Rogue guide?

OOC discussions directly related to Dasaria.
Stormknife
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Post by Stormknife »

Wasn't saying you were, heh. I was thinking of two friends of mine in particular.
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Lorcann - "BACON!"

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Ebrim Darkmoon
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Post by Ebrim Darkmoon »

Although now that I think of it, I think it *was* a house rule in my old campaign, and I just assumed it was in the book. (It was when 3e first came out.)

Our rule was that if you were knocked down, anyone with a higher initiative than you the following round would be able to treat you as flatfooted, and that if you didn't have tumble (or you failed your tumble roll) attempting to stand would incur an attack of opportunity from anyone within melee range.
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Grayle
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Post by Grayle »

Numbers, builds, feat selection is easy. All one has to do is the math. Pre-planning for an efficient character is desirable, but it won't make you a better player.

True skill regarding any class falls on principles that are more 'vague'. The biggest part of it is knowing how to maximize one's strengths and decrease one's weaknesses through teamwork.

I'm not even talking about OOC swat-team tactics, either. Just knowing what your class can and can't get away with is a good place to begin.
broncoblitz
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Post by broncoblitz »

Grayle wrote:Numbers, builds, feat selection is easy. All one has to do is the math. Pre-planning for an efficient character is desirable, but it won't make you a better player.

True skill regarding any class falls on principles that are more 'vague'. The biggest part of it is knowing how to maximize one's strengths and decrease one's weaknesses through teamwork.

I'm not even talking about OOC swat-team tactics, either. Just knowing what your class can and can't get away with is a good place to begin.
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Wyvern
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Post by Wyvern »

My rogue's biggest strengths were who he knew. Whenever he got into hot water, he always had a Captain of the Redboots, or someone like Shalandra who would back him up. :wink:
happydictates
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Post by happydictates »

do not be so quick to discredit shadow thieves (except that they are named shadow thieves of amn...which doesnt seem to fit well into dasaria).

rogues, as described in the manual, can be several different classes within the base class. a rogue can be an assassin, a spy, the disarm/lockpicking/trap setting adventurer, or even a gilded tongue. shadow thieves of amn specialize in the latter. in the OC i was as high in intimidate and bluff as i could get and had 4 levels of SToA.

i was constantly able to pick different dialogue options and take different quest routes due to my skills. SToA provided me an extra 4 for bluff and 2 intimidate (had i decided to include diplomacy, i would have had a +4 to that also). the SToA also gets a 10% discount at all vendors...which didnt help much in the OC because of the insane amount of money you get, but was a welcome addition regardless and added to the RP of the character.

as for stealthy, i wouldnt consider it a completely wasted feat. it is, after all, like having two additional levels of hide and move silently, which should be considered a boon to any stealth character. sure, the feat might be better spent elsewhere, but do not forget that SToA gives you free feats. i picked stealthy and got combat expertise and feint free for it.

combat expertise is a fairly useful ability, though very situational. i only found myself using it when my rogue because the target after being discovered or ended up in a similar situation with multiple enemies to run from. an extra 3 AC definitely adds to the survivability of the rogue when needed.

feint is incredible and i like having it on any rogue i make (as long as he has high bluff). im pretty sure feint uses one of your attacks during the round and then, if it succeeds, you can get in two sneak attacks that round from each hand. sure, this is only effective on enemies that arent immune to sneak attacks, but the rogues damage is already nearly nonexistent against such enemies.

assassin is a very nice prestige for rogues. sadly, death attack (the paralyze effect) is fairly useless. the DC is your assassin level + 10 + int modifier. my rogue ended up with a 22 DC at the end of the OC. againstly players this is weak because many can get above 10 fortitude, making saves pretty easy. but the assassin provides 5d6 total sneak attack damage, HiPS, ghostly visage, imp invis and poisons (which were broken when i was playing the OC, so im not sure how effective they are.

i agree completely that assassin should not be evil only.

damn, time to get back to work. hope this helps a lil bit.
Dusty
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Post by Dusty »

Wyvern wrote:My rogue's biggest strengths were who he knew. Whenever he got into hot water, he always had a Captain of the Redboots, or someone like Shalandra who would back him up. :wink:
I completely misread that... I thought you said whenever he got into hot water, he always had a captain of the redboots, or someone like Shalandra who would give him a back rub.
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Wyvern
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Post by Wyvern »

Nah, he had a sexy, female Elf to do that for him.

And I don't think Shalandra was interested in giving guys' a back rub.
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KoolestLoser
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Post by KoolestLoser »

Wyvern wrote:Nah, he had a sexy, female Elf to do that for him.

And I don't think Shalandra was interested in giving guys' a back rub.
No, her preferences led elsewhere as many men discovered! Ahaha!

I suppose I am not contributing to much to this thread. 8)

I play rogues because they just feel natural to me.
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EvilPyrate
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Post by EvilPyrate »

KoolestLoser wrote: I play rogues because they just feel natural to me.
Amen! That's also part of why I decided to do something different this time. Here's hoping my new machine will be here soon so I can actually DO something!
Ludovic
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Post by Ludovic »

EvilPyrate wrote:
KoolestLoser wrote: I play rogues because they just feel natural to me.
Amen! That's also part of why I decided to do something different this time. Here's hoping my new machine will be here soon so I can actually DO something!
Woo! It's why I play what I play too. It's natural.

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