Grintor
11-26-2009, 03:40 PM
Hello all,
I have been pondering on how to create a rogue that can be competitent in dealing damage, or rather taking out specific targets, while Still being capable of taking care of traps and locks with ease, along with supporting via UMD. The only problem is that damage and trap monkeys don't seem to find level ground with one-another. I'm sure there's a way to do plenty of damage while still retaining the ability to do most, if not all traps. Then again, my understanding of a rogue could be outdated. SO lets get down to business:
***Please note****
I am no expert, though from what I've read and understand, I am trying to resolve issues that most rogues deal with at some point in their career. I expect to be wrong on the methods of achieving my goals, and hope that experienced players will give me their insight so that this build can evolve over time. My only wish is to help design a rogue that can deal with their drawbacks.
_-_________________________________
Goals:
- Above-Average damage
- Great support(Traps, UMD)
- Find loophole to will-save curse
_--________________________________
Method to meet Goals:
-Way of the Assassin
-High Int + Cha
-Force of Personality + Gear
_---________________________________
Race: Drow
Alingnment: undecided
Ability (28)
Key:'t'= Tome, 'i' = item, 'b' = Buff, 'e'= Enhancement, 'L' = level
Str (12]: {+2t, +6i } = 20
Dex(16]: { +5L, +6i, +5e} = 36
Con(12]: { +6i } = 18
Int (16]: { +6i } = 24
Wis ( 8]: { --- } = --
Cha (16]: { +6i } = 24
***
Reasons:
As I am going a more dex-based rogue, I stuck to only 12 str to save more points for other stats, using Bull's Strength will do me just fine until a tome/iteams are available. Dex would have been my choice to max, but instead I though I could use those points elsewhere, seeing as there are plenty of ways to augment abilities anyways. Con is a tough choice to allow it to sit at '12', but I hope to not be a damage soaking meat shield, that and I'm a elf, so -2 con makes it more costly in points; Augment by previous methods. Charisma is the last key to success for this would-be build, as I plan to have force of Personality as my first feat, and augmenting this as high as possible for UMD and will-save.
_----________________________________
Skills:
Max: Diplomacy, Disable Device, Hide, Move Silently, Open Lock, Search, UMD
Partial: Tumble(15), Jump(10)
preferance: Bluff, Balance, Haggle, Spot
Reason:
The staple skills of a rogue are Disable Device, search, and Open lock, and for most UMD. If nothing else, get those four max points possible. Move Silently and Hide will keep you out of trouble long enough to get yourself in to trouble without nsequences. Diplomacy is probably the best and worst skill to get when dealing with hate/aggro; Dumping hate is tricky deal depending on groups, if the tank doesn't have everything taken care of, it's likely I'll have explaining to the healer or casters why they just died. The partial points into jump allows for max jump via +30 buff, so there isn't much reason to put more points into it. +15 tumble is more preferance then needed, but it's good to have in some situations, and can be buffed be nearly as effective anyways. The rest is just personal preference when there's left over points or when the skills are up to the highest I'm getting them. I believe there are enough points to max one preference skill while leveling, and there should be plenty left at the last few levels if I want another one decent later on.
_-----_______________________________
Feats:
LvL| Feat
1: Force of Personality
3: Weapon Finesse
6: Two Weapon Fighting
9: Improved Two Weapon Fighting
10: Improved Evasion
12: Improved Critical: Piercing Weapons
13: Cripling Strike
15: Greater Two weapon Fighting
16: Slippery Mind
18: Power Attack(OR: Iron will, SF: UMD/DD)
19: Skill Mastery(OR: Defensive Roll)
Reasons:
Seeing as rogues and their to-hit is somewhat low at the beginning, two weapon fighting is less appealing to me than just sword + Board until later; Granted my damage will be less, but I'll be missing far less until six; I am still thinking I might flip FoP & TWF places. Once six I'm getting TWF, and at '9' and '15' get the upgrades to them. '12' will be a happy level for Improved Criticals. Then finally we have the debates on what to get for the last levels. I personally lean towards power attack for more damage, but Iron will would increase the dreaded Will save which could be negligable at higher levels with gear, or Skill Focus to make getting traps easier or helping UMD get a nice healthy boost.
_-----_______________________________
Enhancements:
-will complete later-
_------______________________________
Gear:
-will complete later-
_-------_____________________________
Update: Possibly switching to 19r/1f or 18r/2p. I'll update once I've made a decision and/or have time.
