| Post/Author/DateTime | Post |
|---|---|
| #1ClutchboneSep 28, 2014 23:53:07 |
A Knife in the Dark – The Rogue’s Handbook
"Rogues, would you live forever?" - Frederick the Great
Contents:
1. Overview
2. Rogue Class Features
3. Roguish Archetypes
10. Multiclassing
11. Feats & Example Builds
12. Tips, Tricks & Handy Links
Overview: Ah, the loveable rogue. The adventurer who lies, cheats, steals, stabs people in the kidneys, and really isn’t all that loveable now is he? Unless, of course, if he’s on your side. After all, no one else is crazy enough to stick their fingers into that spring-loaded trap, or to sneak off alone and make a grab for that ice giant’s key ring. He’s a useful chap to have around and you’re pretty sure you believe him when he says that your kidneys, at least, are safe.
Know Your Role: Rogues in 5e can expect to dish out respectable amounts of single-target damage while also taking point on a variety of skill checks. Rogues are not front line warriors; they have neither the hp nor the AC for prolonged exchanges. Instead they dart in and out of combat or fire arrows from afar while using their dirty tricks to avoid, reduce or even negate any attacks that come their way. Keep in mind that although a rogue's damage output will likely be lower than a properly specced tank, their stronger out-of-combat presence and unique defensive features will make up for it.
From this point forward, the following colour coding will be used:
Sky Blue = Very good Blue = Good Black = Average Purple = Bad Red = Very bad
Ability Scores: As most Rogues are a SAD (Single Ability Dependency) class, you have a surprising amount of stat placement options available. Pump up your attack stat and do as you will with the rest. Remember that certain class features (Expertise, Reliable Talent, Slippery Mind) can help compensate for low or mediocre scores for certain skills or saves.
Show Strength: 1/1 related skills are available to Rogues. Viable dump stat. This is for Athletics checks only, and you can get by without it. Aspiring spider monkeys may want 10-14. Others want 8-12. You could build a Str-based rogue, but you’ll need specific race, feat, and/or multiclassing choices to make it work, and note that Sneak Attack still needs a finesse or ranged weapon.
Dexterity: 3/3 related skills are available to Rogues. One of the big three saves. This is for attacks, damage, AC, Initiative, skills and class features. Everyone wants 16-17. Str-based rogues will still want 12-15 here.
Constitution: 0/0 skills. One of the big three saves. Hit points are important, but you will develop ways to avoid or mitigate damage. Everyone wants 10-14, depending on if you prefer ranged or melee.
Intelligence: 1/5 related skills are available to Rogues. Viable dump stat. Arcane Tricksters will want 14-17. Others want 8-12.
Wisdom: 2/5 related skills are available to Rogues. Viable dump stat. One of the big three saves. Everyone wants 8-14.
Charisma: 4/4 related skills are available to Rogues. Viable dump stat if you aren’t a people person. Everyone wants 8-14. |
| #2ClutchboneJun 10, 2015 7:37:33 | Rogue Class FeaturesHit Points: d8. You are beefier than the mages, but that's not saying much. You may visit the front lines, but you definitely don't want to live there.
Proficiencies Armor: Light. This is fine, I guess. Unless you went for a Str Rogue, medium armor isn’t worth it. Weapons: All simple weapons plus hand crossbows, longswords, rapiers, & shortswords. This gets you every finesse weapon except the scimitar (aka slashing shortswords) & whip (aka slashing daggers with reach), so you’re good to go. Note that you cannot Sneak Attack with longswords so don't bother with them. Also keep in mind that all of your weapons do piercing damage except slings, so keep one in your backpack in case piercing resistance ever comes up.
Weapon Selection Rapier – The simplest choice, works well with cunning actions. Hold a hand crossbow or throwing dagger in your off hand for those turns when you can’t quite get into position. Cunning Action will help keep you safe by dancing in and out of melee. You sacrifice optimized damage for versatility.
Two Weapon Fighting – Two shortsword attack rolls equal two chances to land sneak attack, but you won't be able to use cunning action in the same turn. This is tied with ranged for the most damaging choice (with Dual Wielder feat and 2 rapiers). While TWF allows more wiggle room in your build than ranged, it's also the riskiest option as you have no bonus action left to disengage from melee.
Ranged – Stay out of harm’s way while kill stealing from (um, i mean focusing fire with) your meat shield. This is the safest choice and with the right race/feat (halfling/Crossbow Expertise) it can be the most damaging if you gain advantage on attacks every turn via stealth. Other builds may not do as much damage. Also remember that your meatshield may grant your enemy cover, so train your bruisers to fight at the side of the enemy where they won't block your line of fire.
Thank you to the mathemagicians below for running the numbers! |
| #3ClutchboneAug 06, 2015 12:46:42 | Roguish Archetypes
Thief This is your stereotypical rogue path, buffing your stealing, climbing, and sneaking, as well as granting the old favorite Use Magic Device and the awesome Thief's Reflexes. I find this Archetype to be a mix of good and bad features. It's up to you if the whole package is worth it.
Show Fast Hands: Expanding your Cunning Action to cover Sleight of Hand, thieves' tools, and Use an Object actions. A DM may or may not let you pickpocket during a fight, although you may find using objects like ball bearings, poisons or potions as a bonus action to be handy. Works also with pouring oil, but not splashing it on someone as that's an attack roll (debated; ask your DM). Works very well with the Healer feat. See the sidebar on p.190 in the PHB for a non-inclusive list of other potential actions.
Second Story Work: The need to climb fast rarely comes up. The jumping bonus is so bad it might be broken: an extra 1-5 feet with 12-20 Dex only gets you 1 extra square, if you're using a map & minis, and is nigh-useless in the Theatre of the Mind playstyle.
Supreme Sneak: This would be great just taken at face value, but advantage on stealth is fantastic for setting up Sneak Attack. Wood Elves and Lightfoot Halflings will love this.
Use Magic Device: With magic items being as rare as they are in 5e (p. 144), there won't be many extra wands of fireball lying around for you to use.
Thief's Reflexes: Taking two turns is fantastic, and unlike Assassinate it works no matter how badly you roll your Initiative. Depending on the spread of rolls it's possible for you to get two turns in a row (ie if you go last normally, or if you're first and everyone else rolled terribly), potentially letting you Sneak Attack both times! |
| #4ClutchboneAug 04, 2015 8:32:51 | MulticlassingFor the sake of this guide (and my sanity), I generally won't review beyond losing more than 8 rogue levels to multiclassing. Go much farther than that and you're not really a rogue anymore anyways. Also, I'll leave some of the crazier/more intense multiclass theorycrafting for others to do; for a great example of this see "Dealing Death: Handbook of the True Assassin" in the Handy Links section.
General Rogue Multiclassing - Any class feature that I've previously rated Blue or Skyblue is usually worth keeping in your build. Ability Score Increases are often worth it too. If you're going to multiclass, try to jump out before you hit a subpar feature or at least make an equal trade. Also keep in mind that when I say "keep x number of levels, then multiclass for y number of levels", you can break it up and insert those MC dips wherever you want within or after the x levels.
Thief Multiclassing - Thieves will want 9 rogue levels at least for Supreme Sneak, will usually stay for Reliable at 11, ASI at 12, and/or UMD at 13, and it might be worth it to stay around for Thief's Reflexes at 17 as well. Fill in the gaps as needed.
Assassin Multiclassing - Either jump out early at or soon after Assassinate, stay until your ASI at 12, or stick it out until Death Strike.
Arcane Trickster Multiclassing - You will want to keep 13 levels for Versatile Trickster. Hardest Archetype to multiclass with as you potentially have to keep up 3 stats (Dex, Int, Wis/Cha), depending on the class. Jump out somewhere in 14-19.
What You Lose When Multiclassing: Show 1 level dip: I'd recomended this for most rogues; you lose nothing but a relatively weak capstone ability (1 auto hit/short rest). 2-3 level dip - This is fine as well, depending on if the trade-off is worth missing an Ability Score Improvement (you won't miss Elusive or 1d6 worth of Sneak Attack). 4 - You won't miss out on an ASI, but you lose a Roguish Archetype feature and 2d6 SA dice 5 - As above, but with a net loss of 1 ASI. Note that many classes get an Extra Attack at this level, which is very good. 6 - As above, but you also lose 3d6 SA and Slippery Mind (nooo!) 7 - As above, but you also lose Blindsense. Not a big deal. 8 - As above, but you also lose a Roguish Archetype feature and 4d6 SA. |
| hand crossbow can fire twice in one turnClutchboneJun 09, 2015 14:10:37 | Feats:Show Alert: +5 to Initiative is pretty much mandatory for Assassins. Thieves and Arcane Tricksters don't really need it.
Elemental Adept: You don't ever use elemental damage spells.
Grappler: There's an interesting Grappler's Manual in the Handy Links section below. Check that out to make a Grappling Rogue, but it looks like a 2-7 level dip into rogue is preferred over going full rogue, emphasis on 2. Everyone else can avoid.
Heavy Armor Master: No, this is too far even for the Mountain Dwarf.
Inspiring Leader: Meh, this isn't really your bag of tricks.
Keen Mind: Just straight bump Int instead, if you feel the need.
Lightly Armored: Worthless to you.
Linguist: Just straight bump Int instead, if you feel the need.
Lucky: This is what the rogue's 20th level ability should have been. However, RAW this doesn't actuallly grant advantage per se, just an extra d20, so it doesn't work with Sneak Attack. Ask your DM.
Martial Adept: 1 maneuver per short rest isn't that great. If you do take this, go with Precision and Riposte.
Medium Armor Master: Str-based Mountain Dwarf rogues or multiclass rogue/fighters may want this, but no one else.
Mobile: +10 speed is good for small rogues]) but, unless you really want to make the most of TWF, you already have Cunning Action to disengage.
Moderately Armored: This may be worth it, or you could just dip into fighter, but note that with 20 dex you'll need to use a shield for this to provide any AC benefit at all.
Mounted Combatant: Having automatic advantage on melee attack rolls is great on paper, but most campaigns will probably require you to become unmounted fairly regularly. Also as a rogue you generally don't want to encourage attackers to target you.
Ritual Caster: If you take this, choose Find Familiar and an owl (flyby attack + help action = advantage). Some DM's might not allow this interpretation of the help action; ask first.
