
Rosebud
"Undead make me angry..."
Halfling Rogue 16 / Barbarian 1 / Ranger 2 / Fighter 1
Chaotic Neutral
25 point buy
Strength 6
Dexterity 17 (22 at 20th level)
Constitution 16
Intelligence 14
Wisdom 10
Charisma 8
Level Progression
1. Rogue 1
2. Rogue 1, Barbarian 1
3. Rogue 2, Barbarian 1
4. Rogue 3, Barbarian 1
5. Rogue 3, Barbarian 1, Fighter 1
6. Rogue 4, Barbarian 1, Fighter 1
7. Rogue 5, Barbarian 1, Fighter 1
8. Rogue 5, Barbarian 1, Fighter 1, Ranger 1
9. Rogue 5, Barbarian 1, Fighter 1, Ranger 2
10. Rogue 6, Barbarian 1, Fighter 1, Ranger 2
11. Rogue 7, Barbarian 1, Fighter 1, Ranger 2
12. Rogue 8, Barbarian 1, Fighter 1, Ranger 2
13. Rogue 9, Barbarian 1, Fighter 1, Ranger 2
14. Rogue 10, Barbarian 1, Fighter 1, Ranger 2
15. Rogue 11, Barbarian 1, Fighter 1, Ranger 2
16. Rogue 12, Barbarian 1, Fighter 1, Ranger 2
17. Rogue 13, Barbarian 1, Fighter 1, Ranger 2
18. Rogue 14, Barbarian 1, Fighter 1, Ranger 2
19. Rogue 15, Barbarian 1, Fighter 1, Ranger 2
20. Rogue 16, Barbarian 1, Fighter 1, Ranger 2
Ability Progression
1. Sneak attack +1d6, trapfinding, point blank shot
2. Fast movement, rage 1/day
3. Evasion, weapon finesse
4. Sneak attack +2d6, trap sense +1, dex +1 (18)
5. Two-weapon fighting
6. Uncanny dodge, precise shot
7. Sneak attack +3d6
8. Favored enemy: undead, track, wild empathy, dex +1 (19)
9. Rapid shot, improved two-weapon fighting
10. Trap sense +2
11. Sneak attack +4d6
12. Improved uncanny dodge, combat expertise, dex +1 (20)
13. Sneak attack +5d6, trap sense +3
14. Opportunist
15. Sneak attack +6d6, greater two-weapon fighting
16. Trap sense +4, dex +1 (21)
17. Sneak attack +7d6, slippery mind
18. Two-weapon defense
19. Sneak attack +8d6, trap sense +5
20. Crippling strike, dex +1 (22)
BAB + Save Progression
1. BAB +0, Fort +0, Reflex +2, Will +0
2. BAB +1, Fort +2, Reflex +2, Will +0
3. BAB +2, Fort +2, Reflex +3, Will +0
4. BAB +3, Fort +3, Reflex +3, Will +1
5. BAB +4, Fort +5, Reflex +3, Will +1
6. BAB +5, Fort +5, Reflex +4, Will +1
7. BAB +5, Fort +5, Reflex +4, Will +1
8. BAB +6, Fort +7, Reflex +6, Will +1
9. BAB +7, Fort +8, Reflex +7, Will +1
10. BAB +8, Fort +9, Reflex +8, Will +2
11. BAB +9, Fort +9, Reflex +8, Will +2
12. BAB +10, Fort +9, Reflex +9, Will +2
13. BAB +10, Fort +10, Reflex +9, Will +3
14. BAB +11, Fort +10, Reflex +10, Will +3
15. BAB +12, Fort +10, Reflex +10, Will +3
16. BAB +13, Fort +11, Reflex +11, Will +4
17. BAB +13, Fort +11, Reflex +11, Will +4
18. BAB +14, Fort +11, Reflex +12, Will +4
19. BAB +15, Fort +12, Reflex +12, Will +5
20. BAB +16, Fort +12, Reflex +13, Will +5
I'll have 40 + 150 + 6 + 4 + 8 = 208 skill points
This means 9 skills maxed at most.
