| Post/Author/DateTime | Post |
|---|---|
| Daverius02-16-07, 01:55 AM | Hey everyone: I'm trying to develop a decent hafling character that can play the role of scout and be a decent melee support. str13,dex18,con14,int10,wis10,cha8 1 rog1 two weapon figthing 2 ftr1 weapon finese 3 rog2 weapon focus(shortsword) 4 ftr2 power attack (+str boost) 5 rog3 6 ftr3 combat reflexes 7 ftr4 weapon spec(shortsword) 8 rog4 9 rog5 vexing flank (PHB2) I figured power attack would be helpful against undead and constructs. That combined with fexing flanker might be neat. Level 12 was going to be adaptable flanker. Skills by 9th level (ranks) disable device(8) +8 escape artist(12) +16 hide(8)+16 listen(8)+10 move silent(8)+14 search(8)+8 spot(8)+8 tumble(8)+12 My question is would escape artist be worth it? Or should I switch it out for bluff which I can use to get a sneak attack on barbarians and things with uncanny dodge. |
| Lupo02-16-07, 03:39 AM | Hey everyone: I'm trying to develop a decent hafling character that can play the role of scout and be a decent melee support. str13,dex18,con14,int10,wis10,cha8 1 rog1 two weapon figthing 2 ftr1 weapon finese 3 rog2 weapon focus(shortsword) 4 ftr2 power attack (+str boost) 5 rog3 6 ftr3 combat reflexes 7 ftr4 weapon spec(shortsword) 8 rog4 9 rog5 vexing flank (PHB2) I figured power attack would be helpful against undead and constructs. That combined with fexing flanker might be neat. Level 12 was going to be adaptable flanker. Skills by 9th level (ranks) disable device(8) +8 escape artist(12) +16 hide(8)+16 listen(8)+10 move silent(8)+14 search(8)+8 spot(8)+8 tumble(8)+12 My question is would escape artist be worth it? Or should I switch it out for bluff which I can use to get a sneak attack on barbarians and things with uncanny dodge. sorry, no power attack with short sword, you should consider rapier instead. ciao martin m. |
| clannagh02-16-07, 04:38 AM | sorry, no power attack with short sword, you should consider rapier instead. ciao martin m. not a light weapon then you would need oversized TWF |
| Gaelforcwynd02-16-07, 07:11 AM | not a light weapon then you would need oversized TWF Check your splat books for other light melee weapon options. Some of the 'Races' books have some good options I think. |
| kegdrainer02-16-07, 08:24 AM | Hey everyone: I'm trying to develop a decent hafling character that can play the role of scout and be a decent melee support. str13,dex18,con14,int10,wis10,cha8 1 rog1 two weapon figthing 2 ftr1 weapon finese 3 rog2 weapon focus(shortsword) 4 ftr2 power attack (+str boost) 5 rog3 6 ftr3 combat reflexes 7 ftr4 weapon spec(shortsword) 8 rog4 9 rog5 vexing flank (PHB2) I figured power attack would be helpful against undead and constructs. That combined with fexing flanker might be neat. Level 12 was going to be adaptable flanker. Skills by 9th level (ranks) disable device(8) +8 escape artist(12) +16 hide(8)+16 listen(8)+10 move silent(8)+14 search(8)+8 spot(8)+8 tumble(8)+12 My question is would escape artist be worth it? Or should I switch it out for bluff which I can use to get a sneak attack on barbarians and things with uncanny dodge. First off, I would suggest that you get Quick Draw as fast as you can. The extra attacks are no good if you need to take a move action to grab your weapons. Since you are going for rogue, you will want to maximinize the damage. Use Telling Blow (PHB2) with weapons that have crits in the 18-20 range for more damage when you can not get a flank (in a narrow tunnel for instance) or against targets with uncanny dodge. If you are up against undead, hide behind the cleric. Get Keen versions of your weapons as fast as you can. 1 Rogue 1 TWF 2 Ftr 1 Weapon Finesse or Quick Draw 3 Ftr 2 (Whichever you did not get at 2nd), Telling Blow. 4 Rogue 2 5 Rogue 3 6 Rogue 4 Combat Acrobat (PHB2) 7 Rogue 5 8 Rogue 6 9 Rogue 7 ITWF Might work out better. If you not too set on playing a halfling, a human might be a better option so you can get two feats at 1st. For escape artist, grapples are your worst enemy being a halfling. Since you will most likely be grabbed by larger creatures, they can get their grapple check up higher than your escape artist check (Size, STR, etc). Have a Grease scroll handy to hand to the wizard at the start of the adventure as an emergency. Use your fighter levels to get Jump. Jack up your balance since its needed for Combat Acrobat. Since you will not need power attack, lower your STR to 12 and boost your INT by 2 for the extra skill points. |
| Mommy was an Orc02-16-07, 09:33 AM | I think if you're going with a 10 Int/18 Dex with the intent of raising Dex to an eventual 26, then Tactile Trapfinder is a must have feat. |
| jimmy_dowdall02-16-07, 10:05 AM | if you get access an adamantine long spear with potion of enlarge is a must for tackling constructs, increased dice and extra str and all ur damage goes through.as for undead use the same spear but from behind the cleric ;). also i would consider dumping the fighter levels and take swashbuckler instead more skill points so ur rouge abilities will not suffer as much. i am currently using a halfing rouge and those are my tactics butiwillproby be sticking with pure rouge until i can get into nightsong enforcer |
| Alpha_Nerd02-16-07, 10:16 AM | Halfling: Rogue 3/Swashbuckler 1/Fighter 2/Dervish 9 STR 12 DEX 18 CON 14 INT 14 WIS 8 CHA 8 1: Rogue: Combat Expertise 2: Swashbuckler: Weapon Finesse 3: Fighter: Exotic Weapon Proficiency: Elven Courtblade, Weapon Focus: Elven Courtblade 4: Fighter: Power Attack, STR +1 5: Rogue 6: Rogue: Mobility 7 Dervish 8 Dervish: DEX +1 9 Dervish: Staggering Strike/Elusive Target 10 Dervish 11 Dervish 12 Dervish: Staggering Strike/Elusive Target, DEX +1 13 Dervish 14 Dervish 15 Dervish: Improved Combat Expertise? At 9 and 12 you're going to take Staggering Strike and Elusive Target, but I'm not sure which goes where. At 9, if you really need the tanking abilities, go Elusive Target. If not, I'd go with Staggering Strike first. I like Rogue 3/Swash 1 over Swash 3/Rogue 1 mostly for Evasion, but either route works without a multiclass EXP penalty. With Elaborate Parry and Combat Expertise you can jack up your AC if you need to, with ICE at 15 if you really want it. Your +hit will be ridiculous with a starting 18 DEX and small size so you'll have plenty of room for power attack if you need to rock something's world. I recommend picking up Boots of Speed ASAP though, as your movement is lacking. I guess you could lose 1d6 of sneak attack for barbarian for the movement if you really wanted to. Rogue 2/Swash 1/Fighter 2/Barb 1/Dervish 9. It also gives you something to do until you start Dancing. |