1001 Things I've learned from playing a Rogue [Archive] - Wizards Community

Post/Author/DateTimePost
Danz33

06-15-06, 09:30 PM
1. Tumble, Mobility, Dodge, and Spring attack = great flanking
2. Shadowdancers do not increase sneak attack, so use this prestige class primarily if you're a scout and/or ranged combatant
3. Fighters are your best friends in combat
4. Improved Feint and maximized Bluff are even better friends...1 feat gives you lots of extra damage every round of melee, especially since most front line enemies won't have many points in Sense Motive
5. Not every rogue must use two weapon combat
Dolo

06-15-06, 09:36 PM
6. The best fight is the one the enemy dosent know is happening, but you do.

7. A statement that was said once during a game "LOOK OUT!!!! The enemy is behind you!!!((Person turns around)) But I don't see anything....URK!!((Sneak attack on said target))Like I said the enemy is behind you...... evil :D

8. Never steal from the party things that they know about, just never let them find out about the cache of Diamonds((Or whatever)) you have in the first place.
Ralvuimego

06-15-06, 11:05 PM
9. You can NEVER have enough skills. (Many times I have found myself lacking one skill that would have been incredibly useful.)

10. You are a ROGUE, not a THIEF (Unless your concept states otherwise, of course). Stealing is not a prerequisite.

11. Never underestimate the power of a high INT score.

12. You are the most flexible member of your party. If someone can't do something, it's your job to figure out a way to do it.

13. Murder the wizard when he's not looking.
Ront Iron-Roar

06-15-06, 11:20 PM
14. Always remember how far away your party is when you're sneaking ahead.
Ashok_Lal

06-15-06, 11:32 PM
15. It's not always as easy to get into a flanking possie as you would think.
16. Skills, skills & skills
17. Don't murder th wizard in there sleep. Thay can be your best freind.
18. There are so many people out there to steal from, so don't steal from party members.
19. Just becourse you found the trap does not mean you have to be the one to set it off.
20. Be the one who leaves someone alive to "talk"
Kanachi

06-16-06, 12:26 AM
21. Scouts and rouges can make powerful ranged weapon specialists... You dont always have to be right up next to a target in order to sneak attack him :D
SalParadise

06-16-06, 12:28 AM
22. One level of arcane casting can go a LOOOOOONG way... A mage hand here, an illusion there, and you'll find yourself with a brand new tool set to go with those thieving tools.

23. There is no dishonor in running. There is a lot of dishonor in getting gutted by the enemy front line because you forgot you were a rogue.
belthazzar1113

06-16-06, 12:28 AM
24. carry a sap. sneak attacking for subdual has uses. especially with a mindbender in the party.
25. always have more weapons than you have limbs
26. never tell anyone about ALL your weapons.
27. don't try and flank with a frenzied berzerker :(
28. if the wizard says "you have evasion right?", throw your drink at him and drag your dm out of the room.
29. spelltouched feats are nice, especially the one that lets you fake being charmed.
30. remember always that you are best equiped to sneak back in, grab the bodies and have your friends raised. (read as: flee if it looks bad)
Pliskit

06-16-06, 01:20 AM
31) Find a way to let your wizard know WHERE you're sneaking in case he's thinking about area-casting.
32) Get yourself a throwing weapon of Seeking and Returning :devil: Combined with loads of sneakdamage it totally makes up for your otherwise low bab and damage.
33) Max your Sleight of Hand: it will allow you to hide that one special dagger reaaally well...
34) You want that ring of resist elements (fire). Eyebrows grow back verry slowly.
Whisper_Swiftblade

06-16-06, 03:58 AM
35) alot of the things you can't sneek attack are not that smart (golems, zombies...) so bring a portable hole for them to stumble into
goawayugh

06-16-06, 07:01 AM
36) Boots of tracklessness are priceless to you (37,500gp, Greater Invisibility 3/day)
37) For that matter, anything that grants Gr. Invis. is priceless to you. Just remember to max UMD.
demonic_dante

06-16-06, 06:39 PM
38) everyone else is surprisingly incompetent without you
39) no matter how confident you are never say "there are no traps", but still let the fighter open the door.
Tramp4life

06-16-06, 08:26 PM
40) Sleight of hand is only good for impressing children (tricks) and getting your arm chopped off--UNLESS you are a poison user, then get it.
41) You are NOT a brick--don't act like one! Get in, attack, get out (spring attack)...
Dheran

06-17-06, 01:05 AM
42) You don't walk. You don't run. You don't take 5' steps. You Tumble everywhere you go, always. Make use of Accelerated Tumbling (PH) instead of normal (hustling) movement, Extreme Tumbling (Oriental Adventures) instead of 5' stepping, and Sprinting Tumble (Complete Adventurer) instead of running. Tumbling means never having to say AoO.

43) Faster is better. Anything that increases your base movement decreases your chances of being where you can get hurt. Dip into other classes (Barbarian, Cleric with Celerity domain), use items/spells that enhance your movement (Longstrider is in the Travel domain if you dip into Cleric), and beg, borrow, or steal some Haste when things get hairy. Get fast, and get Spring Attack so you can tumble in, make your sneaky attack, and tumble back out of danger.

44) More AC is better, always. If your Wisdom is good and your Dexterity is better, go for Bracers of Armor and a Monk's Belt. Declare your Dodge bonus whenever applicable, and fight defensively unless you're sure you can kill the opponent this round; your 5+ ranks in Tumble help here. Stay alive.
Sunrider

06-17-06, 01:55 AM
45) Regardless of what the PHB says, you work best alone, or with other stealthy types. Leave an intelligent rogue (with an equally-intelligent player) to her own devices and she can solve any problem, in however roundabout a fashion.

46) The best fight is the one avoided. Poison your enemy's lunch. CDG him in his sleep. Use Diplomacy/Bluff/Forgery/Disguise/other means of subterfuge to get your enemies to fight each other. Do not face them in combat. That's what mercenaries, Paladins, social skills and your slush fund are for.

47) Deception is the best form of stealth. Don't Hide and Move Silently your way to a target. Disguise yourself well, then walk in through the front door. Hide and Move Silently are for penetrating the inner chambers.

48) Where talking alone won't do, cash is a great adjunct. Money talks.

49) Wearing a glowing skull on your head and a mummified elf-hand around your neck does not make for a good disguise, whatever your Charisma. Try to stay as magic-item-free as possible. They attract attention, limit your potential disguises, etc. Inherent bonuses and disposable items are more useful in a campaign (as opposed to a dungeon-crawl).

50) Improved Unarmed Strike is a great feat. Use it to sucker-punch guards and sentries, who will invariably be low-level. Swords attract attention. Fists don't.

51) Gather Information solves a lot of problems. Looking for a fence to exchange goods for currency? Find out with Gather Information. Looking to buy some Wish scrolls, Rings of Three Wishes, etc. for inherent bonuses? Find out where you can get these. Looking for someone in Waterdeep? Gather Information will solve the problem.

52) Don't rely on the Adamantine Light Mace. It takes a while, makes a lot of noise and doesn't work on anything with 20 or more hardness.

53) Speed is your friend.

54) AC and HP won't save you in a fight. When confronted, you want to get out of there ASAP.

55) Think three-dimensional when avoiding trouble. When confronted by mooks in an alleyway, climb up the walls. When on a rooftop, jump to the next one, then climb down the other side to safety.
pita

06-17-06, 03:10 AM
56)Being a rogue with a greatsword isn't that strange...
what?