Sharpshooter: This is okay for those that prefer ranged, but try to only use it with advantage on your attack roll. Works better when paired with Skulker, especially for Assassins. This way your assassinate/death strike will do plenty more damage with less risk if you miss.
Skulker: Pretty darn good for sniping! There's a bit of overlap though for Wood Elves and Lightfoot Halflings.
Weapon Master: Heavy crossbows, longbows, scimitars and whips aren't worth the price of a feat. For what it's worth, whips are the best choice here. |
| #6ClutchboneNov 25, 2014 16:16:43 | Tips, Tricks & Combos
Gaining Advantage Remember that it only takes one source of advantage or disadvantage to cancel both out, no matter how many sources of each there are.
Ways to Gain Advantage on Attacks
|
| #7Jell_MooSep 29, 2014 4:59:47 | Nice. I've been looking forward to seeing a Rogue guide, so I'll be very interested once you've completed. I've been thinking of the Rogue as something of an "Advanced" class (it requires strategic play and choices to be effective), so I think a guide here will be a big help to people who may unexpectedly find themselves getting mulched by enemies that can hit surprisingly hard. |
| #8Demosthenes2054Sep 29, 2014 7:27:45 | A couple of things worth mentioning for elves. The longbow is a great weapon. Cunning Action has excellent synergy with Wood Elf movement speed. |
| (Reply to #8)Rancid_Rogue |
|
| #10GladiusLegisSep 29, 2014 9:54:14 | A note on backgrounds, p. 125, under Proficiencies: "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead."
So that ought to help Criminal/Spy and Urchin out some. In fact, if anything, those backgrounds are even better in a Rogue's employ than anyone else's since they literally get to pick ANY tool proficiency they want in place of the thieves' tools they already get.
I don't even consider starting equipment in the rating since by Lv. 2, if not before, you'll easily be able to buy better stuff anyway. |
| #11GladiusLegisSep 29, 2014 8:56:50 | Also Perception should be sky blue, at least, if not gold. Investigation doesn't help you detect hidden enemies, while Perception does. And there's group perception checks, and you don't want to be a liability in those.
Stealth is gold for Assassins. |
| #12melloredSep 29, 2014 9:09:37 | I don't see ranged damage suffering at higher levels. If anything, they do better since more of your damage comes from sneak attack, not weapons. And you can either use crossbow expertise for a second attack, or hide (with expertise and reliable talent) for advantage. Either way you get 2 rolls.
If anything, i'm not seeing much reason for a rogues to go into melee unless someone can give you an OA (Commander's Strike, Dissonant Whispers).
That said, nothing stops you from carrying multiple weapons.
Also elf longbow proficency is not a wasted. Even if you have crossbow expertise, you can carry one for long distance attacks. |
| #13GladiusLegisSep 29, 2014 9:49:02 | Yeah, ranged is definitely the way to go for a Rogue. Considering you can Disengage as a bonus action if someone closes on you in melee, even moreso. Even more still with Crossbow Expertise. Also, Commander's Strike even works with a ranged ally, and as long as the Fighter commanding you is next to the enemy you're about to gank, you'll get your Sneak Attack.
In fact, the only use for melee for a Rogue (aside from OAs) I see right now is an Assassin who has to conceal a dagger and head into the ball, gain the noble's confidence, pass a Deception vs. Insight check up close, and stab the guy.
Also, unrelated note, but Performance is a good source of money during downtime. I wouldn't rate it blue or anything, but black would be fair. It's definitely not red. |
| (Reply to #11)Rancid_Rogue |
|
| #15dwgautierSep 29, 2014 9:41:28 | I don't think Arcane Tricksters MUST have a 14-17 starting Int. Because your spells known are based off a static number and not your Int you could have Int as a dump stat if you are only using your spells for buffs. If youre not worried about DC's and spell hit then you could totally have a low Int with arcane trickster. |
| (Reply to #14)1eejit |
|
| #17ClutchboneSep 29, 2014 10:08:48 |
|
| #18YunruSep 29, 2014 10:21:33 | Roughly around 60 dpr was what I got from a lightly optimised Rogue (lightly meaning: Maxed Dexterity and Hex). |
| #19melloredSep 29, 2014 10:50:00 | Level 20, 20 dex. 50% chance to hit (for simpiler math, actual value is likely higher).
Single Attack (no bonus action) 1d8+Dex * .5 = 4.75 10d6 * .5 = 17.5 =22.25
Dualist Feat (bonus action TWF) 1d8+Dex * .5 = 4.75 1d8 * .5 = 2.25 10d6 * .75 = 26.25 = 33.25
Crossbow Expertise (bonus action attack, handbow). 1d6+Dex * .5 = 4.25 1d6+Dex * .5 = 4.25 10d6 * .75 = 26.25 = 34.75
No feat (Bonus action hide, shortbow) 1d6+Dex * .75 = 6.375 10d6 * .75 = 26.25 = 32.625
Shield Master Str build (bonus action prone, raiper). 1d8+Dex * .75 = 7.125 10d6 * .75 = 26.25 = 33.375
So yea. It's basicly equal damage as long as you can make use of you bonus action.
A few outliers.
Archery style from fighter 1 or ranger 2 will push up ranged damage. OA from a friend (disonant whispers, commander's strike), or just provoking monsters will almost double the damage in melee. Though it doesn't work with uncanny dodge. If you can't hide for some reason, then draw a weapon and TWF. |
| #20YunruSep 29, 2014 10:56:02 | Fighter Champion 3/Rogue W/E 17 is a decent combo. Pick up a +2 to hit and a 5% chance increase to crit. |
| #21melloredSep 29, 2014 11:18:17 |
|
| #22MistwellSep 29, 2014 12:17:04 | I seriously question rating acrobatics as sky blue, and investigation as black.
I have seen acrobatics described as one of the most useless skills in the game. It no longer gets you rules-heavy benefits such as tumble. Now, what exactly can you do with it (that is highly usefule) that you cannot do without it?
As for investigation, it's used to figure out a trap and find hidden objects. If you don't have it, the rest of your party may well raise an eyebrow as to why the rogue is not doing his job. It seems like a primary rogue ability, at least as useful as acrobatics. |
| #23GladiusLegisSep 29, 2014 12:22:20 |
|
| #24GladiusLegisSep 29, 2014 12:35:39 | Fighter 3 is a good dip for a Lv. 17 Assassin, simply because that Action Surge attack can get doubled along with everything else. I'd definitely take Battle Master over Champion, though, regardless of the kind of Rogue you are. |
| #25PetardoMauritiSep 29, 2014 12:31:38 | It is good to choose the Weapon master feat? You could choose some military weapons like Scimitar, Whip, Heavy crossbow |
| #26GladiusLegisSep 29, 2014 12:34:32 |
|
| #27ClutchboneSep 29, 2014 13:06:14 |
|
| #28Demosthenes2054Sep 29, 2014 13:40:18 |
|
| #29SorxoresSep 29, 2014 13:53:36 |
|
| (Reply to #29)Clutchbone |
|
| #31Demosthenes2054Sep 29, 2014 14:31:52 |
|
| #32DanfmacSep 29, 2014 15:36:16 |
|
| (Reply to #30)Coredump00 |
|
| #34SquadSep 30, 2014 9:54:29 |
|
| #35Demosthenes2054Sep 30, 2014 10:20:22 |
|
| #36melloredSep 30, 2014 11:39:22 | I'd argue that lore bards are the best at skills. Reliable talent is nice, but adding +1d12 to your checks, and possibly -1d12 to the target makes things great. Plus, you can Jack of all trades and spells like charm, bless, or glibness
Not that rogues are too far behind though. Reliable talent is quite nice. |
| #37IxidorRSSep 30, 2014 11:55:10 |
|
| #38YunruSep 30, 2014 12:11:46 | Yes but in the guidlines for creating a custom background you can sub languages for tools. So worst come to worst you make a custom background.
In fact given the rules for custom backgrounds state the only thing you're not allowed to change are the special abilities of each background (you have to choose one of the pre-existing ones), I'd reccomend only rating backgrounds on their special features (such as a Soldier's army rank).
EDIT: Now with quotes!
|
| #39ZardnaarSep 30, 2014 12:28:05 | Whats the obsession with using ranged weapons as a rogue compared to melee?
1. You often give whatever you are shooting at +2 AC due to cover 2. You halve your chances to get a SA via dual wielding 3. You forfeit your chance at an extra sneak attack via an attack of opportunity 4. Sometimes you need to ge thit or threaten an area to the party fighters or whatever doesn't get splattered. 5. Also depends on the rest of the party as a bard using somethign like dissonant whispers will grant you an extra AoO.
Rogue DPR calcuations are often off as well because short of being an assassin if you win initiative (happens a lot with high dex) you may not be able to sneak attack at all.
|
| #40IxidorRSSep 30, 2014 12:32:19 |
|
| #41SquadSep 30, 2014 12:33:10 |
|
| #42YunruSep 30, 2014 12:43:01 | Yup, and since they seem pretty independent from classes, I jumped right on it. |
| #43Judou_HanabiSep 30, 2014 13:12:18 | Do you get sneak attack damage on an opportunity attack if you've already used it on your turn? |
| #44YunruSep 30, 2014 13:14:54 | Sneak Attack is per turn, yes. Unless the OA was because the enemy (somehow) moved away on your turn, you get Sneak Attack again (since it was someone else's turn). |
| #45ZardnaarSep 30, 2014 13:31:07 |
|
| #46YunruSep 30, 2014 13:57:20 | The advantage's nothing to do with the surprise round. You get advantage against creatures that can't see you (and likewise they get disadvantage against you). |
| #47IxidorRSSep 30, 2014 14:46:08 |
|
| #48IncendavisSep 30, 2014 15:17:41 | How well could a Rogue Multiclass with a Sorcercer? I plan on being an Arcane Trickster but I really enjoy Dragon Sorc Flavor as well. |
| #49YunruSep 30, 2014 15:27:02 | Not very, Sneak Attack only applies to finesse or range weapon attacks. |
| #50Judou_HanabiSep 30, 2014 15:59:34 | Which is why you could choose buffing, AOE and defensive spells. |
| #51YunruSep 30, 2014 16:05:21 | From the Sorcerer's list O.o That thing that's about 90% attacking spells, if not more? |
| #52ClutchboneSep 30, 2014 16:44:56 | Roguish Archetypes are up! |
| #53DanfmacSep 30, 2014 17:57:09 | No DM is going to let you cheese hide by holding a blanket up, even with mage hand. |
| #54IncendavisSep 30, 2014 18:10:12 |
|
| #55DanfmacSep 30, 2014 18:31:01 |
|
| #56GladiusLegisSep 30, 2014 19:02:00 | I imagine the rules for the creation of more advanced poisons than the crappy basic with the poisoner's kit will be enumerated in the DMG. Now why they're not in the PHB when there's a whole subclass that specifically wants to play with poisons is beyond me. |
| #57ClutchboneOct 01, 2014 6:30:41 | In Defence of The Trickster's Blanket:
Show Hiding: pg 177
Therefore you can hide from a creature that can't see you.
