need some help with feat choice... [Archive] - Wizards Community

Post/Author/DateTimePost
revaar

04-14-07, 12:25 PM
so, i'm playing a 5th level halfling rogue, and we just leveled up. at level up, i took my first level in the thief acrobat PrC from CAv. i've done all my adding new skill points, hp, saves, and all that good stuff. but i'm stuck on my feat choice.

the current two feats i have are agile acrobat (from RoW, allows you to add dex to climb and jump instead of str) and Weapon finesse. the feats i'm considering are Quick Draw, TWF, and Combat expertise.

what do you kind peoples think i should go with?

oh, and if you have any other ideas, the books i have acess to are CW,CAc, CAv, CD, and Races of the wild.
Puca

04-14-07, 01:44 PM
Two-Weapon Fighting is a commitment to taking the other feats in the chain. (Fighting with a weapon in your off-hand imposes a penalty to all you attacks, so it makes little sense to impose that penalty on your iterative attacks unless you are going to get additional off-hand attacks as well, IMHO.) Im not saying its a bad choice; it is a great choice for a melee rogue. Im only saying you need to realize the impact of that choice.

Combat Expertise really only works as a prereq to other things. (e.g. Improved Feint, which is worth it if you are built to bluff.) Others may disagree with this, but I don’t really seen it used a lot in practice.

Quickdraw is a great choice for a rogue. Get iterative attacks with thrown weapons and it also qualifies you for some rogue-related skill tricks (CS, which you dont have but might someday) and the ability to palm a dagger (rules in CW).

I gotta say though, Improved Initiative is a good way to go. Few things more reliably get SA than going first.
Hsien

04-14-07, 04:36 PM
Of those choices:
Two weapon fighting to maximize sneak attack potential, even if you don't take the rest of the chain it's a good option imo.

Quickdraw is more useful for a range character, which you're not really built towards...but then I'm biased towards Master Thrower, CW.

Other options:
Underfoot Combat, RoWild, if you tend to fight large creatures.

Quick Recon, CAd, gives Spot/Listen as a free action 1/rnd and +2 Init
Agree with Puca that going first can make a big difference.
Puca

04-14-07, 07:56 PM
The reason I said that about TWF was this:

At level 20, you can make thee attacks on a full attack: +15/+10/+5. With TWF, you get +13/+13/+8/+3. It seems almost nonsensical to not take the rest of the TWF chain and spend the same full attack getting attacks at +13/+13/+8/+8/+3. Thats all I meant.

If you arent going the TWF route, a melee rogue can get a lot of mileage out of spring attack, but thats a pretty feat-intensive path.