HP at 20th level should be around 6 + 16*3 + 1*6 + 1*5 + 2*4 + 3*20 = 133. This seems decent.
Skills I'm interested in:
Bluff
Disable Device
Escape Artist
Hide
Intimidate
Listen
Move Silently
Open Lock
Search
Sense Motive
Sleight of Hand
Spot
Tumble
Magic items I'm interested in:
Amulet of natural armor +3 [18,000 gp]
Boots of speed [12,000 gp]
Celestial armor [22,400 gp]
Cloak of arachnida [14,000 gp]
Dust of disappearance [3,500 gp]
Gloves of dexterity +4 [16,000 gp]
Goggles of night [12,000 gp]
Hat of disguise [1,800 gp]
Light mace +1 (adamantine, elementalbane) [11,000 gp]
Light mace +1 (disruption) [18,000 gp]
Ring of protection +3 [18,000 gp]
Short sword of subtlety [x2] [22,310 gp / 44,620 gp]
Wand of cure light wounds [750 gp]
Wand of frost (ray of frost) [X gp]
Wand of invisibility [4,500 gp]
Total wealth spent: 196,570 + X gp
If I get the magic items I'd like my AC would be 10 +8 celestial armor, +3 deflection, +3 natural armor, +8 dex, +1 size, +1 two-weapon defense = 34. Expertise +5 = 39. Not very good even with best case scenario with magic items. I'll have to be careful which fights I go TWF and which fights I go sniping with arrows or rays of frost.
Note that I was trying to optimize a TWF rogue... A very sub-optimal path. And very difficult to do with core books only. PrCs cannot be relied upon because they need to be approved by the DM and he actually has to do work to integrate the PrC through some organization and NPCs, so I took a look at optimizing the rogue through feats and magic items.
Now I just need to find a backstory for him and I'm off to the Temple of Elemental Evil (Part 2: The Return) at 1st level or 4th depending on the DM's mood.
"Undead make me angry..."
Halfling Rogue 16 / Barbarian 1 / Ranger 2 / Fighter 1
Chaotic Neutral
25 point buy
Strength 6
Dexterity 17 (22 at 20th level)
Constitution 16
Intelligence 14
Wisdom 10
Charisma 8
Level Progression
1. Rogue 1
2. Rogue 1, Barbarian 1
3. Rogue 2, Barbarian 1
4. Rogue 3, Barbarian 1
5. Rogue 3, Barbarian 1, Fighter 1
6. Rogue 4, Barbarian 1, Fighter 1
7. Rogue 5, Barbarian 1, Fighter 1
8. Rogue 5, Barbarian 1, Fighter 1, Ranger 1
9. Rogue 5, Barbarian 1, Fighter 1, Ranger 2
10. Rogue 6, Barbarian 1, Fighter 1, Ranger 2
11. Rogue 7, Barbarian 1, Fighter 1, Ranger 2
12. Rogue 8, Barbarian 1, Fighter 1, Ranger 2
13. Rogue 9, Barbarian 1, Fighter 1, Ranger 2
14. Rogue 10, Barbarian 1, Fighter 1, Ranger 2
15. Rogue 11, Barbarian 1, Fighter 1, Ranger 2
16. Rogue 12, Barbarian 1, Fighter 1, Ranger 2
17. Rogue 13, Barbarian 1, Fighter 1, Ranger 2
18. Rogue 14, Barbarian 1, Fighter 1, Ranger 2
19. Rogue 15, Barbarian 1, Fighter 1, Ranger 2
20. Rogue 16, Barbarian 1, Fighter 1, Ranger 2
Ability Progression
1. Sneak attack +1d6, trapfinding, point blank shot
2. Fast movement, rage 1/day
3. Evasion, weapon finesse
4. Sneak attack +2d6, trap sense +1, dex +1 (18)
5. Two-weapon fighting
6. Uncanny dodge, precise shot
7. Sneak attack +3d6
8. Favored enemy: undead, track, wild empathy, dex +1 (19)
9. Rapid shot, improved two-weapon fighting