Giving away your position does not mean you are visible, just that the enemy knows which square you are in.
Therefore peeking around a corner does not break Hiding, as you are not making noise and not approaching.
Heavily Obscured pg 183
Unseen Attackers and Targets pg 194-195
Therefore being visible determines whether you have advantage on attacks, not Hiding. Hiding is what allows you to peek out and remain unseen.
Cover pg 196
Therefore the hardness or thickness of an object does not determine cover, only how much of the creature's body is concealed.
A standard sized single blanket is 7.5 ft x 5.5 ft and weighs 3 lbs as per the equipment chart. Also per the chart, a 10 ft pole weighs 7 lbs. If I sew 5 ft of the pole to the top of the blanket and 5 ft to the bottom, it weighs 10 lbs, the maximum that mage hand can carry.
This 7.5 ft x 5.5 ft blanket, when held up and kept weighted and flat with the sewed-in poles, completely conceals my character's body from view from creatures on the other side. Being unseen, I can now hide (as a bonus action with Cunning Action), and make a ranged attack action with advantage. It also grants me total cover.
Now, once I make an attack action, my location is given away as per pg 195 even though I remain unseen. As long as I remain unseen (ie hostile creature doesn't move), I can make another Stealth check in the same square to become Hidden again with my next available bonus action and then make another attack with advantage.
Therefore, The Trickster's Blanket works.
Counter to The Trickster's Blanket: You can't reposition mage hand, make a stealth check and make an attack action on the same turn, so mobile enemies are not impressed. Also, fire. Or weapons. Or a thrown chair.
|
| #58OraibiOct 01, 2014 0:33:03 | Under backgrounds, you write:
|
| #59KurgagOct 01, 2014 2:00:08 |
|
| #60LeugrenOct 01, 2014 1:57:03 | Goggles of Night are awesome for any rogue that lacks darkvision, especially halflings and humans. This uncommon magic item completely obviates one of the greatest weaknesses these races have as rogues. |
| #61melloredOct 01, 2014 5:13:29 | All rogues should carry multiple weapons to have options for both TWF and Ranged.
You get alot of versatility with minimal cost. Like if there's nothing to hide behind (and enemies rip up your blanket), just go TWF for a second chance to sneak attack. Or if your out in the open against a slow enemy, you can simply dash away and shoot. |
| #62DanfmacOct 01, 2014 7:12:22 |
|
| #63slaughterjOct 01, 2014 9:14:19 | "You would have to step out to fire or cast a spell and then you would no longer be hidden and therefor not have advantage or be hidden."
Apply that statement to any cover, and the hidden rules don't work, so obviously that statement doesn't work. |
| #64IxidorRSOct 01, 2014 9:47:21 |
|
| (Reply to #62)Clutchbone |
|
| #66Demosthenes2054Oct 01, 2014 11:13:04 | Rogue damage really seems to be balanced around the idea that the rogue should sneak attack every turn. Two races offer very easy methods of hiding. Shooting while hidden nearly puts ranged rogues on par with twf rogues damage wise.
As a DM I would probably let the Rogue get away with a lot this edition when it comes to Hiding mid-fight and getting sneak attacks.
|
| #67DanfmacOct 01, 2014 11:20:37 |
|
| #68DanfmacOct 01, 2014 11:31:53 |
|
| (Reply to #58)Clutchbone |
|
| (Reply to #68)Clutchbone |
|
| #71melloredOct 01, 2014 12:35:34 | Just remember, if your hiding behind something, a monster is also hiding behind something. |
| (Reply to #71)Clutchbone |
|
| #73melloredOct 01, 2014 12:40:58 |
|
| #74DanfmacOct 01, 2014 14:23:03 |
|
| #75ClutchboneOct 01, 2014 21:43:43 | Spells are up! Needs colors though.
EDIT: Now with colors and additional spells!
The blanket still works
|
| #76slaughterjOct 01, 2014 17:52:51 |
|
| (Reply to #75)ppaladin123 |
|
| #78AldarcOct 01, 2014 19:01:06 |
|
| #79Demosthenes2054Oct 02, 2014 5:47:24 | Any thoughts on the Use an Object action?
I'm debating redoing my assassin as a thief to open up my combat options a bit more. So far it looks like potion drinking and dropping caltrops are the primary things I would do with this ability.
|
| #80IxidorRSOct 02, 2014 6:52:38 | No Conjure Minor Elementals? You can only take it at 20, I suppose, but it could be useful. Summoning Gargoyles as a wall and to stand next to things you want to hit could be good? They have great resistances as well. Maybe it's not worth it at 20, but consider it. |
| #81ClutchboneOct 03, 2014 11:43:55 | Feats are up! As always, any comments/suggestions are very much welcome. |
| #82GladiusLegisOct 04, 2014 1:31:15 | Sharpshooter: Blue for Assassins getting close to Lv. 17, purple for other Rogues. |
| #83YunruOct 04, 2014 3:01:16 | Sharpshooter's never good for a Rogue (asides from ignoring cover). Hell if anything the inverse of Sharpshooter would be preferable, losing 10 static damage (roughly 3d6 Sneak Attack) for a plus 5 to accuracy. Whether your a lvl17 assassin or not doesn't change that: All you stuff works off of hitting. The -5 from Sharpshooter reduces that for pithy damage. |
| #84OraibiOct 04, 2014 7:19:12 | For feats, Ritual Caster could be worth it if you choose the bard or cleric spell list, and grab silence. Both give detect magic, illusory script (bard list) is good for spies, detect poison and disease (cleric) might come in handy for assassins competing against rivals. The cleric's various precognitive spells (augury, divination, commune) aren't bad for planning heists.
Arcane Tricksers will likely have the Intelligence to qualify for the feat, but most other rogues probably won't.
|
| #85Demosthenes2054Oct 04, 2014 9:41:02 | You can grab ritual caster with either 13 int or 13 wis. Most rogues will have one or the other.
I generally agree with the feat analysis. A couple of outliers.
Skillful becomes a lot more valuable after level 11 thanks to reliable talent. Though I'd probably rate it red until level 11 and black afterwords.
Keen Mind could work really well on an espionage based build. As a DM I'd give a player with Keen Mind advantage on any sort of forgery checks, from copying fake keys, making fake bounties or pardons, fake documents of noble birth, or even faking someone else's identity, including acting like the person they're pretending to be; assuming of course they had interacted with the thing they were trying to forge within the last month. Additionally, if you plan ahead, the +1 Int lets you turn an odd number into an even one. Which saves quite a bit in a point buy game.
Healer might be really good on a Thief, depending on rather or not your DM counts using this Feat as the Use an Object action. |
| (Reply to #83)GladiusLegis |
|
| #87YunruOct 04, 2014 10:26:38 | It's basic maths. If Sharpshooter < Not using Sharpshooter then 2*Sharpshooter < 2*Not using Sharpshooter. If you wish to dispute that, post the numbers. A no assuming magic items that don't exist. |
| #88GladiusLegisOct 04, 2014 11:04:10 | Crossbow Expert + Sharpshooter, +6 vs. AC 19 (avg. for Lv. 17), advantage = .64 .64*(4d6+30) + (1-.36^2)(18d6)
Crossbow Expert, No Sharpshooter, +11 vs. AC 19 (avg. for Lv. 17), advantage = .8775 .8775*(4d6+10) + (1-.1225^2)(18d6)
So the averages there are pretty much the same, including if you give both an x2. However, Sharpshooter has a higher potential payoff for our Lv. 17 Assassin.
These calculations were without magical weapons, btw. If I were to take them into account, Sharpshooter would rocket above no Sharpshooter, since with advantage in play (resulting in a quadratic curve), you get diminishing returns from the bonus to hit without Sharpshooter. |
| #89MistwellOct 04, 2014 11:15:32 |
|
| #90melloredOct 04, 2014 11:22:15 |
|
| #91Rancid_RogueOct 04, 2014 11:54:38 |
|
| #92GladiusLegisOct 04, 2014 12:36:08 | Or alternatively, Rogue 3/Fighter 4/Paladin 13. Bigger and more frequent smites, and Improved Divine Smite (also doubled on crit btw) makes up some of the difference from having just two instead of three attacks. |
| (Reply to #88)Yunru |
|
| #94awaken_D_M_golemOct 04, 2014 13:03:15 | Who would've thought being a Tight@ss, would help being a RogAss ?!
|
| (Reply to #93)GladiusLegis |
|
| #96YunruOct 04, 2014 13:15:43 | Actually 0.22 difference with the level 17 feature. And yes, it is effectively a question of swingyness. But I pose you this: Would you rather miss 19 times and then take down 20 enemies, or take down 20 enemies, one at a time? Because consistency should be favoured. And consistency favours not using Sharpshooter. |
| #97GladiusLegisOct 04, 2014 13:20:44 | 0.22 difference, whatever. Still rather insignificant.
