best rogue feats?? [Archive] - Wizards Community

Post/Author/DateTimePost
menmelnjourney

09-22-07, 08:34 PM
what are the best feats for a rogue to start with and to progress with?
Salla

09-22-07, 09:04 PM
Improved Initiative: Useful for getting in sneak attacks on flat-footed opponents.

Two Weapon Fighting: If Xd6 sneak attack is good, 2Xd6 sneak attack is better.
Ian0311

09-22-07, 09:43 PM
Weapon Finesse for the melee rogue who has a crappy Strength. Improved Unarmed Strike for the rogue who finds himself/herself in a lot of situations where (s)he is unarmed (disguised, imprisoned, in areas where weapons are restricted, etc) or just prefers the element of surprise.

Skillful rogues might find skill focus: and feats that give a competence bonus of +2 to two skills useful.

Due to the close proximity in which ranged rogues often find themselves, Point Blank Shot doesn't hurt.

Shot on the Run and/or Spring Attack can be worthwhile if you're willing to invest the feats, though there are more useful feats out there...
wonlee76

09-22-07, 10:25 PM
Telling Blow from PHB II
runestar

09-22-07, 10:40 PM
Craven from champions of ruin - adds +1 sneak attack damage per character lv, but you take a penalty on fear saves.
IRememberCecil

09-23-07, 02:28 AM
Many of the above (Improved Unarmed Strike? Srsly.) are good for Rogues. You might also consider the Abyssal Heritor feats from Fiendish Codex I. They grant many benefits that Rogues can't access easily and cover a lot of its weak spots.

Even just four feats can give you:
DR 4/Lawful
+2 Natural Armor improvement
Reroll 4 Sneak Attack dice
2 floating +1 insight bonuses which you can assign to pretty much anything you want

6 feats can give you:
DR 6/Lawful
+3 Natural Armor improvement
Reroll 6 Sneak Attack dice
3 floating +1 insight bonuses which you can assign to pretty much anything you want
Darkvision 60 ft. and +6 on Search and Spot checks
+3d6 damage against Lawful targets and weapons count as Chaotic

8 feats give you (here you have probably ditched your special abilities in favor of bonus feats):
DR 8/Lawful
+4 Natural Armor improvement
Reroll 8 Sneak Attack dice
4 floating +1 insight bonuses which you can assign to pretty much anything you want
Darkvision 60 ft. and +8 on Search and Spot checks
+4d6 damage against Lawful targets and weapons count as Chaotic
Ignore 8 Negative Levels per day
+8 bonus on Perform or Intimidate checks, and either fascinate (Perform) or sicken (Intimidate) foes (DC is pretty decent) 8 times per day.

10 feats give you (ditching even more special abilities):
DR 10/Lawful
+5 Natural Armor improvement
Reroll 8 Sneak Attack dice
5 floating +1 insight bonuses which you can assign to pretty much anything you want
Darkvision 60 ft. and +10 on Search and Spot checks
+5d6 damage against Lawful targets and weapons count as Chaotic
Ignore 10 Negative Levels
+10 bonus on Perform or Intimidate checks, and either fascinate (Perform) or sicken (Intimidate) foes (DC is pretty decent) 10 times per day
+10 damage on unarmed strikes (making Improved Unarmed Strike and Superior Unarmed Strike potentially worth it)
+20 on Jump checks and the ability to slow your fall as long as you can take move actions

But seriously, don't take that many. Half of them don't even help you that much.