Last Minute Help (Rogue Build) [Archive] - Wizards Community

Post/Author/DateTimePost
CrystalBlue

08-15-07, 12:56 PM
We're trying to make a well-rounded team to de-construct the ruins under Castle Greyhawk. We'll have a big basher, a wizard, a cleric, and a rogue, then try to pick up two others at the con. Maybe a Bard or something.

Problem is, my brother (the rogue) still needs a solid build to start making. So far, we have this:

Kobold Cleric of Io
Dwarven Barbarian
Grey Elf Wizard

He wants a human cleric. And because Trapsmith is open for Greyhawk characters, I thought that would be good for him. But he's been taking so many healing and skill types that he wants to get into combat.

So here's my challenge. Tonight, I have to make a rogue build that will give us superior trap finding and trap disarming while also making it a relatively powerful fighter in combat.

Help? :(
Infinitive

08-15-07, 01:24 PM
I posted a version of this in another thread, but this might work for you:

Rogue 4/ Swashbuckler 3/ Trapsmith 4/ Unseen Seer 1 and then go wherever you please. Make sure to pick up the Penetrating Strike Alternate Class Feature at Rogue 3 so that you can sneak attack everything. You'r only giving up Trap Sense, so it's a great trade.

Rogue/Swashbucklers tend to be very strong melee combatants. If you build your character carefully and switch back and forth between rogue and swashbuckler as you level each up, you should be able to keep your relevent rogue skills maxed (with a good Int and being human). As should be obvious, picking up Daring Outlaw is highly recommended.

And remember! 5 ranks in Craft (Trapsmith) gives you a +2 synergy bonus on Disarm Device.
Demoyn

08-15-07, 02:02 PM
Also, you should think about the Dungeonscape alternate feature for Rangers. That'd make him a full BAB character with trapfinding and a good weapon path. Plus you'd get the added benefit of having a tracker on your team.
CrystalBlue

08-15-07, 02:42 PM
Yeah, I thought about that...but then he has to cross-class his Disable Device, Open Locks...and he doesn't get as many skill points.

Hmmm....
TetsujinOni

08-15-07, 02:55 PM
Yeah, I thought about that...but then he has to cross-class his Disable Device, Open Locks...and he doesn't get as many skill points.

Hmmm....

Ranger Alternate Class Feature Trap Expert - Replaces Track, and makes Disable Device a class skill.

I have a dwarf ranger going this route.

It doesn't do anything for open locks, but going Rgr 2/Sco (enough for +1d6/+1) and Swift Hunter might be a good mix for a dungeoneering ranger...
TetsujinOni

08-15-07, 03:18 PM
And remember! 5 ranks in Craft (Trapsmith) gives you a +2 synergy bonus on Disarm Device.

What is the source for this? And shouldn't it be Craft(trapmaking)?
LachlarlanIII

08-15-07, 03:22 PM
Nevermind.
Demoyn

08-15-07, 05:44 PM
As previously stated, the trap expert feature adds disable device to the Ranger class skill list. Open locks can generally be replaced by the knock spell (or bashing doors down or whatever), so while it's a small loss, it's not the end of the world. It will also save you 1 skill, so you've only got one more skill to lose to make up for the skill point difference. My suggestion would be tumble, since it's not a Ranger class skill. Problem solved.