And depends what I'm hunting. If not taking Sharpshooter still mathematically results in instant death for whatever I'm about to gank, then obviously I'd take the more consistent route. If it's something that could potentially be killed in one surprise round, but I'd need the Sharpshooter trade to do it (not unheard of since 40 extra damage points allows a LOT of monsters to fall into that category), then I'd take my chances trying to get the one-round kill. If I succeed, the rest of the party spends no resources. High risk, high reward. |
| #98ClutchboneOct 04, 2014 17:21:00 | Question, mostly to GladiusLegis: Wouldn't taking any penalties to hit be bad for assassins since they can't make up their assassinate/death strike damage in later turns? My apologies if your earlier math already disproved this point, |
| #99GladiusLegisOct 04, 2014 17:31:19 | It could be bad, but it could also be very, very good. Sometimes it's just worth the risk. That's all I'm saying. |
| #100melloredOct 04, 2014 17:55:41 | If you have skuler, sharpshooter makes more sense. Since you can just keep trying till you hit. If you have multi-attack (or crossbow expertise), sharpshooter makes more sense. Since you're less likely to waste sneak attack.
But for your run of the mill rogue, pass. Or at least pass for the damage part. Rogues can often make good use of long range and ignoring cover. |
| (Reply to #99)bid |
|
| (Reply to #101)Yunru |
|
| (Reply to #102)bid |
|
| #104YunruOct 05, 2014 13:03:45 | Except you don't get the auto-crit or the extra damage unless you hit on that first turn. |
| (Reply to #104)bid |
|
| #106YunruOct 05, 2014 15:35:47 | I'm saying therage is just an average, with a large sample size (infinite in this case) cancelling out the swinginess. But for the purposes of the first-round features you don't have infinite turns to bslance the swinginess, you have one. Consistantly dealing moderate damage multiple times on that turn is better than possibly 1HKOing the BBEG. Combine that with Sharpshooter reducing the DPR, and well... |
| #107melloredOct 05, 2014 15:53:38 |
|
| #108YunruOct 05, 2014 16:20:12 | Skulker grants auto-crits and double damage? EDIT: Or extra turns? |
| (Reply to #107)bid |
|
| (Reply to #109)Yunru |
|
| (Reply to #110)Aldarc | Athletics Skill: There is an interesting factor that makes this skill worth considering: grapple. Grapple and shove checks to move or knock prone use the Athletics skill. A rogue with Athletics and Expertise (Athletics) makes for a formidable controller. |
| (Reply to #107)1eejit |
|
| (Reply to #111)Clutchbone |
|
| (Reply to #110)bid |
|
| #115IxidorRSOct 07, 2014 13:30:13 |
|
| #116ClutchboneOct 08, 2014 10:55:07 | Added Advantage/Disadvantage list & Handy Links. |
| #117Mommy_was_an_OrcOct 08, 2014 19:47:15 | I think from a practical play perspective, a lot of 'pure' Rogues should be considering how they're MC'ing with either Ranger 5, Valor Bard 6, Blade Warlock 5, Fighter 5, Paladin 5, or Monk 5. The problem with larger options, such as Fighter 11, is that the benefit of 3 attacks won't kick in until very high levels. But Extra Attack is really useful for making sure that a hit happens... |
| #118N4M8-Oct 08, 2014 21:56:14 | Defensive Duelist is dismissed with the comment, "You already have Uncanny Dodge." But the thing about Uncanny Dodge is you still take half damage whereas Defensive Duelist might result in you not being hit and therefore not taking any damage.
The relative strength of Defensive Duelist will depend heavily on how attacks are resolved by your DM. DMs who let you know that your opponent hit--"He hit's AC 14."--inform you if Defensive Duelist would save your bacon, making it a very strong feat. DMs who are more savvy and just let you know that your opponent hit--"The bugbear hits. Do you want to react?"--may make Defensive Duelist less advantageous.
Moreover, Defensive Duelist becomes more effective as you level. since it is adding your proficiency bonus.
|
| (Reply to #118)Clutchbone |
|
| #120TimboramaOct 09, 2014 13:07:26 | May I suggest Darkness and Polymorph as spells for the "other spells" category? 'cause I think they belong in there ^_^
Seriously, though, Polymorph is pretty sweet, whether you're turning your fighter into a Mammoth, turning yourself into a squirrel so you can sneak into the badguys room and murder him (especially if you also have Rope Trick!), or just want to turn a bad guy into a frog and then cast Sleep... |
| (Reply to #119)N4M8- |
|
| #122melloredOct 09, 2014 15:31:21 | I agree, defensive dualist is purple. |
| #123N4M8-Oct 09, 2014 16:07:48 |
|
| (Reply to #123)Clutchbone |
|
| #125melloredOct 10, 2014 8:51:17 |
|
| #126melloredOct 10, 2014 8:50:13 |
|
| #127randlOct 10, 2014 14:26:39 | Not exactly sure why Observant is purple. I know in play my friends variant human rogue with 14 WIS, Expertise in Perception, and Observant (for a 21 passive perception) leaves the DM banging his head on the table more than just more damage ever would. Now that he has Goggles of the Night, his last weakness as scout is covered and we should expect to never have to worry about ambushes, traps, or secret doors ever. It is kind of funny that he has a better chance of finding something just by walking into a room than actually looking for something. Some DM's may interpret when passive can be used a bit, so probably not above blue, but useful enough not to be purple. |
| (Reply to #127)Clutchbone |
|
| #129melloredOct 11, 2014 7:29:21 | So yea, anyways..
Defensive Dualist is better then +2 Con for melee rogues, at high levels. |
| (Reply to #129)Clutchbone |
|
| #1311eejitOct 11, 2014 7:55:40 | It's definitely strong, but the opportunity cost for picking it up is still significant. I'd rather use the feat/ABI elsewhere and rely on Uncanny Dodge for my reactions. |
| #132melloredOct 11, 2014 10:59:05 |
|
| (Reply to #132)Clutchbone |
|
| #134bcoolOct 11, 2014 16:34:34 | Spell Thief is probably slightly better than you think it is. You mentioned that your DM would require you to identify the spell, but the way the power reads that isn't necessary. Also you can theoretically steal useful spells from your allies or pay an NPC. For example, you could steal healing word to have another healer in the party, or hex or hunter's mark for an extra 1D6 damage on your attacks, or one of the paladin's smite spells. Admittedly these uses are not tremedomously powerful at 17th level and prevent your ally from using the spell you steal.
Hmm, it might even be possible to "steal" a spell somebody else casts on you from a scroll. Thus allowing you to cast the spell multiple times instead of just once. |
| #135cowleymenOct 12, 2014 23:40:58 | I have to ask, what do yall think of a Familiar for AK?
Do yall know if the ability to see through your familiar is also limited by the 100 ft range? cause the ability of a hawk or owl familiar to scout seems limited in wilderness situations. 100ft seems more useful in a town/city then in middle of field of forested areas. Also what about the celestial, fey or fiendish mention, is that any stat change or just for cosemetic/RP reasons?
|
| #136IxidorRSOct 13, 2014 9:05:43 |
|
| #137Demosthenes2054Oct 13, 2014 12:14:21 |
|
| #138cowleymenOct 13, 2014 13:01:50 |
|
| #139DanfmacOct 13, 2014 14:56:07 |
|
| #140cowleymenOct 13, 2014 17:01:38 | The night time setinal is a great advantage!!! so probably going with the owl, thanks for the inputs |
| #141ClutchboneOct 16, 2014 13:00:29 | Example Builds are up!
|
| #142melloredOct 16, 2014 12:45:37 | The asssassin should take +1 Dex, +1 Wis at level 10.
No reason to get +2 dex at that point. |
| (Reply to #142)Clutchbone |
|
| #144bidOct 16, 2014 19:56:33 | And arcane trickster ends with Dex 19. You might as well start with Int 16, Wis 10 and do Int+2 at level 12. |
| (Reply to #144)Clutchbone |
|
| #146forthrightdndOct 17, 2014 8:41:06 | How well do rogues keep up compared to other melee combatants in terms of DPR? From the looks of the DPR King Candidates thread, rogues aren't even a blip on the radar.
Are they far enough behind that it's a concern? |
| #147melloredOct 17, 2014 9:05:24 |
|
| #148forthrightdndOct 17, 2014 18:23:10 |
|
| #149melloredOct 17, 2014 20:21:18 | 70 To 80% sounds about right. They should be doing less straight up damage then a 2-handed melee fighter.
Rogues catch up in other ways. Like having higher inititve and going first, attacking at ranged before the enemy closes, scouting and using that knowlage to plan, using the thief's actions to drop caltrops, or mage legerman to disarm someone, or the assassins ability to simply end someone before they get a chance to attack back.
Also, rogues (and warcaster) are the only ones with full damage oppertunity attacks. So that's another avanue (disonant whispers, commander's strike, sential) to get ahead in. |
| #150ZardnaarOct 18, 2014 2:41:22 |
|
| #151Mommy_was_an_OrcOct 18, 2014 5:44:11 | Pure Rogues basically suck due to the MC'ing rules and their lack of Extra Attack. Ranger 5, Valor Bard 6, Blade Warlock 5 all give extra attack and other capabilities without compromising all that much. |
| #152melloredOct 18, 2014 8:24:27 |
|
| #153Mommy_was_an_OrcOct 18, 2014 11:23:28 | |
| #154melloredOct 18, 2014 11:28:31 |
|
| #155Mommy_was_an_OrcOct 18, 2014 11:58:29 |
|
| #156melloredOct 18, 2014 12:17:28 |
|
| #157Mommy_was_an_OrcOct 18, 2014 14:14:21 |
|
| #158forthrightdndOct 19, 2014 8:43:49 | Okay, I've been convinced. The tradeoff in tofu-block damage is worth the versatility. Since it seems to be the new subject of discussion, how important is getting Extra Attack?
You give up two pretty strong end game archetype features for it (Death Strike or Thief's Reflexes), 2-3d6 SA damage depending on which Extra Attack you went for, possible loss of proficient WIS saves, the standard loss of one ASI, Elusive, and a lackluster capstone feature. You trade this for a fair number of relevant MC features and possibly spells. I assume EA was not included in the baseline rogue because of how trivial it makes getting SA off.
How quickly would you want to shoot for EA? Right after rogue 1? Rogue 6? |
| #159Mommy_was_an_OrcOct 19, 2014 11:39:35 | Basically, you want to get it as fast as possible with a Rogue specific caveat. i.e. Rogues get 4 skills+1 tool at the start of the game and every other class either only gets 3/grants one via MC'ing or doesn't grant one at all. So you want to start with Rogue 1, switch to the MC class 5-6, then switch back. That'll put you at the high end of the damage curve once EA kicks in and then you start picking up all the good Rogue options. |
| #160ZardnaarOct 19, 2014 14:17:46 | Not sure if a Rogue will out damage a valor bard. Lore Bard seems to be a good rogue replacement but lacks damge so depends on the rest of the party.
