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Posted: Sat Feb 20, 2010 6:53 pm
Well, i'm new and i'd like to have something to do on Gaia that i can't seem to get at my campus XP Also trying to adapt a 4e build to 3.5 so i can have options. Any help? Quote: Asher Mac Daibhéid, level 1 Human, Rogue Build: Brawny Rogue Rogue Tactics: Brutal Scoundrel Background: Geography - Forest (Perception class skill) FINAL ABILITY SCORES Str 16, Con 13, Dex 16, Int 11, Wis 10, Cha 10. STARTING ABILITY SCORES Str 16, Con 13, Dex 16, Int 11, Wis 10, Cha 8. AC: 15 Fort: 14 Reflex: 16 Will: 11 HP: 25 Surges: 7 Surge Value: 6 TRAINED SKILLS Acrobatics +8, Stealth +8, Thievery +8, Athletics +8, Insight +5, Streetwise +5, Perception +5, Dungeoneering +5 UNTRAINED SKILLS Arcana, Bluff, Diplomacy, Endurance +1, Heal, History, Intimidate, Nature, Religion FEATS Human: Blade Opportunist Level 1: Skill Training (Dungeoneering) (next available feats will be Tribal - Watchful Owl and Double Sword) POWERS Bonus At-Will Power: Duelist's Flurry Rogue at-will 1: Clever Strike Rogue at-will 1: Deft Strike Rogue encounter 1: Fox's Gambit Rogue daily 1: Press the Advantage ITEMS Leather Armor, Short sword (2), Dagger ADJUSTED FOR BALANCE Quote: Asher Mac Daibhéid, level 1 Human, Rogue Build: Brawny Rogue Rogue Tactics: Brutal Scoundrel Background: Geography - Forest (Perception class skill) FINAL ABILITY SCORES Str 12, Con 13, Dex 15, Int 13, Wis 13, Cha 14. STARTING ABILITY SCORES Str 12, Con 13, Dex 15, Int 13, Wis 13, Cha 12. AC: 14 Fort: 12 Reflex: 15 Will: 13 HP: 25 Surges: 7 Surge Value: 6 TRAINED SKILLS Acrobatics +7, Stealth +7, Thievery +7, Athletics +6, Insight +6, Streetwise +7, Perception +6, Dungeoneering +6 UNTRAINED SKILLS Arcana +1, Bluff +2, Diplomacy +2, Endurance +1, Heal +1, History +1, Intimidate +2, Nature +1, Religion +1 FEATS Human: Blade Opportunist Level 1: Skill Training (Dungeoneering) (Future feats include Tribal - Watchful Owl and Double Blade) POWERS Bonus At-Will Power: Duelist's Flurry Rogue at-will 1: Clever Strike Rogue at-will 1: Deft Strike Rogue encounter 1: Fox's Gambit Rogue daily 1: Press the Advantage http://s.cdn.gaiaonline.com/images/template/button/submit_submit.gifITEMS Leather Armor, Short sword (2), Dagger, Thieves' Tools
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Posted: Sat Feb 20, 2010 7:35 pm
Hay and welcome to the guild =3
Lets see what we can do with this build.
Human Rouge, always fun to watch.
I'd go for some of the feats in Comepleat Scoundrel. It lets you swap out sneak attack damage for debilitating effects instead. Maybe some in Compleat Adventurer.
Skills : For skills go with. Tumble, balance, climb, jump, slight of hand, gather information, spot, listen, move silently and hide, knowlage (local).
Unfortualy 3.5 Rouges dont get Dungeoneering.
With a +2 to Int you'll be able to max out them skills =3
For stats : Str : 16 Dex: 14 Con: 14 Int : 14 Wis : 10 Cha : 10
Hope that helps =3
That's how I'd convert it over anyway n.n
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Posted: Sat Feb 20, 2010 7:42 pm
Would decreasing Int from 14 to 12 and increasing Dex from 14 to 16 be okay? guess not, but i'd rather have Dex up xP
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Posted: Sat Feb 20, 2010 7:44 pm
I'm going off a 32 point buy.