I have been pondering on how to create a rogue that can be competitent in dealing damage, or rather taking out specific targets, while Still being capable of taking care of traps and locks with ease, along with supporting via UMD. The only problem is that damage and trap monkeys don't seem to find level ground with one-another. I'm sure there's a way to do plenty of damage while still retaining the ability to do most, if not all traps. Then again, my understanding of a rogue could be outdated. SO lets get down to business:
***Please note****
I am no expert, though from what I've read and understand, I am trying to resolve issues that most rogues deal with at some point in their career. I expect to be wrong on the methods of achieving my goals, and hope that experienced players will give me their insight so that this build can evolve over time. My only wish is to help design a rogue that can deal with their drawbacks.
_-_________________________________
Goals:
- Above-Average damage
- Great support(Traps, UMD)
- Find loophole to will-save curse
_--________________________________
Method to meet Goals:
-Way of the Assassin
-High Int + Cha
-Force of Personality + Gear
_---________________________________
Race: Drow
Alingnment: undecided
Ability (28)
Key:'t'= Tome, 'i' = item, 'b' = Buff, 'e'= Enhancement, 'L' = level
Str (12]: {+2t, +6i } = 20
Dex(16]: { +5L, +6i, +5e} = 36
Con(12]: { +6i } = 18
Int (16]: { +6i } = 24
Wis ( 8]: { --- } = --
Cha (16]: { +6i } = 24
***
Reasons:
As I am going a more dex-based rogue, I stuck to only 12 str to save more points for other stats, using Bull's Strength will do me just fine until a tome/iteams are available. Dex would have been my choice to max, but instead I though I could use those points elsewhere, seeing as there are plenty of ways to augment abilities anyways. Con is a tough choice to allow it to sit at '12', but I hope to not be a damage soaking meat shield, that and I'm a elf, so -2 con makes it more costly in points; Augment by previous methods. Charisma is the last key to success for this would-be build, as I plan to have force of Personality as my first feat, and augmenting this as high as possible for UMD and will-save.
_----________________________________
Skills:
Max: Diplomacy, Disable Device, Hide, Move Silently, Open Lock, Search, UMD
Partial: Tumble(15), Jump(10)
preferance: Bluff, Balance, Haggle, Spot
Reason:
The staple skills of a rogue are Disable Device, search, and Open lock, and for most UMD. If nothing else, get those four max points possible. Move Silently and Hide will keep you out of trouble long enough to get yourself in to trouble without nsequences. Diplomacy is probably the best and worst skill to get when dealing with hate/aggro; Dumping hate is tricky deal depending on groups, if the tank doesn't have everything taken care of, it's likely I'll have explaining to the healer or casters why they just died. The partial points into jump allows for max jump via +30 buff, so there isn't much reason to put more points into it. +15 tumble is more preferance then needed, but it's good to have in some situations, and can be buffed be nearly as effective anyways. The rest is just personal preference when there's left over points or when the skills are up to the highest I'm getting them. I believe there are enough points to max one preference skill while leveling, and there should be plenty left at the last few levels if I want another one decent later on.
_-----_______________________________
Feats:
LvL| Feat
1: Force of Personality
3: Weapon Finesse
6: Two Weapon Fighting
9: Improved Two Weapon Fighting
10: Improved Evasion
12: Improved Critical: Piercing Weapons
13: Cripling Strike
15: Greater Two weapon Fighting
16: Slippery Mind
18: Power Attack(OR: Iron will, SF: UMD/DD)
19: Skill Mastery(OR: Defensive Roll)
Reasons:
Seeing as rogues and their to-hit is somewhat low at the beginning, two weapon fighting is less appealing to me than just sword + Board until later; Granted my damage will be less, but I'll be missing far less until six; I am still thinking I might flip FoP & TWF places. Once six I'm getting TWF, and at '9' and '15' get the upgrades to them. '12' will be a happy level for Improved Criticals. Then finally we have the debates on what to get for the last levels. I personally lean towards power attack for more damage, but Iron will would increase the dreaded Will save which could be negligable at higher levels with gear, or Skill Focus to make getting traps easier or helping UMD get a nice healthy boost.
_-----_______________________________
Enhancements:
-will complete later-
_------______________________________
Gear:
-will complete later-
_-------_____________________________
Update: Possibly switching to 19r/1f or 18r/2p. I'll update once I've made a decision and/or have time.