My Valor bard I want to try out is going to take the shield master feat and have expertise in athletics. Dissonent whispers will be used to trigger AoO as well so you will deal more damage via things like that as well and you can deal more damge indirectly via things like faerie fire and knocking people prone.
Rogue is a bit better than I initially though but it is one of the easier classes in the game to replace or do without via another class. |
| #161forthrightdndOct 19, 2014 17:10:08 |
|
| #162Mommy_was_an_OrcOct 20, 2014 19:16:03 |
|
| #163tdaelinOct 20, 2014 23:20:48 | I've been playing a Rogue|Arcane Trickster and would like to suggest an alternate build. In my experience, Intelligence isn't that important for these characters, as you have few attack spells that require saves and the ones you do have can impose disadvantage after level 9 when you get Magical Ambush. I'd also recommend High Elf over Forest Gnome, as that prioritizes Dexterity, offers better movement, longbow weapon proficiency and the Perception skill (Gnome Cunning is useful, but Speak with Small Beasts isn't and the free cantrips cancel out.) I'd propose a character like this: Show Race: High Elf Ability Score Array: Str 8, Con 14, Dex 16, Int 14, Wis 12, Cha 12 Background: Charlatan Proficient Skills: Acrobatics, Deception, Investigation, Persuasion, Stealth, Sleight of Hand, Perception Level 1: Expertise: Perception, Stealth Level 2: Level 3: Level 4: Ability Score Improvement: Crossbow Expert feat Level 5: Level 6: Expertise: Deception, Sleight of Hand Level 7: Level 8: Ability Score Improvement: Dex +2 Level 9: Level 10: Ability Score Improvement: Skulker Level 11: Level 12: Ability Score Improvement: Int +2 Level 13: Level 14: Level 15: Level 16: Ability Score Improvement: Dex +2 Level 17: Level 18: Level 19: Ability Score Improvement: Resilient (Constitution) Level 20: |
| #164slaughterjOct 21, 2014 7:09:48 |
|
| #165melloredOct 21, 2014 7:55:11 |
|
| #166forthrightdndOct 21, 2014 8:38:52 |
|
| #167melloredOct 21, 2014 8:55:52 |
|
| (Reply to #167)forthrightdnd |
|
| #169melloredOct 21, 2014 15:00:15 |
|
| #170slaughterjOct 21, 2014 17:07:59 |
|
| #171melloredOct 21, 2014 18:17:12 |
|
| #172forthrightdndOct 21, 2014 19:32:52 |
|
| #173ClutchboneOct 21, 2014 20:07:05 | Question: why are we going ranger instead of fighter? I'm having a bit of difficulty writing up the MCing section and any thoughts would be appreciated. |
| #174forthrightdndOct 21, 2014 20:56:10 | Fighter gives no useful proficiencies, Ranger gives a class skill. Both offer Archery or TWF at level 2. Fighter gets Second Wind (1/short rest) and Action Surge (1/long rest). Both are strong, action surge offers a stronger nova than Ranger. Ranger gets Favored Enemy, Natural Explorer, Primeval Awareness, and by far the most important, spell slots for Pass Without Trace, Silence, and Hunter's Mark.
For archetypes, you either get improved criticals (19-20) for Fighter or Colossus Slayer for Ranger, which will apply to 99% of your attacks with EA.
All of that into consideration, Ranger MC seems the stronger choice. |
| #175GladiusLegisOct 21, 2014 20:45:13 |
|
| (Reply to #175)forthrightdnd |
|
| #177Coredump00Oct 21, 2014 21:01:48 | I think a case could be made for going Ranger and at some point taking a 2 lvl fighter dip for Action Surge and Second Wind.
|
| #178Mommy_was_an_OrcOct 22, 2014 8:56:49 |
|
| #179VaristhenesOct 23, 2014 9:03:40 | Barbarian/Rogues make good tanks. Build around strength instead of dex and use a short sword and a shiled. Uncanny Dodge + Resistance to everything is really nice. Athletics Expertise + Rage + Shield Master is really nice. Shield Master + Sneak attack is really nice. Shield Master + Danger Sense is really nice. |
| #180VaristhenesOct 23, 2014 7:09:52 | As an aside. I'm playing a human rogue in AL and currently have Expertise in Stealth and Thieves Tools. I'm debating swapping the Thieves Tools Expertise for Perception as that seems like it would get more use. Plus I can bug the Cleric or Bard for Inspiration or Guidance if and when I do need to disarm a trap. |
| #181ChrisCarlsonOct 23, 2014 8:10:27 |
|
| #182VaristhenesOct 23, 2014 10:18:36 | After my conversation with Jeremy Crawford on twitter this morning I have to say the Thief is probably the worst Rogue archetype. Magical items will not fall under Use an Object. So the thief can at best drop caltrops or marbles with Fast Hands. Possibly won't even be able to drink a potion. Disarming traps and picking locks as a bonus action is so situational that it might save you once during a whole campaign, though in 20 years of gaming I've never had a DM put me in a position that two locks had to be picked in a single turn in order to survive. Sleight of Hand might be nice if you're inclined to steal from fellow party members. I'm personally not.
Use Magic Device... well.. it doesn't work with Fast Hands so you'll probably want to leave all those scrolls, staves, and wands to the casters so they can save their spell slots while you focus on sneak attacks.
To add insult to injury, the Arcane Trickster can also disarm two traps or pick two locks a turn as he can control the Mage Hand as a bonus action. He can also do it at range. |
| (Reply to #179)Finieous |
|
| #184ClutchboneOct 23, 2014 14:26:52 |
|
| #185VaristhenesOct 23, 2014 14:31:41 | Yeah, I want to do a dwarf barb/rogue too. Mountain man treasure hunter. Shortsword and shield. Should be fun. If my groups fighter decides to rebuild for DPS I just may take over the tank role |
| #186AldarcOct 23, 2014 15:11:01 | Right now there are a lot of people who seem to be going crazy for the Extra Attack multiclass optimization option, since that has an effect on damage output. Hooray for damage and all that. But what about a different approach? Not in regards to damage output, but supplementing a rogue's trickery and adding magical utility?
Rogue 13 (Arcane Trickster)/Warlock 7 (Archfey Patron; Pact of the Tome)
Pact of the Tome: You get to add more cantrips from any class list, including the cleric's Guidance (Expertise + Reliable Talent + Guidance = skill monkey heaven!) and the bard's Vicious Mockery. Through the Book of Ancient Secrets invocation, you can also get access to the best ritual casting feature in the game, which allows you to add rituals from any class's spell list (e.g. SILENCE!). Picking up a warlock's ritual casting nets you Find Familiar as well as a potentially giant list of cleric and wizard rituals (that will only grow with more supplement books released), thus freeing up spells you don't have to cast from your already meager number of spell slots.
Invocations: You get four invocations at warlock level 7. Book of Ancient Secrets is a must for the above magical utility. Devil's Sight (120 ft. darkvision in natural and magical darkness) plus One with Shadows (non-concentration invisibility while still in dim light), and pair that with the Arcane Trickster's Magical Ambush. Then you can pick up anything else that may suit your fancy, including two more bonus skills (Deception and Perusasion), an at-will Alter Self, or an at-will Silent Image.
Spells: You don't go to 4th level spells on the Arcane Trickster, but you still go up to 4th level spells through the Warlock. Thankfully, you can also still pick Greater Invisibility through the Archfey. Plus, you also get Faerie Fire and Blink from the Archfey list, as well as other non Illusion/Enchantment spells from the Warlock list (e.g. Hex, Fly, Darkness, Dispel Magic). You only get two spell slots per short rest, but it at least allows you to pick spells that can be recharged separate from your arcane trickster spell slots. But one's Charisma and the other Intelligence? So long as you pick spells that are less stat-reliant and don't target saves, then you should be okay. Intelligence is not that useful anyway, especially when a rogue has a lot of Charisma skills anyway, so focusing Charisma could be a good thing.
Other Minor Perks: Fey Presence, and a Misty Escape teleport once per short rest.
Drawbacks: You lose out on 3d6 sneak attack, defensive survivability (Elusive), and a few situational abilities (Spell Thief, Blind Sense, Stroke of Luck) for greater spell versatility through relevant trickster at-will abilities, cantrips, rituals, and a more versatile spell list. Losing Slippery Mind is tough, but you can always just pick up Resilience (Wis) as a feat in conjunction with Observant (+1 Wis), if you want to boost the detection abilities of your trickster. |
| #187YunruOct 23, 2014 16:27:52 | Bah, Rogue 14/Bard 6 gets utility suppliments AND Extra Attack. |
| #188AldarcOct 23, 2014 17:52:22 |
|
| #189ChrisCarlsonOct 23, 2014 17:53:16 | Bah! If it ain't DPR, it ain't nothin'... |
| (Reply to #189)Aldarc |
|
| (Reply to #188)Yunru |
|
| #192ChrisCarlsonOct 23, 2014 18:06:26 |
|
| (Reply to #192)Clutchbone |
|
| #194ChrisCarlsonOct 23, 2014 19:17:40 |
|
| (Reply to #194)Clutchbone |
|
| #196forthrightdndOct 23, 2014 22:18:00 | There is nothing wrong with attempting to determine what yields the highest DPR while still leaving a useful character out of combat.
There is equally nothing wrong with creating a more unique character that has lower raw combat statistics but useful spells and a deeper utility belt.