If you drop Cha by 2 as well it works out. It doesn't seem like your interested in social interaction, so the hit to Cha is better than a hit to Wis.
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Posted: Sat Feb 20, 2010 7:55 pm
Well, given your conversion, this is what i have
Asher Mac Daibhéid the Rogue Male Human Wilderness Rogue 1 Neutral Good
Strength 16 (+3) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 10 (+0) Size: Medium Height: 5' 11" Weight: 195 lb Skin: Tan Eyes: Red Hair: Dark Brown; Wavy; Beardless Total Hit Points: 8 (wait WHAT?)
Speed: 30 feet Armor Class: 14 = 10 +2 [leather] +2 [dexterity] Touch AC: 12 Flat-footed: 12 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +2 = 0 [base] +2 [constitution] Reflex save: +6 = 2 [base] +2 [dexterity] +2 [lightning reflexes] Will save: +0 = 0 [base] Attack (handheld): +3 = 0 [base] +3 [strength] Attack (unarmed): +3 = 0 [base] +3 [strength] Attack (missile): +2 = 0 [base] +2 [dexterity] Grapple check: +3 = 0 [base] +3 [strength]
Light load: 76 lb. or less Medium load: 77-153 lb. Heavy load: 154-230 lb. Lift over head: 230 lb. Lift off ground: 460 lb. Push or drag: 1150 lb.
Languages: Common Elven Halfling
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Hand Crossbow [1d4, 19-20/x2, range incr 30 ft., 2 lb., piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Feats:
Endurance Lightning Reflexes Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 6 = +2 +4 Bluff Cha 0 = +0 Climb Str* 7 = +3 +4 Concentration Con 2 = +2 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 2 = +2 Forgery Int 2 = +2 Gather Information Cha 2 = +0 +2 Heal Wis 0 = +0 Hide Dex* 6 = +2 +4 Intimidate Cha 0 = +0 Jump Str* 7 = +3 +4 Knowledge (local) Int 6 = +2 +4 Listen Wis 4 = +0 +4 Move Silently Dex* 6 = +2 +4 Perform_1 Cha 0 = +0 Perform_2 Cha 0 = +0 Perform_3 Cha 0 = +0 Perform_4 Cha 0 = +0 Perform_5 Cha 0 = +0 Ride Dex 2 = +2 Search Int 2 = +2 Sense Motive Wis 0 = +0 Sleight of Hand Dex* 6 = +2 +4 Spot Wis 4 = +0 +4 Survival Wis 0 = +0 Swim Str** 3 = +3 Tumble Dex* 6 = +2 +4 Use Rope Dex 2 = +2 * = check penalty for wearing armor
Human:
Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included) Wilderness Rogue: Sneak Attack +1d6
Trapfinding Evasion (level 2) Trap Sense (level 3) Uncanny Dodge (level 4) Improved Uncanny Dodge (level cool Special Abilities (choices begin at 10th level)
Class HP rolled Level 1: Rogue 6 Asher Mac Daibhéid's Equipment:
21 lb 1 lb _____ 22 lb Weapons / Armor / Shield (from above) Thieves' tools
Total
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Posted: Sat Feb 20, 2010 8:11 pm
As Rock has already pointed out, it depends on what the build your going for. The importance of stats typically go in the following order for a 'typical' rogue: Dex>Con>Int>Str>Wis>Cha, Dex being 1st thanks to your armor proficiency and need for a high Ref/skill mod for skills. Con because you don't have much health, Int for the skills, Str isn't necessary for most build but can be useful for melee builds and carrying items, Wis for the Will saves sometimes you can put this before Str, and Cha is last if you don't plan on a social build (my favorite type personally).
