Rosebud: Two-Sword Style Rogue Halfling

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.
 
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A halfling with Strength 6:

Light Load: 20 lb. or less
Medium Load: 21–40 lb.
Heavy Load: 41–60 lb.

Except small characters get 3/4 carrying capacity.

Light Load: 15 lb. or less
Medium Load: 16–30 lb.
Heavy Load: 31–45 lb.

Sword short: 2 lb. [/2 small x2 TWF = 2 lb.]
Chain shirt: 25 lb. [/2 small = 13 lb.]

While not carrying a backpack the character can maintain light load. He'll need to coerce a fellow party member with that maxed intimidation skill to avoid having to carry his own stuff.
 

Much to my relief, the DM has switched to 28 point buy. I can now augment strength to 9 and hopefully avoid medium encumbrance.

I've decided to make a Dark Sun style feral halfling from the jungles beyond the mountains. Not cannibalistic (although its not really cannibalism if they don't eat other halflings) but still tribal and fierce. Maybe some dinosaur-infested jungle where everything is oversized, the plants are carnivorous, and the animals are dire. Rosebud seems like an inappropriate name for that type of halfling. Maybe Sennacherib, and ancient Assyrian name. I'd also switch favored enemy to animals.

Now I need an excuse for leaving the tribe. I'll make Sennacherib's familly the former rulers of a tribe, though recently exiled by a rival familly that gained influence. Crossing the mountains into more peaceful lands, the exiled halflings found employment in the king's army, integrating into the halfling tribe that composes the special operations company. Sennacherib was discontent with his familly, formely lords of the wild, now merely soldiers for a petty king with delusions of grandeur. Most of his familly has forsaken him for his desertion, though he still maintains contact with his grandfather and uncle. His parents are shamed by his refusal to accept responsibility and take his place in the new tribe to contribute to the familly's status. His older brother has nothing but loathing for Sennacherib, and a confrontation between the two could turn to violence.
 

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