Can we not discuss both without feeling the need to demean or talk down to the group at the other side of the table? |
| #197Mommy_was_an_OrcOct 24, 2014 8:07:54 |
|
| #198ChrisCarlsonOct 24, 2014 8:12:22 | DPR =/= participation in the combat pillar. |
| #199YunruOct 24, 2014 8:14:17 | Not entirely no, but for the rogue? Yes. DPR is the only way a Rogue contributes to combat. |
| (Reply to #199)Finieous |
|
| #201IxidorRSOct 24, 2014 8:40:32 |
|
| #202VaristhenesOct 24, 2014 9:01:32 |
|
| (Reply to #200)Yunru |
|
| (Reply to #203)Finieous |
|
| #205melloredOct 24, 2014 9:36:39 |
|
| #206YunruOct 24, 2014 9:42:56 | Oh really? Well I guess your lucky that your DM lets you know such detail despite the fact that both resources and capabilities can be hidden. Sure knowing the numbers and positions is useful but if you're in combat you're going to know those anyway. And if you choose not to engage them well, that's not combat is it? Fact is scouting is situationally helpful at best, hence the fallback to DPR. |
| (Reply to #206)Finieous |
|
| #208YunruOct 24, 2014 9:50:37 | Oh indeed I enjoy the same. I just don't classify it as "combat" or part of that pillar. The tactics developed with the knowledge yes, but getting them? No. And even then, unless the situations good you'd still probably be better of focusing on DPR and thus making a difference on the field and moderate-good off than moderate-good on and being a skill-monkey off. Campaign dependent of course. |
| #209ORC_AnimusOct 24, 2014 10:01:16 | I’ve removed content from this thread because trolling/baiting is a violation of the Code of Conduct. You can review the Code of Conduct here: http://company.wizards.com/conduct Please keep your posts polite, on-topic, and refrain from making personal attacks.You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the “Report Post” button above the post and this will submit your report to the moderators on duty. |
| (Reply to #208)Finieous |
|
| #211Coredump00Oct 24, 2014 10:26:10 | A Thief with Healing Feat can heal D6+4+Level as a bonus action, pretty helpful during combat.
Rogue recon can help the group spring a trap, or ambush. Can lead to different approaches to optimize combat. AT can cast spells to help, or distract with Mage Hand. etc etc
DPR is the easiest thing to use for comparison, it gives a straight number result, so it is easy, objective, and straightforward.... but like math analyses, it doesn't cover a lot of important options.
|
| #212Mommy_was_an_OrcOct 24, 2014 11:19:03 |
|
| #213VaristhenesOct 24, 2014 11:35:56 | Just got more clafication on Fast Hands. |
| (Reply to #207)N4M8- |
|
| #215SeraphexOct 24, 2014 12:48:20 |
|
| #216VaristhenesOct 24, 2014 13:06:29 |
|
| (Reply to #216)forthrightdnd |
|
| #218VaristhenesOct 24, 2014 13:55:24 | Theorycrafting is nice and all but my real game experience suggests that choosing between Cunning Action and TWF isn't as cut and dried. |
| #219forthrightdndOct 24, 2014 14:07:15 |
|
| #220VaristhenesOct 24, 2014 16:30:45 | Me saying the jump was 11% was in refernce to you saying...
|
| #221forthrightdndOct 24, 2014 17:00:56 | I think we're going to go in circles past this point, so I'll only touch on two things.
You're currently taking the best of both worlds in your comparison when you talk about gaining both the increase to SA hit % and use of Cunning Action. As you're aware and discussed in your post, you either take the bonus action for CA or TWF. Acting as though the increase only comes to 8% (the difference between EA and TWF) is not a fair comparison. You lose significantly more than 8% unless you're using TWF every single round, in which case CA is not as big as it's being made out to be. In any case, the % difference overall is the relevant bit (not just SA damage), and is at best, when the pure rogue has a +1 to hit and damage and double the SA dice over the EA, 18%.
In addition, from level 7 onward with the EA rogue, you get to do both, every single turn. If someone finds the loss of Cunning Action that brutal, they can take it early at level 2, in exchange for a rougher level 5-6 (with a delayed EA/ABI by another level).
If you don't find the power gap in combat power meaningful, that's fine. In a lot of campaigns where combat is on the lower end, or you just want a tougher, sneakier rogue at early levels (and are willing to give up some of those monopolized features at higher levels), pure rogue works out great. For lots of players though, DPR is going to be one of the major ways they contribute to a party (as well as the spells/utilities/features gained by MCing, which seems to be repeatedly ignored), and dismissing that build style because it doesn't fit in with what someone else views as their idea of a rogue, is wrong. |
| #222VaristhenesOct 24, 2014 17:44:32 |
|
| (Reply to #220)bid |
|
| #224forthrightdndOct 24, 2014 18:05:29 | While I understand your point, it appears I either explained it poorly or we just disagree on the value of choosing between TWF and CA after the first attacks lands. You cannot model damage that way, and using 8% in your example is incorrect, considering how to-hit and conditional damage scales heavily with one another. I don't think we're going to see eye to eye on CA at lower levels. I agree it's useful, I disagree that it's invaluable.
I'm not trying to convince anyong that Rogue15/EA 5 is the be-all-end-all to rogue builds, just an extremely viable DPR alternative, one that sets a high standard. If you agree with that, in the same way I agree a pure rogue is very useful, we don't have much more to discuss.
Whether you consider yourself a rogue or a ranger at that level is irrelevant to the guide or the discussion - multiple builds for multiple classes MC 5 levels or more, and we don't base the merit of the build in question on how many levels they have in their original choice.
Edit - That last line came our harsher than intended, sorry. |
| #225VaristhenesOct 24, 2014 18:26:21 |
|
| #226Mommy_was_an_OrcOct 25, 2014 19:02:08 |
|
| #227VaristhenesOct 27, 2014 7:59:41 |
|
| #228YunruOct 27, 2014 8:10:33 | The word "might" indicates he's not presuming anything. Learn2English :P |
| #229VaristhenesOct 27, 2014 8:13:37 |
|
| #230ElfcrusherOct 27, 2014 8:17:47 | Out of curiosity, how many of you play in games where the DM does not adjust the difficulty of encounters based on the outcome of previous ones? Meaning, if the party blows through an encounter without taking a scratch, does the DM make the next encounter more difficult? (Either throwing more/bigger monsters at you, or picking opponents/situations that target your weaknesses.) Or the converse: if the last fiight went badly, the next one is less challenging.
The reason I ask is that I find this emphasis on DPR mystifying: if everybody has optimized DPR, aren't you still going to end up facing challenges one way or another? This isn't WoW: you're not facing pre-determined and fixed encounters.
I mean, it's still an interesting/fun intellectual exercise to figure out DPR, and if you're picking between two choices that are all about damage output then it's useful, but how do you even beging to weigh DPR against utility? Doesn't your DP design encounters based on the character choices you make? |
| #231VaristhenesOct 27, 2014 8:21:26 | In 3.X we played a lot of broken DPR builds. Our DM gave NPCs lots of hit points. |
| #232melloredOct 27, 2014 8:28:53 |
|
| #233YunruOct 27, 2014 8:35:55 | Nah the answer to permastealth is a permastealth team :P #Ninjas I also like how PermaStealth still exists (re: Darkness + Devil's Sight), it's just not very... subtle. |
| #234melloredOct 27, 2014 9:01:30 |
|
| #235Mommy_was_an_OrcOct 27, 2014 10:51:59 |
|
| #236ZardnaarOct 27, 2014 14:49:20 |
|
| #237VaristhenesOct 30, 2014 9:27:53 |
|
| #238Mommy_was_an_OrcOct 30, 2014 17:04:32 |
|
| (Reply to #238)Varisthenes | Yes. Let me move 10' right into the Half-Dragon so the Fighter can charge on her turn and then we both definately get breathed on. |
| (Reply to #239)Clutchbone |
|
| #241YunruOct 31, 2014 8:46:40 | Barbarian? Take at first level, pick up a shield and Unarmored Defense (Con). Not as worth it if you want to boost Wisdom or can't bare to loss a skill. That said, +2*proficiency makes you quite good at Wisdom checks even if you've only a 14 in Wis. |
| #242melloredOct 31, 2014 9:28:17 | Ranger(Hunter) 5. Archery Style, Multi-Attack, and a number of good utility spells. Overall it trades some of your defensive features for more offense.
Fighter (battlemaster) 2 or 3. Archery Style, Action surge + assassinate. Extra dice for more accuracy is pretty good too.
Lore Bard 3 / Knowlage Cleric 1/ Warlock 2 (beguiling influence). Because you want all the skills. |
| #243Coredump00Oct 31, 2014 9:34:09 | I like the Ranger combo... works well with the stealth/scout concept, decent spell interactions, and can help with archery or two weapon builds.
|
| #244Mommy_was_an_OrcOct 31, 2014 10:10:51 |
|
| #245VaristhenesOct 31, 2014 12:35:17 |
|
| #246YunruOct 31, 2014 12:50:38 | Good for you, you blocked someone who made a logical arguement that countered the points you raised. |
| #247VaristhenesOct 31, 2014 12:56:39 |
|
| (Reply to #247)Yunru |
|
| #249VaristhenesOct 31, 2014 14:08:14 |
|
| #250YunruOct 31, 2014 14:11:08 | Oh? Glad it also has a report button given how much you're unfoundedly accussing me of trolling and baiting. On the contrary, you've acted hostile and accusary, almost baiting some might say. Edit: except it seems the mobile report button isn't working =/ |
| #251VaristhenesOct 31, 2014 14:41:39 |
|
| #252YunruOct 31, 2014 14:48:46 | Oh of course! Do you also wear your socks on the wrong feet? I hear that's very contraversial. And I just know I've spelt that wrong. |
| #253VaristhenesOct 31, 2014 14:57:50 |
|
| #254melloredOct 31, 2014 15:05:56 | let's just calm down and agree that i am the worst speller on these forums. |
| #255VaristhenesOct 31, 2014 15:11:21 |
|
| #256tdaelinOct 31, 2014 19:07:36 |
|
| (Reply to #256)AaronOfBarbaria |
|
| #258VaristhenesNov 01, 2014 6:51:18 |
|
| #259ElfcrusherNov 01, 2014 9:07:22 | "Oh good," I thought, "a bunch of new posts on the rogue thread. Maybe I'll learn something about rogues..."