If your going by point buy 32, I usually go with something like this... (Mind I like social builds) Str: 10 Dex: 15 Con: 12 Int: 14 Wis: 12 Cha: 15
Feats again are based largely on build type. -Able Learner [Races of Destiny] is a good feat for human rogues since it allows them to put single skill points in cross-class skills instead of two points for one point. (but you still can only put half the max amount) -Darkstalker [Lords of Madness] is a good feat for sneakers. Its meant for slightly higher level games {around 5-10th lvl} that lets you use your Hide skill to hide from those that have extraordinary abilities like Blindsense/tremorsense/etc. Also allows you to sneak up on things with all-around vision. -Titan Fighting [Races of Stone] is a feat for gnome/dwarf rogues. Gives you an additional +4 bonus to fight against Giants, along with anything bigger then yourself. -Weapon Finesse [Players Handbook] basic feat for any rogue. Replace Str mod for certain weapons with Dex. -Deadly Precision [Expanded Psionics Handbook] lets you reroll 1's you get for sneak attack. Don't remember the requirements to gain it, but still nice sounding.
Complete Scoundrel has some nice material for rogue-like characters. Things like skill tricks [trade 2 skill points when you fill the requirement for certain skills you gain some nice tricks.], places to hide hidden weapons, equipment that any character would like to use (I think of the Rust wand, a baby rust monster in a tube that costs somewhere around 160 gp!)
Hope this helps.
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Posted: Sat Feb 20, 2010 8:13 pm
I'll fix this up in Myth-Weavers
Actually, i'd go by an array if possible. Altered stats with 4d6 so that it's more balanced.
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Posted: Sat Feb 20, 2010 8:40 pm
or i can't build my own character sheet for s**t >< But Str 12, Con 13, Dex 15, Int 13, Wis 13, Cha 12 sounds okay. xP
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Posted: Sun Feb 21, 2010 7:39 am
There is more or less about 3-4 different builds for a Rogue Acrobat (Tumble/Jump/Climb skills) Sneak (Hide/Walk Silently skills) Tinker (Higher INT Disable Device/Search skills) Swashbuckler (Or whatever a good name for a Cha build would be and usually Bluff)
Of course a combo can be made... my personal fav is the Tinker/Acrobat which is a high Int/Dex build... abit lighter on damage/hp but they can get where they need to be and troubleshoot traps and such
keep in mind for stats most feats need an odd number 13-15 but you don't get a mod bonus expect on even numbers also consider the point you get every 4 levels... a build of 13 or 15 in int or 15-17 in dex might leave you weak early on but with point buy it would give you much more points put in other skills
depending on your dex/str mod which should be above 14 at the least get weapon finesse early... you damage doesn't come from str... anyway... yeah a +1 might help alittle but dex goes to stats that might help you get into postion to sneak attack... and a +1 to damage is nothing compared to being able to do 1d6 2d6 so on every round... work with you tank... usually a Fighter/Paladin or Barb even... if your not surprising your enemy let them take the front before tumbling or sneaking around to flank... your goal in the group is to flank the mainline... and put pressure on archers/mages attacks of op on archer/mages will give you more attacks and you can get in that position better than anyone else... hell mages hate you up close... you screw with most of their spell you hit them easier than anyone but the fighter and with reflex at level 2 even if they try to hit you they can't deal more than half damage or none later on
my pref towards stats is something like Str 10 to 12 Dex 16 to 18 Con 10 to 14 (stick to 12-14 until you have a knack for getting in the right spots) Int 12-14 (you will want the mods for traps... and the extra skill points can really help) Wis 10-12 (you don't want to take away from your will save) Cha 8-14 (dump stat... but can be very useful too your either the lieing type or the quiet type most of the time)
just a thought... if you have a Ranger let him take care of Spot/Listen and you take care of Search... he has the eyes and ears but you have the knowledge of where to look... he will point out curious things and you will find all the traps and hidden doors...
I dont enjoy Str builds because it makes me feel like you trying too hard to be a Fighter or Barb... in which case you should be a fighter or Barb... I understand most do it to be sneaky... but really the rules on stealth... just make me want to put points in move silently and give someone cast invis on me
my last advise... consider a crossbow early on if you go heavy dex... until you get weapon finesse hitting is going to be a point sneak with a shot from the dark does sneak attack damage if I remember right... but it's been awhile since I've played 3.5
As a Human If it was me Str 10 (12 or 14 if Int is 14) Dex 16 Con 12 (Choice of 12 or 14 if Int is 14) Int 16 (or 14) Wis 14 Cha 8 (Choice of 10 if int is 14)
take weapon finesse at level 3
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