PDA

View Full Version : Fighter/Rogue advice



Draccus
07-23-2008, 04:12 PM
My only character is a level 7 rogue. I've never played anything other than a rogue in a D&D or MMO type game so I'm fine with just that one character and plan to stay rogue all the way to 16.

Some friends, however, are starting new characters and I want to start a new one to join them. I would normally roll up yet another rogue but I'm thinking of going fighter this time, instead, as my normally playing partner always plays a cleric. I figured a fighter would be a better partner. I rolled one up and before hitting level 3, I realized that I'm not really happy without at least some rogue or a roguish fighter. What's a good fighter spec with some rogue mixed? I figured I'd start with a level of rogue for the skill points and then stay fighter for the next 5 or so levels. Oh, we're all playing Drow so that's not changeable.

Starting abilities: S: 16, D: 16, C: 14, I: 10, W: 10, Ch: 10 (I think that works for a Drow). I will be adding Strength every opportunity.

I want to dual wield either longswords or rapiers. I'll probably go with longswords for the higher damage and the fact that rapiers are so popular they're hard to get good ones. However, my rogue uses a rapier so he could pass them down...dunno.

For feats, obviously TWF will be the first. Heavy TWF (the one that lets you DW a non-light weapon in your offhand) will probably be next. From there, I'm not sure what good feats are out there for a fighter.

Skills will be the big 4 rogue skills (Spot, Search, OL, DD), intimidate, jump, and tumble. I won't be using stealth at all.

What are the next feats I should consider? Are there certain feats that a TW fighter absolutely must have or is it just personal preference?

krud
07-23-2008, 04:27 PM
I once made up a drow version of NeatoMan (8rog/6ftr/2pal - tactics rogue) on the planner. He actually works quite well as a drow. The only thing missing that helped NeatoMan function as a full rogue is Human Versatility, which I needed for elite trapsmithing. The racial bonuses of the drow may offset it enough though. He basically functions as a fully capable trapsmithing rogue, with good 2nd line fighting ability. You can play him as a rogue, or a fighter depending on your mood or party makeup.

He's not super gear dependent, but the following pieces of gear made NeatoMan work exremely well: mithral BP or mithral chainshirt, puncturing rapiers, bloodstone (which will all pretty much make anyone work well, i guess). Since he's drow you'll want to stick with rapiers for the enhancements. If you can't find puncturers, enfeebling is a very good alternative, as it also helps keep the mobs from hitting you as their STR wittles away. Even +5 vanilla rapiers will do if you can't find anything else.

if you find you need better saves on elite traps, and you're lucky enough to get +1 CON tome, you can respec dodge (or some other feat) to resilience, and activate it for the +4 save bonus before running traps.


Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Drow Male
(6 Fighter \ 2 Paladin \ 8 Rogue)
Hit Points: 197
Spell Points: 0
BAB: 14\14\19\24
Fortitude: 15
Reflex: 16
Will: 11

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 16 22
Dexterity 14 18
Constitution 12 12
Intelligence 13 13
Wisdom 8 8
Charisma 15 16

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 6 8
Bluff 2 3
Concentration 1 1
Diplomacy 6 13
Disable Device 5 20
Haggle 6 7
Heal -1 -1
Hide 2 4
Intimidate 2 3
Jump 6 9
Listen -1 1
Move Silently 2 4
Open Lock 6 20
Perform n/a n/a
Repair 1 1
Search 5 24
Spot 3 21
Swim 3 6
Tumble 3 5
Use Magic Device 6 25

Level 1 (Rogue)
Feat: (Selected) Force of Personality


Level 2 (Fighter)
Feat: (Fighter Bonus) Combat Expertise


Level 3 (Fighter)
Feat: (Selected) Skill Focus: Use Magic Device
Feat: (Fighter Bonus) Stunning Blow


Level 4 (Rogue)


Level 5 (Paladin)


Level 6 (Rogue)
Feat: (Selected) Weapon Focus: Piercing Weapons


Level 7 (Fighter)


Level 8 (Rogue)


Level 9 (Paladin)
Feat: (Selected) Improved Critical: Piercing Weapons


Level 10 (Rogue)


Level 11 (Fighter)
Feat: (Fighter Bonus) Dodge


Level 12 (Rogue)
Feat: (Selected) Toughness


Level 13 (Fighter)


Level 14 (Rogue)


Level 15 (Fighter)
Feat: (Fighter Bonus) Improved Trip
Feat: (Selected) Quick Draw


Level 16 (Rogue)
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Skill Boost II
Enhancement: Rogue Skill Boost III
Enhancement: Drow Melee Attack I
Enhancement: Drow Melee Attack II
Enhancement: Drow Melee Damage I
Enhancement: Drow Melee Damage II
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Elven Perception I
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Strategy (Stunning Blow) I
Enhancement: Fighter Strategy (Stunning Blow) II
Enhancement: Fighter Strategy (Trip) I
Enhancement: Fighter Strategy (Trip) II
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Sneak Attack Accuracy II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Sneak Attack Training II
Enhancement: Rogue Sneak Attack Training III
Enhancement: Rogue Search I
Enhancement: Rogue Spot I
Enhancement: Paladin Charisma I
Enhancement: Rogue Dexterity I
Enhancement: Rogue Dexterity II
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Rogue Improved Trap Sense I
Enhancement: Rogue Improved Trap Sense II

EKKM
07-23-2008, 04:27 PM
Fighters only get 2 skill points per level so a drow with 10 INT will not be able to keep its rogue skills up. If you are going to go TWF you should consider 2 roguer (for evasion) / X Ranger. Rangers get a lot of the TWF feats as bonus feats and the tempest enhancement. Rangers also get 6 skill points per lvl, so you will be able to keep your rogue skill up.

Important TWF feats are:
TWF, Imp TWF, Greater TWF and Oversized TWF. Dont take TW defence, dodge is better but still not good unless you need a prereq.

The TWF feats have a a high dex requirement, you should ensure you will meet them when you plan to take them (and items and enhancements don't count)