Foolish me. |
| (Reply to #259)Yunru |
|
| #261YunruNov 01, 2014 11:34:44 | Rogue 12/Monk 6/Warlock 2 is an interesting one. Darkness+Devil's Sight+The Aability to teleport in shadows+advantage to the next attack roll if you do+extra attack+stunning strike if you're in melee. Oh my. |
| (Reply to #3)ARGisValid |
|
| #263melloredNov 02, 2014 14:05:14 |
|
| (Reply to #261)Clutchbone |
|
| #265VaristhenesNov 05, 2014 8:59:18 | Monk unarmed attacks (and presumably weapons) do not count as finesse weapons. So Monk/Rogue is a pretty crappy multiclass :/ |
| #266melloredNov 05, 2014 9:02:20 |
|
| #267ElfcrusherNov 05, 2014 9:03:47 |
|
| #268VaristhenesNov 05, 2014 9:30:11 | I was meaning monk weapons that aren't specifically finesse already, as mellored elaborated on. Sorry for not being clearer. |
| (Reply to #267)Clutchbone |
|
| #270ElfcrusherNov 05, 2014 9:52:35 |
|
| #271forthrightdndNov 05, 2014 10:15:15 | I'm surprised to see so much love for a monk/rogue MC after all the concern about burning your bonus action to attack. Your unarmed strike is still using that bonus action, and while it is a slight upgrade over TWF at base levels, it falls behind until Monk 5 if you picked a class that gives TWF fighting style (Ranger, Fighter). You still can't use a shield because of unarmored defense, nor can you bump up your shortsword to a rapier because of how monk weapon classification works.
As already mentioned, you're also losing a shot at applying SA dice compared to Ranger/Fighter TWF, since your bonus action unarmed strike won't qualify. The upsides to a monk MC doesn't lie in the martial arts bonus attacks or additional flurry damage, but in the various defensive and offensive features offered such as unarmored movement/defense and stunning strike. If you want to strictly compare the additional attack/flurry, you are behind at almost every turn compared to other MCs bonus actions.
I think at this point it's been well established a pure rogue is well behind most MCs in terms of DPR. |
| #272YunruNov 05, 2014 10:31:03 | If you're going Monk/Rogue you're more likely than not going Way of Shadow, which has a better use for your bonus action than Cunning Action. |
| (Reply to #271)Clutchbone |
|
| (Reply to #273)forthrightdnd |
|
| #275YunruNov 05, 2014 11:32:30 | 1 attack with advantage and one normal attack, plus the mobility of Shadow Step? Yeah, I'd say that's worth the loss of a Wis Save (which can be picked up with Resilient). |
| (Reply to #275)forthrightdnd |
|
| #277Mommy_was_an_OrcNov 13, 2014 15:11:56 |
|
| (Reply to #269)1eejit |
|
| #279LinzadarNov 14, 2014 13:16:00 | been pondering a less than optimal Rogue/Ranger multi that I wanted to hear the input on:
Already Rogue 2. Dragonborn Brass Strength 16, Dex 17, Con 14, Int 14, Wis 13, Char 14. YES I rolled the pre-racial bonus numbers. Set up camera, grabbed my dice, and filmed it first run.
single shortsword user at this point, no shield since Rogues don't get that.
Poor, no loot to sell yet for Studded leather AC. Urchin backstory.
Ranger Multi gets me Shield, Martial, and a skill right?
I am considering dual-wielding Whips after I multi to Ranger (Martial to get whip, still Melee AND Finesse for SA Dmg right?, and Reach to stay 5ft further away) Also weighing the details of Duelist to go Whip/Shield after Ranger features and plan to use Colossus Slayer feature to build off party damage on enemies.
I can stay 5 extra feet back, as long as our Heavy hitters are in the mob.
Stupid? Maybe, and probably. Fun? Yes, to me.
Thoughts? |
| (Reply to #279)Clutchbone |
|
| (Reply to #280)Linzadar |
|
| #282YunruNov 17, 2014 11:18:55 | ABIs are a class feature, yes. |
| (Reply to #281)Clutchbone |
|
| #284LinzadarNov 17, 2014 19:13:18 |
|
| #285ClutchboneNov 19, 2014 16:59:05 | Added my thoughts on multiclassing as a Rogue/Ranger and Rogue/Sorceror. Only Warlock and Wizard to go! |
| #286LindoniusNov 19, 2014 19:48:29 | Looking at your bard multiclassing suggestions I was wondering as to your reasoning behind Thief14/Bard6. Surely Thief 13/Bard 7 is better? You only sacrifice blindsense but you gain access to 4th level bard spells. Hello Greater Invisibility, hello infinite advantage! |
| (Reply to #286)Clutchbone |
|
| #288Mommy_was_an_OrcNov 20, 2014 14:20:50 |
|
| (Reply to #288)Clutchbone |
|
| #290LindoniusNov 20, 2014 15:57:02 |
|
| #291Mommy_was_an_OrcNov 20, 2014 16:13:16 |
|
| #292MiladoonNov 20, 2014 16:22:59 | Technically, all a bard or rogue would need is a greater invisibility scroll and a high enough roll to cast it successfully.
I would like to see some Tier guides for various classes that included synergy between classes.
|
| #293LindoniusNov 20, 2014 17:40:18 |
|
| #294ClutchboneNov 20, 2014 18:27:46 | Ever since 3.5, all the various groups I've played with have been almost exclusively using point buy for stats. IMO I'd prefer if they wrote out rolling completely to elimate god-mode characters and unplayable redshirts. As for using crossbow expert like that, the end result is comparable to Polearm Master but with less damage, no reaction attacks, ranged, and more defense. I'd call it working as intended, and even if people debate the ruling, granting a bonus attack is common enough to not be considered "mega cheese". On the topic of low level MCing, I'm debating on going AT 5 and then 2 levels of diviner (portent!) or illusionist (extra cantrip, buffed minor illusion), but AT 1-13 is just such a solid progression. Not a single bad level. Then again, wizard gives ritual casting and the spellbook really opens up your potential spells known, on top of the school features. |
| #295Mommy_was_an_OrcNov 20, 2014 18:37:32 |
|
| #296LindoniusNov 20, 2014 18:40:18 |
|
| #297Mommy_was_an_OrcNov 20, 2014 18:56:35 |
|
| #298Mommy_was_an_OrcNov 20, 2014 19:10:05 |
|
| #299YunruNov 21, 2014 3:23:36 | If you swapped some levels of Warlock for some more Bard you could get another 2 Expertise. Although your max ritual level would suffer. Starting Cleric gets shields. |
| #300Mommy_was_an_OrcNov 21, 2014 5:16:12 |
|
| (Reply to #293)Miladoon |
|
| (Reply to #297)Clutchbone |
|
| #303YunruNov 21, 2014 9:47:29 | How does it get you third level spells earlier, unless you're going for 5 levels in Wizard? |
| #304ClutchboneNov 21, 2014 10:11:33 | I'd buy a scroll and scribe it in my spellbook.
Even if this option isn't open to all players, the additional 3rd level spell slots are still a bonus for more spells cast per day, upcast at a higher level. |
| #305Mommy_was_an_OrcNov 21, 2014 13:04:06 |
|
| (Reply to #305)Clutchbone |
|
| #307Mommy_was_an_OrcNov 21, 2014 17:36:30 |
|
| (Reply to #307)Clutchbone |
|
| (Reply to #308)AaronOfBarbaria |
|
| (Reply to #309)Clutchbone |
|
| #311noaharkwvNov 22, 2014 9:14:14 | They just previewed additional poisons in the DMG. Those might step up the value of the Assassin's Poisoner's Kit. The also give rules for harvesting poison from creatures with the Nature skill (DC20), this might give that skill slightly more value. |
| #312FrankJonesNov 23, 2014 16:10:01 | Yes, I think it does. Assassin DPS should benefit dramatically for assassinations using some of these poisons.
If you add your proficiency bonus to *use* poisons, as the text for the Poisoner's Kit reads, it should also increase the DC to resist poisons. I'm not happy with the wording of that text but I see no other way to take it.
I am also reducing the time to craft basic poison significantly (to a vial a day), although I'm fine with keeping its production cost at 50gp. Otherwise, it makes no sense for basic poison to be a part of Rogue's arsenal.
For most of the other poisons I am taking "dose" to mean a single use. I may cave on some of the cheaper injury poisons or just homebrew a d6 poison as an analogue to the basic, with a starting DC of 12 and another with a starting DC of 13. Those will be 150gp and 200gp respectively; same crafting time as basic. Cost is sufficiently prohibitive that I think the rogue won't be able to afford using poison for every encounter.
I will probably also create an arbitrary divide at about the 200gp mark for the rarity of the poisons or their ingredients. Anything at or under 200gp I will probably make available at cities with a guild presence or black market. Anything over will probably only appear once in a blue moon or on poison using or poisonous villains.
Any thoughts on how to homebrew these standard poisons is welcome.
|
| #313Mommy_was_an_OrcNov 24, 2014 8:45:51 |
|
| (Reply to #313)FrankJones |
|
| (Reply to #310)Coredump00 |
|
| #316guachiNov 24, 2014 14:24:26 | I was looking to create a Holy Slayer. It was a Rogue kit from the 2e al-Qadim setting. The kit focused on one-handed weapons. The actual text says "A holy slayer may become proficient in the use of any one-handed weapon" and "like a fighter, the holy slayer is allowed to specialize in the use of one weapon." The basic idea is that they get up close and personal with their targets.
The closest equivalent I can get in 5e is to MC and take any of the classes that grant martial weapons as part of the MC and take Dueling.
What classes, feats, skills, whatever would be good for such a character? Are they likely to be effective in combat or is it just too hard to get surprise and advantage in melee to pull off Assassinate. |
| #317Mommy_was_an_OrcNov 24, 2014 15:58:40 |
|
| (Reply to #317)FrankJones |
|
| #319FrankJonesNov 24, 2014 18:41:27 | Also, the new elf subrace in the recent DMG preview should be attractive for rogues, especially assassins and arcane tricksters (misty step, recharges after a short rest). |
| #320ClutchboneNov 25, 2014 16:23:07 | The Rogue's Handbook is officially complete... until the DMG release in a few weeks.
I've added Eladrin and Aasimar race options, a non-class tools section, thoughts on poison use for Assassins, and Warlock and Wizard multiclass options.