10. Trap sense +2
11. Sneak attack +4d6
12. Improved uncanny dodge, combat expertise, dex +1 (20)
13. Sneak attack +5d6, trap sense +3
14. Opportunist
15. Sneak attack +6d6, greater two-weapon fighting
16. Trap sense +4, dex +1 (21)
17. Sneak attack +7d6, slippery mind
18. Two-weapon defense
19. Sneak attack +8d6, trap sense +5
20. Crippling strike, dex +1 (22)
BAB + Save Progression
1. BAB +0, Fort +0, Reflex +2, Will +0
2. BAB +1, Fort +2, Reflex +2, Will +0
3. BAB +2, Fort +2, Reflex +3, Will +0
4. BAB +3, Fort +3, Reflex +3, Will +1
5. BAB +4, Fort +5, Reflex +3, Will +1
6. BAB +5, Fort +5, Reflex +4, Will +1
7. BAB +5, Fort +5, Reflex +4, Will +1
8. BAB +6, Fort +7, Reflex +6, Will +1
9. BAB +7, Fort +8, Reflex +7, Will +1
10. BAB +8, Fort +9, Reflex +8, Will +2
11. BAB +9, Fort +9, Reflex +8, Will +2
12. BAB +10, Fort +9, Reflex +9, Will +2
13. BAB +10, Fort +10, Reflex +9, Will +3
14. BAB +11, Fort +10, Reflex +10, Will +3
15. BAB +12, Fort +10, Reflex +10, Will +3
16. BAB +13, Fort +11, Reflex +11, Will +4
17. BAB +13, Fort +11, Reflex +11, Will +4
18. BAB +14, Fort +11, Reflex +12, Will +4
19. BAB +15, Fort +12, Reflex +12, Will +5
20. BAB +16, Fort +12, Reflex +13, Will +5
I'll have 40 + 150 + 6 + 4 + 8 = 208 skill points
This means 9 skills maxed at most.
HP at 20th level should be around 6 + 16*3 + 1*6 + 1*5 + 2*4 + 3*20 = 133. This seems decent.
Skills I'm interested in:
Bluff
Disable Device
Escape Artist
Hide
Intimidate
Listen
Move Silently
Open Lock
Search
Sense Motive
Sleight of Hand
Spot
Tumble
Magic items I'm interested in:
Amulet of natural armor +3 [18,000 gp]
Boots of speed [12,000 gp]
Celestial armor [22,400 gp]
Cloak of arachnida [14,000 gp]
Dust of disappearance [3,500 gp]
Gloves of dexterity +4 [16,000 gp]
Goggles of night [12,000 gp]
Hat of disguise [1,800 gp]
Light mace +1 (adamantine, elementalbane) [11,000 gp]
Light mace +1 (disruption) [18,000 gp]
Ring of protection +3 [18,000 gp]
Short sword of subtlety [x2] [22,310 gp / 44,620 gp]
Wand of cure light wounds [750 gp]
Wand of frost (ray of frost) [X gp]
Wand of invisibility [4,500 gp]
Total wealth spent: 196,570 + X gp
If I get the magic items I'd like my AC would be 10 +8 celestial armor, +3 deflection, +3 natural armor, +8 dex, +1 size, +1 two-weapon defense = 34. Expertise +5 = 39. Not very good even with best case scenario with magic items. I'll have to be careful which fights I go TWF and which fights I go sniping with arrows or rays of frost.
Note that I was trying to optimize a TWF rogue... A very sub-optimal path. And very difficult to do with core books only. PrCs cannot be relied upon because they need to be approved by the DM and he actually has to do work to integrate the PrC through some organization and NPCs, so I took a look at optimizing the rogue through feats and magic items.
Now I just need to find a backstory for him and I'm off to the Temple of Elemental Evil (Part 2: The Return) at 1st level or 4th depending on the DM's mood.
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