Thank you everyone for all your help, up till now and going forward. |
| #321jameswilliamogle2Dec 12, 2014 18:55:05 | New combat option in the dmg to climb on an enemy allows advantage attacking with successful acrobatics checks. Worth mentioning. |
| #322YunruDec 18, 2014 4:25:23 | Action Surge should be rated higher, as you can use the extra action to ready an attack that triggers as soon as you end your turn. That way you can get another instance of Sneak Attack. Same with Haste. - And now I'm working out some form of Drow Rogue/Warlock. Basically a Rogue duskblade that uses Haste to get two attacks with Sneak Attack per turn. - Right now I'm thinking Warlock 3/Sorcerer 5/Rogue 12. Crossbow Expert and Sharpshooter. 13+Dex AC. Only shame is can't pick up a shield. - Also despite dismissing Devil's Sight in the MC section, it is one of the greatest invocations possible for a Rogue. Darkness + Devil's Sight means unless you're facing opponents with their own Devil's Sight, you've perma advantage. |
| #323melloredDec 18, 2014 5:10:06 |
|
| #324NoctaemDec 18, 2014 7:01:05 |
|
| #325YunruDec 18, 2014 7:18:12 | Eh, it's only better than an OA in that you choose the trigger, depending on said trigger I can't see it being disallowed. |
| (Reply to #325)Coredump00 |
|
| #327YunruDec 18, 2014 9:19:42 | Oh I indeed meant as soon as your turn ends (especially if you're an Assassin and they're surprised), just not with the trigger "I end my turn". For example, "when Bob attacks", with Bob being next in the initiative order. |
| #328melloredDec 18, 2014 9:23:48 |
|
| (Reply to #322)Clutchbone |
|
| #330GladiusLegisDec 18, 2014 11:33:49 |
|
| (Reply to #330)Clutchbone |
|
| #332SpacecatfishJan 01, 2015 19:42:24 | Feat Mobile might be worth taking at 12th level for an Arcane Trickster who is usually using Cunning Action to Versatile Trickster. Mobile: (+10 speed, no difficult terrain penalty Dashing, no opportunity attacks from creatures you melee attack) |
| #333NarxisoFeb 10, 2015 9:51:25 | I just wanted to note that Grease is probably the best spell for a arcane trickster since they can cast it where they stand, causing the opponent to fall prone when attacked, at the cost of a save, which the rogue will probably make the save of since Dexterity is the primary stat. Also, grease becomes better as the character gains expertise, making it a spell that can be used at any level. Any creature that fails falls prone, and the prone condition gives advantage to the melee rogue. |
| (Reply to #333)Clutchbone |
|
| #335Coffee_DragonFeb 20, 2015 13:55:00 |
* I found it a little puzzling that "general consensus" says Sentinel doesn't interrupt but for Mage Slayer it's "ask your DM", when they're worded identically. When reading the rules on reactions it seemed at first they are generally meant to interrupt (since the words "instant" and "interrupt" are used, but not "sorcery"), but then after reading more on readied actions and such it seems the rule is rather no interrupting unless specifically stated, so I would guess that goes for Mage Slayer as well.
* I was also surprised that Tough is red, given that it can up your HP by about 30% at level 20 and its universal nature (unless 5th follows the "HP irrelevant at high levels" rule of 3rd to a higher degree than I had hoped). Now I admit there's likely half a dozen feats almost any character can think of to take before this, but if the guide is for general guidance rather than optimization, opportunity cost shouldn't weigh in very strongly, so... purple at worst, maybe?
* Meanwhile Dual Wielder is sky blue, but if you break it down:
1) +1 AC is nice, but only a small part of what +2 DEX gets you.
2) Using rapiers means +1 dam with each weapon, which isn't a lot, and quite possibly situational given the new attitude towards magic items: fine if your DM lets you obtain or quest for magic weapons of your choice, irrelevant if all you come across are a magic shortsword and dagger.
3) Drawing both weapons for free: nice if you often find yourself starting combat with both weapons sheathed (and especially with Assassinate) or switching roles during combat.
So basically three nice things but none of which is critical unless I'm underestimating how often the last part will give you an extra attack.
* It would perhaps be useful with a little dos-and-don'ts on magical items. I was a bit dismayed to find that the mithral chain shirt and rogues are no longer on speaking terms. Goggles of Night or a close equivalent should be a desirable low-level item for rogues that lack racial darkvision. |
| #336Mommy_was_an_OrcMar 06, 2015 13:16:51 | I hadn't looked closely at Versatile Trickster yet, but that's not Sky Blue, that's Purple, maybe Black. |
| #337RealSeolforMar 08, 2015 10:07:47 | What are some creative ways people are using the Thief subclass' "Fast Hands" feature?
On the face of it, NOT using your cunning action seems a rather steep cost. Cunning action is what allows melee rogues to get in, slash and get out OR ranged rogues to snipe and hide.
What is it that you can gain from Fast Hands ...? Maybe my imagination of 'Use an Object' is limited .. anything 'thrown' at the enemy in the equipment section is specified to be a thrown attack e.g. Throw Alchemist Fire/Acid Flask ... |
| #338melloredMar 09, 2015 5:34:44 |
|
| #339RealSeolforMar 11, 2015 0:40:26 |
|
| #340jaappletonMay 09, 2015 8:41:18 | I'm curious what peoples thoughts are on the new Rogue archetype that was released through Unearthed Arcana, the Swashbuckler.
How does it fare against the other types? It reminds me a lot of the Artful Dodger from 4E. There's also a sidebar stating how much it benefits from TWF. |
| #341melloredMay 09, 2015 15:11:04 | more or less balanced. the taunt is possibly broken depending on your reading and party. |
| #342jaappletonMay 10, 2015 8:59:01 | For Swashbucklers, worth starting as one level of Fighter for TWF style? |
| #343ClutchboneMay 26, 2015 16:20:30 | Added Swashbuckler archetype. |
| (Reply to #24)NativeNewporter |
|
| #345LeugrenJun 07, 2015 12:37:19 | With +1 Dex, +2 Int, Darkvision 120 ft., and advantage on Stealth checks made in rocky terrain, Deep Gnomes from the EE Player's Companion make great Arcane Tricksters. |
| #346jaappletonJun 08, 2015 10:34:44 | I've got an Eladrin Swashbuckler that I'm playing in melee, playing him like a treasure hunter. I'm hoping to go pure Rogue. How can I best optimize my damage? Thinking of grabbing Sentinel at Lv4 so I can sometimes attack with my Reaction. Any other or better suggestions? |
| #347IncendavisJun 08, 2015 20:44:37 | How does a Tiefling Swashbuckler look? With the Char bonus effecting Initiative rolls and all. |
| (Reply to #345)Clutchbone |
|
| #349melloredJun 09, 2015 12:26:19 |
|
| #350melloredJun 09, 2015 12:27:17 |
|
| #351LindoniusJun 16, 2015 22:58:57 |
|
| #352GalarrazJul 02, 2015 6:11:56 |
this stuff is very interesting ,
I wonder ,
This material is official ? or just
an adaptation ?
|
| #353YunruJul 28, 2015 4:10:47 | Thinking about making a Barbarian 7/Rogue 13. Totem and Swashbuckler respectively. The idea would be to pick up/start with Sentinel and a whip/raiper. With Swashbuckler not requiring advantage/adjacent enemies for Sneak Attack I can just sit next to an enemy and lock 'em down. Even better if I can sell my DM on the marking rules, but I'm ignoring them for now. Thoughts/Suggestions? |
| (Reply to #353)jaappleton |
|
| (Reply to #354)Yunru |
|
| #356jaappletonJul 28, 2015 5:25:43 | You're right. I don't see why whip Rogue's aren't possible now due to Swashbuckler. Should work. |
| #357LeugrenAug 03, 2015 3:53:58 |
|
| #358jaappletonAug 03, 2015 5:23:03 | Don't forget Dragonborn. They, too, lack Darkvision. And while they may not be the greatest race for Rogues, there's something to be said for having the breath ability. It's an AoE on a class that sorely lacks one. It's not a must have on a class designed to be able to get out of harms way, but it's also nothing to sneeze at. |
| #359LeugrenAug 04, 2015 6:40:42 |
|
| #360Mommy_was_an_OrcAug 03, 2015 8:57:37 | Yeah, Warlock 5 gives quite a bit for the cost. Extra Attack+Devil's Sight+Thirsting Blade+Agonizing Blast and 3rd level spells - there are going to be times where Sneak is not a possibility and at that point, 3-4 attacks is going to be pretty good, even if your Cha is only 14-16. |
| #361LeugrenAug 04, 2015 6:21:24 |
|
| (Reply to #357)Clutchbone |
|
| #363LeugrenAug 04, 2015 8:52:19 |
|
| #364YunruAug 04, 2015 8:59:59 | Still could mention how it's better than Darkvision in terms of both range and affect though. |
| #365ElfcrusherAug 04, 2015 9:15:55 | I have to admit, I've never thought about a rogue with a whip before, let alone with Sentinel. It's sorta metagamey/minmaxy, but it's also a colorful concept. I like it. Would be especially cool as a Drow, but of course you'd lose out on Sentinel at 1st. |
| #366LeugrenAug 04, 2015 9:44:24 |
|
| (Reply to #363)Clutchbone |
|
| #368Mommy_was_an_OrcAug 04, 2015 11:09:13 | As long as you're here, you never responded to the Arcane Trickster's Versatile Trickster problem. It takes an action to create the Mage Hand and it takes a bonus action to designate a creature. It also takes a bonus action or regular action to move the hand. |
| (Reply to #368)Clutchbone |
|
| #370YunruAug 04, 2015 12:04:38 | Pistols and Muskets are better for Rogues than any other martial class, due to not caring about the loading property. |
| #371Mommy_was_an_OrcAug 04, 2015 14:32:14 |
|
| (Reply to #371)Clutchbone |
|
| #373Mommy_was_an_OrcAug 05, 2015 8:24:34 |
|
| (Reply to #373)Clutchbone |
|
| #375Mommy_was_an_OrcAug 05, 2015 13:38:24 |
|
| (Reply to #375)Clutchbone |
|
| #377Mommy_was_an_OrcAug 06, 2015 12:54:43 |
|
| #378IxidorRSAug 12, 2015 8:11:03 | If you have proficiency in throwing weapons that don't have the finesse property, do they still do sneak attack damage? |
| (Reply to #378)Clutchbone |
|